Thom O'Brian
Male Human
Cavalier 1
LG Medium Humanoid (Human)
Init: +3, Senses: Perception: +3
Languages: Common
Abilities: Str 16, Dex 12, Con 16, Int 13, Wis 14, Cha 10
Favoured Class: Cavalier
Favoured Class Bonus
1st - Hit Point
Bonus Feat
Humans select one extra feat at 1st level.
Skilled
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
TRAITS:
Reactionary
Abused by his father at an early age, and bullied by the citizens of Rastov when living with Father Laine, Thom's reacts quickly to danger. He gains a +2 to initiative rolls.
Militia Veteran
Thom spent almost two years in Rastov's militia, learning how to ride properly. +2 to Ride skill checks, and it is always a class skill.
Bastard
Thom's father claims to have been the son of a noble or king, yet all he had to support the claim was a brooch that Thom is now in possession of.
CLASS:
Mount (Ex)
A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability. A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.
Order (Ex)
At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.
Tactician (Ex)
At 1st level, a cavalier receives a teamwork feat as a bonus feat. 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.
Order of the Lion
An order of the lion cavalier can make Knowledge (nobility) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his sovereign.
BACKGROUND:
Thom's birth was not one in joy - his birth was at the cost of his mother's life. Growing up on a small farm not far from the city of Restov, his life was one of abuse as his father turned to alcohol. In his drunken frenzy, his father would bemoan the unluck of his son's birth, and how he deserved better, being the heir of a lord or a king; Thom never thought to ask, not convinced that his father's cruel words were more than air; the one time he dared speak, his father had carved a wound in the crying boy's face. At the age of eight, his father died, leaving Thom with a farm that he could not maintain on his own, and a brooch that his old man swore belonged to an old king.
Cheated out by a merchant, who took advantage of the boy's naïvete, Thom was eventually found by a priest of Erastil. An old man by the name of Laine, he was taken care of and was taught to lead by example, and that actions speak louder than words. Though never one for leading, Thom lived with the old priest for seven years, tending to the old man's garden and doing the shopping and cooking. Laine was more of a father to Thom than his old man ever was, yet at the age of fifteen, the priest died.
He inherited the shack that he had lived in, and continued to tend to the priest's garden, while growing ever bolder. It took a year before he had grown accustomed to the snide remarks of the other citizens - the scar from his childhood had never healed and it made him stand out. He always kept Laine's chivalric idea with him, and he dreamed of joining the duelling schools that the city sported - yet he had no money, and no skills with a blade, and he was told they were for the lords and nobles, not disfigured commoners. He grew to resent the arrogance of the upper class. Yet the dream of wielding a blade remained, and Laine's teachings were with him. At the age of seventeen, he enrolled into Restov's militia, where he was taught how to wield a blade and shield, and how to wear armour. Learning the art of swordsplay rather quickly, the militia captain, a hard man named Arthos, gave Thom his choice of a mount. He picked a grey mare, a right beauty, and named her Ashe.
It has been a year and a half since Thom learned to wield blade and shield, and the romantic gesture of chivalry and protecting the people has only grown. When rumours of the stolen lands began flooding the air, Thom decided this was his chance. He wasn't handsome like the lords or of any significant status, but he wants to change. He wants to be a knight, and he wants to serve somebody worthy.
DESCRIPTION:
A rugged man, with broad shoulders and thick arms, Thom's appearance leaves little to be desired. A disfiguring scar traces its way across Thom's face, with a bit of his nose cut off, and his eyes are slightly mismatched. A black unkempt beard decorates his jawline and his hair is cut short. For his breadth he is also rather small, giving the impression that he is clumsy and dim. There is a warmth in his voice when he speaks that betrays the physical.
Feats: Armor Proficiency (Light), Run
Skills: Survival +5
Equipment: Barding (Studded Leather), Saddle (Military)(+2 circumstance bonus on Ride checks related to staying in the saddle)
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SPECIAL ABILITIES
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Trained for Combat Riding
An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also "upgrade" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
Link (Ex)
A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Scent (Ex)
You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.