About ArkhädArkhäd Male Cavalier 4
==DEFENSE==
==OFFENSE==
==STATISTICS==
==FEATS==
==TRAITS==
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==
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==
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
(5 sp) Multi-pocketed belt (bandolier)
Backpack
Load including packed 105.74 lb. = Medium
With the tailor of the governor of Barad Harn
ANIMAL COMPANION:
Syntar Neutral Medium Animal Initiative +2 Senses Perception +6, low-light vision, scent ==DEFENSE==
==OFFENSE==
==STATISTICS==
==FEATS==
==SKILLS==
==ABILITIES & TRICKS==
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==
(10 gp) Lance – 10 lb. (kit) saddlebags – 4 lb.
Packed
Current Load 204 lb. Light + Arkhäd
============================================== ==DESCRIPTION==
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
==PERSONALITY==
His dream is to return to Umbar as a renowned Knight of Gondor and restore his ancestor’s fiefs of Pellardur and Ardümir. 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 – |