Theodore Black

Theon d'Malheur's page

194 posts. Organized Play character for Faelyn.


Full Name

Theon d'Malheur

Race

Taldan

Classes/Levels

Lore Warden, Martial Master 1| HP 13/13 | AC 16 | T 12 | FF 14 | CMD 16 | Fort +4 | Ref +2 | Will +1 | Init +2 | Perc +6

Gender

Male

Size

Medium

Age

20

Special Abilities

Scholastic

Alignment

Lawful Neutral

Deity

Abadar

Location

Absalom

Languages

Common, Varisian

Homepage URL

Character Sheet

Strength 16
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 12
Charisma 10

About Theon d'Malheur

Theon d’Malheur
Male Taldan Lore Warden 1
Lawful Neutral Humanoid
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 Armor)
hp 13 (1d10+2)
Fort +4, Ref +2, Will +1
Defensive Abilities
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Dawnbreaker (Glaive) +5 (1d10+4/x3)
Cestus +4 (1d4+3/x2)
Dagger +4 (1d4+3/19-20/x2)
Ranged
Dagger +3 (1d4+3/19-20/x2) – 10 ft.
Darkwood Composite Longbow (+3 Strength) +4 (1d8+3/x3) – 110 ft.
Special Attacks Power Attack, Combat Reflexes
--------------------
Statistics
--------------------
Str16, Dex 14, Con 14, Int 13, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Combat Reflexes, Power Attack, Fast Learner
Skills Acrobatics +0, Climb +5, Intimidate +0, Knowledge: Local +7, Knowledge: Geography +7, Knowledge: Nobility +5, Perception +6, Survival +5/+7, Swim 1
Languages Taldane (Common), Varisian
SQ Scholastic
Other Gear Dawnbreaker (Glaive)*, Cestus, Darkwood Comp. Longbow (+3 Str) w/ 20 arrows, Spring-Loaded Wrist Sheath (Dagger), Leather Lamellar, Explorer’s Outfit, Masterwork Backpack (Bedroll, Blanket, Silk Rope (50 ft.), Trail Rations x5, Mess Kit, Grooming Kit, Journal, Ink vial, Inkpen, Canteen, Sunrod x4), Belt pouch (Flint & Steel, Potion of Cure Light Wounds, Potion of Enlarge Person), Belt Pouch (Hip Flask), Bandolier (Wand of Cure Light Wounds (47 charges), Sunrod, Alchemist Fire x2, Acid Vial, Antitoxin, Antiplague)

0pp 164gp 5sp 9cp

*Masterwork Transformation
--------------------
Traits
--------------------
Seeker: You are always on the lookout for reward and danger. Benefit: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Heirloom Weapon: You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family (pay the standard gp cost for the weapon). Benefit: When you select this trait, choose one of the following benefits: proficiency with that specific weapon, a +1 trait bonus on attacks of opportunity with that specific weapon, or a +2 trait bonus on one kind of combat maneuver when using that specific weapon (Trip).
--------------------
Special Abilities
--------------------

Lore Warden:

Quick thinking and deception can often carry the day where raw force might not. Lore wardens are the bodyguards, guardians, and soldiers of the Pathfinder Society. Not only are they often called upon to protect and watch over important repositories of lore, but they themselves are impressive keepers of all manner of knowledge. Lore wardens are fighters who benefit from learning to outsmart and outmaneuver their foes rather than just overpower them. Even out of combat, lore wardens have a quick wit and a surprising breadth of knowledge that can often grant them significant advantages over enemies even before a battle begins. Indeed, for many lore wardens, a fight that can be won without a single weapon being drawn is the best kind of victory. A lore warden has the following class features.

Scholastic (Ex): Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens. This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.

Expertise (Ex): At 2nd level, a lore warden gains Combat Expertise as a bonus feat, even if he would not normally qualify for this feat. This ability replaces bravery 1.

Maneuver Mastery (Ex): At 3rd level, a lore warden gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level. This ability replaces armor training 1.

Know Thy Enemy (Ex): At 7th level, a lore warden can take a standard action to study a specific target in sight. He must make a Knowledge check to determine the target’s abilities and weaknesses as part of this standard action. If successful, the lore warden not only notes the appropriate abilities and weaknesses, as detailed under the Knowledge skill on page 100 of the Pathfinder RPG Core Rulebook, but also gains a +2 competence bonus on all attack rolls and weapon damage rolls made against that enemy. Note that this bonus on attack and damage rolls applies only to that specific creature. This bonus lasts for the duration of an encounter, or until the lore warden attempts a new Knowledge check to use this ability on a different target. This ability replaces armor training 2.

Hair’s Breadth (Ex): At 11th level, a lore warden can attempt an Acrobatics check as an immediate action to negate a confirmation role for a critical hit. The critical hit confirmation is negated (though the attack still hits and deals normal damage) if the Acrobatics check is greater than the opponent’s confirmation roll. This ability replaces armor training 3.

Martial Master:
There are those who learn the fighting arts though countless hours of repetition and training, while others seem to pick up new stances and forms as if they were born to them.

Martial Flexibility (Ex): At 5th level, the martial master can use a move action to gain the benefit of a combat feat he doesn’t possess. This effect lasts for 1 minute. The martial master must otherwise meet all the feat’s prerequisites. He can use this ability a number of times per day equal to 3 + 1/2 his fighter level.

The martial master can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At later levels, when he gains multiple feats through this ability, the martial master can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

At 9th level, a martial master can use this ability to gain the benefit of two combat feats at the same time. He can select one feat as a swift action or two feats as a move action.

At 14th level, a martial master can use this ability to gain the benefit of three combat feats at the same time. He can select one feat as a free action, two feats as a swift action, or three feats as a move action.

At 17th level, a martial master can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action.

At 20th level, a martial master can use this ability to gain the benefit of any number of combat feats as a swift action.

This ability replaces weapon training and weapon mastery.


--------------------
Standard Racial Traits:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits:
Bonus Feat: Humans select one extra feat at 1st level.
Wayfarer: Humans maintain the largest trade networks on Golarion and the farthest-reaching civilizations, putting them in contact with a huge number of cultures. Humans with this racial trait gain a +2 racial bonus on Survival checks to avoid becoming lost, Knowledge (geography) checks, and Knowledge (local) checks. Whenever these humans gain a rank in Linguistics, they learn two languages rather than one. This racial trait replaces skilled.


--------------------
Background:
Theon is the youngest son of the current line of d'Malheurs. In following with his family's tradition, he spent most of his life preparing to join the ranks of the Pathfinder Society. For five generations the youngest son of the d'Malheur family has joined the Society in an attempt to bring splendor back to the family name either by riches and reward or through renown.

Theon's uncle was a member of the elite soldiers of the Society, known as the Lore Wardens. Theon has spent most of his teenage years idolizing his uncle and preparing himself to follow in his footsteps. The young man learned all that he could from his uncle and has been preparing himself for his chance to return glory to the once great name of d'Malheur, which is now little more than a minor noble house within the ranks of the Taldan nobility.

Description:
Reference Image
Height 5’11” Weight 182 lbs
Skin Tan Eyes Amber Hair Chestnut
Theon stands at a lean, muscular 5'11" with the wavy, chestnut hair common to his Taldan ancestry. His eyes are a rare hue of amber and have an intelligent gleam, indicating he is much more than the simple warrior he portrays. He wears a thick, but well-maintained beard. His gear appears worn, yet comfortable, and unassuming. The one item that stands out amongst it all is the beautiful glaive he carries.

Dawnbreaker (Heirloom Weapon):
Dawnbreaker is a glaive that has been passed down to each d'Malheur son who joins the ranks of the Pathfinders. For nearly five generations, the youngest of the d'Malheurs leaves behind Taldor to join the ranks of The Swords and each is granted Dawnbreaker as part of their Confirmation ceremony. Dawnbreaker is a glaive set with a pear-shaped royal blue sapphire in the cross-section of the blade.

Dawnbreaker was found by Mena d'Malheur during an expedition into the Osirian desert. The blade aided in his survival through a night of violence and when his Pathfinder comrades found victory at the break of dawn, Mena promised his newly professed goddess, Shelyn, he would name the blade Dawnbreaker and it would become an heirloom of his family.

PFS Character Information:

PFS#: 13693-6
Faction: Sovereign Court
XP: 2
Fame: 4
Prestige: 0/4
Inventory Tracking Sheet
Scenarios:
First Steps, Part 1 [1 XP, 2 PP, 417gp, 5gp Day Job] Chronicle Sheet
- Boons: None.
The Confirmation [1 XP, 2 PP, 430gp, 0gp Day Job] Chronicle Sheet
- Boons:
- Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
- Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
- Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Masters of the Fallen Fortress [1/2 XP, 1 PP, 240gp, 0gp Day Job] Chronicle Sheet
- Boons: None.