Alain

Arkhäd's page

189 posts. Alias of Jubal Breakbottle.


Race

Male Dúnedain Knight of Gondor

Classes/Levels

HP: 36/36 -10 NL | Challenge 0/2 | Shield Wall 1/1 | Hero 1 | Syntar HP 22/26 -1 NL

Stats:
AC 20 Touch 18 FF 12 CMD 20 | Fort +5 Ref +3 Will +2 | Initiative +2 | Perception +9 | Sense Motive +5

About Arkhäd

Arkhäd

Male Cavalier 4
Lawful Good Humanoid (Human: Dúnedain)
Favored Class Cavalier
Initiative +2
Senses Perception +9

==DEFENSE==
AC 20, touch 18, flat-footed 10 (10 +6 defense bonus +2 Dex +2 shield)
HP 36 (MAXd10 +3x6 +4x1 Con +4 Favored Class)
Fort +5, Ref +3, Will +2
Armor currently none
Special Defenses
- Mounted Combat Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
- Shield Wall Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat, the AC bonus from your shield increases, depending on the shield wielded by your ally. You keep these bonuses even if your ally loses his shield bonus due to making a shield bash attack.
- Hot weather outfit +2 bonus on Fortitude saves to resist warm or hot weather.

==OFFENSE==
Speed 30 ft/x4, 20 ft/x3 wearing banded mail
Melee Rough & ready +9 (1d6+6) Bludgeoning, Slashing or Piercing 20/x2
Melee Gauntlet +8 (1d3+6) Bludgeoning 20/x2
Melee Longsword +8 (1d8+6) Slashing 19-20/x2
Melee Shortsword +8 (1d8+6) Piercing 19-20/x2
Melee Lance +8 (1d8+6) Piercing 20/x3
Ranged Composite (+4 Str) shortbow +6 (1d6+4) Piercing 20/x3, Range 70 ft
Special Attacks
- Power Attack & Furious Focus already included in Melee attacks
- Cavalier's charge +4 attack on a charge while mounted and does not suffer any penalty to AC
- Challenge 2/day (+4 damage, gain +1 AC),
- Greater tactician 1/day (Shield Wall, 5 rds)

==STATISTICS==
Str 18, Dex 14, Con 13, Int 10, Wis 12, Cha 12
Base Atk +4; CMB +8; CMD 20

==FEATS==
Armor Proficiencies (Light, Medium & Heavy) – Cavalier start
Shield Proficiency (except Tower) – Cavalier start
Weapon Proficiencies (Simple & Martial) – Cavalier start
Sea Legs & Skilled Driver (Water) – Umbar bonus
Power Attack – Human bonus
Shield Wall – Cavalier bonus
Furious Focus – 1st level
Mounted Combat – 3rd level

==TRAITS==
Reckless (Combat) You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

Rough and ready (Equipment) When you use a tool of your trade [Profession (sailor)] as a weapon, you do not take the improvised weapon penalty and instead receive a +1 trait bonus on your attack.

==SKILLS==
20 ranks = 4x (4 +1 Human)
Acrobatics* +9 (1 rank +3 class +2 Dex +1 trait +2 Sea Legs -ACP)
Appraise +1 (0 rank +0 Int +1 race)
Bluff +5 (1 rank +3 class +1 Cha)
Climb* +10 (1 rank +3 class +4 Str +2 Sea Legs -ACP)
Diplomacy +5 (1 rank +3 class +1 Cha)
Handle Animal +5[+9] (1 rank +3 class +1 Cha) [+6 vs Syntar]
Intimidate +6 (1 rank +3 class +1 Cha +1 race)
Knowledge (local) +4 (1 rank +3 class +0 Int)
Knowledge (nobility) +4[+6] (1 rank +3 class +0 Int) [+2 involving King of Gondor]
Linguistics +4 (4 rank +0 Int)
Perception +9 (4 rank +3 class +1 Wis +1 race)
Profession (sailor) +5 (1 rank +3 class +1 Wis)
Ride* +6 (1 rank +3 class +2 Dex –ACP if not companion)
Sense Motive +5 (1 rank +3 class +1 Wis)
Swim* +10 (1 rank +3 class +4 Str +2 Sea Legs -ACP)

Armor Check Penalty (ACP) = none, -2 with heavy shield & -6 with banded armor

Languages Westron (literate), Haradrim (literate), Telerin (illiterate)

==EXTRAORDINARY, SPELL-LIKE ABILITIES & SUPERNATURAL ABILITIES==
Challenge (Ex): 2 per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.

Whenever an order of the lion cavalier issues a challenge, he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.

Lion’s Call (Ex): 4 rounds. At 2nd level, an order of the lion cavalier gains the ability to rally his allies. As a standard action, he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his cavalier level. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).

Tactician (Ex): 5 rounds; once per day. At 1st level, a cavalier receives a teamwork feat as a bonus feat: Shield Wall. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Cavalier's Charge (Ex): At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.

Skilled Driver (Water) Gain +4 bonus on driving checks with made with water vehicles

Expert Trainer (Ex) +2. At 4th level, a cavalier learns to train mounts with speed and unsurpassed expertise. The cavalier receives a bonus equal to 1/2 his cavalier level whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC.

==EQUIPMENT== 500 gp
Worn
(50 gp) Signet ring
(free) Hot weather outfit – 4 lb.
(15 gp) Longsword – 4 lb.
(10 gp) Shortsword – 2 lb.
(20 gp) Heavy steel shield – 15 lb.
(free) Composite (+4 Str) shortbow – 2 lb.
(free) Arrows (20) – 3 lb.

(5 sp) Multi-pocketed belt (bandolier)
1. (1 gp) Flint & steel
2. currency

Backpack
- (free) Explorer’s Outfit – 8 lb.
- (23 gp) Cavalier’s kit [mess kit, soap, torch (10), trail rations (5), waterskin]
- (5 gp) Gear maintenance kit - 2 lb.
- (1 gp) Grooming kit - 2 lb.
- (1.5 gp) Shaving kit - 0.5 lb.
- (free) Trail rations 6 day – 6 lbs.

Load including packed 105.74 lb. = Medium
Currency 53 gp
Carrying Capacity Medium Load (200 – 300 lbs.)

With the tailor of the governor of Barad Harn
- (30 gp) Courtier’s Outfit – 6 lb.

ANIMAL COMPANION:

Syntar
Neutral Medium Animal
Initiative +2
Senses Perception +6, low-light vision, scent

==DEFENSE==
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)
hp 26 (4d8 +4x2 Con)
Fort +6, Ref +6, Will +3
Armor Leather barding
Defensive Abilities Evasion

==OFFENSE==
Speed 50 ft.
Melee bite +5 (1d4+3), 2 hooves +5 (1d6+3) 20/x2
Space 10 ft.; Reach 5 ft.
Offensive Abilities
- Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

==STATISTICS==
Str 17, Dex 14, Con 15, Int 3, Wis 12, Cha 6
Base Atk +3; CMB +7; CMD 19 (23 vs. trip)

==FEATS==
Light Armor Proficiency – Cavalier bonus
Power Attack – 1st level
Run – 3rd level

==SKILLS==
4 ranks
Acrobatics +6[+14] (1 rank +3 class +2 Dex) [+8 for jump due to Speed]
Perception +6 (2 rank +3 class +1 Wis)
Swim +7 (1 rank +3 class +3 Str)

==ABILITIES & TRICKS==
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Attack x2 The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

Come The animal comes to you, even if it normally would not do so.

Defend The animal defends Treetopper (or is ready to defend Treetopper if no threat is present), even without any command being given. Alternatively, Treetopper can command the animal to defend a specific other character.

Down The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.

Guard The animal stays in place and prevents others from approaching.

Heel The animal follows you closely, even to places where it normally wouldn’t go.

Flank You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.

==EQUIPMENT==
Worn
(40 gp) Leather barding {not donned) – 30 lb.
(kit) Bit and bridle – 1 lb.
(kit) Saddle, riding – 15 lb.
(kit) Bedroll – 5 lb.

(10 gp) Lance – 10 lb.

(kit) saddlebags – 4 lb.
- (kit) Rope, hemp (50 ft.) – 10 lb.
- (kit) Feed (11 days) – 110 lb.
- (kit) Pot – 4 lb.
- (free)Waterskins (6) - 4 lbs.

Packed
(250 gp) Banded mail (gold is silver and red is black) – 35 lb.

Current Load 204 lb. Light + Arkhäd
Carrying Capacity Medium Load (519 – 780 lbs.)


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==DESCRIPTION==
Age 43 Height 6-ft, 1-in Weight 200 lb.
Hair very fine blond Eyes light blue

Arkhäd has the handsome features of a pure Dúnedain with very fine blond hair and light blue eyes. He is lean and broad-shouldered as a product of constant training with arms and armor.

Armored and mounted
Dressed for court

==PERSONALITY==
Despite years serving as a Knight of Gondor, Arkhäd is still young at heart. He fights recklessly but cultivates his relationships strategically. His father is the Steward of Umbar after all.

His dream is to return to Umbar as a renowned Knight of Gondor and restore his ancestor’s fiefs of Pellardur and Ardümir.

==BACKGROUND==
Harad suffered a devastating defeat and concluded a peace with King Aragorn II Elessar, by which Umbar, whose fleet had been completely destroyed in the mouths of the Anduin, was returned to Gondor, and South Gondor also annexed.

After King Aragorn II conquered Umbar, he installed one of his unmarried Dúnedain Knights of Gondor as Steward of Umbar to rule as viceroy in his stead. In order to solidify his position, the Steward married a young scion of a Numenorean family with title to the Black Tower. The Black Tower had been protected from the minions of Sauron by the legendary Sword of Syntar and became the seat of the Steward. While a political marriage, the two created a large pure Dúnedain family. Arkhäd was born in Umbar as the fifth son of the Steward. With so many heirs to spare, his mother named him for one of her ancestors who was a Lord of Pellardur and Westerly Tower.

As the youngest child, Arkhäd had free rein in his childhood enjoying the lifestyle of a prince. He grew up reckless and free-spirited spending most of his free time in the water learning to sail and swim. It was a struggle to prepare him to become a knight let alone a Knight of Gondor. He hated the heavy armor and horses. His family tolerated his lifestyle until his lack of knightly skills became a political liability at his knighting. As a conquence, his family put him on a palanrist bound for Minas Tirith.

Arriving in Minas Tirith, Arkhäd stayed with an uncle and slowly learned the true ways of knighthood, including the politics of court. Eventually, he was inducted into the Order of the White Tree, which is commonly known as the Knights of Gondor, by King Elderion. He usually wears the symbol of the silver tree of Gondor on black somewhere on his attire and always on his shield.

Recently, when the king’s advisors were putting together a mission to the south, Arkhäd’s background seemed a perfect fit. While he had built a comfortable life in the capital, Arkhäd’s wonderful memories of Umbar overwhelmed him.

ADVANCEMENT:

5th –
6th –
7th –
8th –
9th –