About Thorgrim the Bold StriderMale Human Beast Rider Honor Guard Cavalier 5 / Ulfen Guard 4
Defense::
AC 24, touch 12, flat-footed 23 (+12 armor, +1 Dex, +1 Deflection) HP 99 (9d10+41) Rage HP 117 (+18) Fort +10 (2+4), Ref +4 (1+1), Will +5 (2+1) Defensive Abilities Offense::
Speed 20 ft. Melee +1 Furious adamantine fauchard +15/+10 (1d10+8 | 15-20) Melee masterwork cold iron armor spikes +15/+10 (1d6+5) Ranged masterwork trident +12/+7 (1d8+5) (10’) Statistics::
Str 20, Dex 14, Con 18, Int 10, Wis 12, Cha 8 Base Attack +9; CMB +14; CMD 26 Feats: Exotic Weapon Proficiency(Fauchard) [1], Boon Companion [Human], Paired Opportunists [Bonus-Teamwork], Power Attack [3], Bodyguard [3-Bonus], Combat Reflexes [5], Quick Draw [7], Two-Handed Thrower [8-Bonus], Improved Critical (Fauchard) [9] Skills (45 Ranks) Climb +10 [2]; Intimidate +12 [9]; Kn. (Dun.) +12 [9]; Kn. (Nob.) +8 [5]; Perception +13 [9]; Sense Motive +13 [9]; Swim +10 [2] Languages Common, Hallit Traits Indomitable Faith - +1 to Will Saves; Viking Blood - +1 to Intimidate and it is a class skill Racial Traits +1 feat; +1 skill/level SQ Challenge; Sworn Defense; Exotic Mount; Order of the Dragon; Tactician; Intercept; Banner; Chosen Ally, Guard Dedications(Alert Guardian, Formal Training), Rage (14 rounds/day) Combat Gear Furious Adamantine Fauchard +1, Cestus, Benevolent Full Plate +3, Masterwork Trident (x3), Belt of Physical Might +2 (Str/Con), Cloak of the Manta Ray, Tireless Wayfinder, Clear Spindle Ioun Stone, Ring of Protection +1 Magical Gear Thunderstone (x2), Wand of Cure Light Wounds (50 Charges), Potion of Fly (x2), Potion of Bear’s Endurance (x2), Potion of Water Walking, Potion of Lesser Restoration (x4), Potion of Remove Paralysis, Potion of Remove Deaf/Blindness, Potion of Cure Serious Wounds (x2) Other Gear Masterwork Backpack, Bedroll, Medium Tent, Trail Rations (x10), Heavy Blanket, Hempen Rope 50 ft., Special Abilities::
Weapon Proficiency: Cavaliers are proficient with all simple and martial weapons. Armor Proficiency: A beast rider is proficient with light and medium armor, and with shields (with the exception of tower shields). Challenge (Ex): Once 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. Sworn Defense (Ex): At 1st level, whenever an honor guard issues a challenge, he can select one ally as his ward for the duration of the challenge. Whenever the honor guard is adjacent to his ward, he takes a –1 penalty to Armor Class, and the ward receives a +1 dodge bonus to AC. This modifies the challenge ability Exotic Mount (Ex): At 1st level, a beast rider forms a bond with a strong, loyal companion that permits him to ride it as a mount. This mount functions as a druid’s animal companion, using the beast rider’s level as his effective druid level. The animal chosen as a mount must be large enough to carry the beast rider (Medium or Large for a Small character; Large or Huge for a Medium character). The beast rider 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 Endurance as a bonus feat. A beast rider’s mount does not gain the share spells special ability. Each time the beast rider increases in level, he can choose to select a new, more impressive mount better suited to his increased power. Small-sized beast riders can choose a pony or wolf mount at 1st level. At 4th level, a Small beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, boar, brachiosaurus, elephant, glyptodon, hippopotamus, mastodon, megaloceros, riding dog, snapping turtle (giant), triceratops, or tyrannosaurus. At 7th level, he can also choose a dinosaur (deinonychus or velociraptor). Medium beast riders can choose a camel or horse mount at 1st level. At 4th level, a Medium beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, brachiosaurus, elephant, glyptodon, hippopotamus, lion, mastodon, megaloceros, snapping turtle (giant), tiger, triceratops, or tyrannosaurus as his mount. Additional mounts might be available with GM approval. In addition, a 7th-level or higher Medium beast rider can select any creature whose natural size is Large or Huge, provided that creature is normally available as a Medium-sized animal companion at 7th level (like a bear). To generate statistics for such a mount, apply the following modifications: SizeLarge; Ability Scores Str +2, Dex –2, Con +2. Increase the damage of each of the mount’s natural attacks by one die size. A beast rider cannot choose a mount that is not capable of bearing his weight, that has fewer than four legs, or that has a fly speed (although the GM may allow mounts with a swim speed in certain environments). Anytime a feat or ability allows a mount to make a hoof attack, it can make a claw, slam, or other analogous attack instead. 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. Order of the Dragon(Ex)
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. Intercept (Ex): At 3rd level, an honor guard learns to better disrupt the attacks of his enemies. He gains Bodyguard (Advanced Player’s Guide 151) as a bonus feat, even if he does not meet the prerequisite. In addition, whenever the honor guard uses the aid another action to increase an ally’s Armor Class, the bonus to Armor Class granted by the aid another action increases by +1. This ability replaces cavalier’s charge. Banner (Ex): At 5th level, a cavalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function. Chosen Ally (Ex): At 1st level, when entering a rage, a furious guardian can choose an ally to protect as a free action. The furious guardian must make this choice when beginning her rage and cannot change her designated ally while raging. Whenever the furious guardian is adjacent to her chosen ally, she can choose to take a –1 penalty to her AC to grant her ally a +1 dodge bonus to AC and Reflex saves. Guard Dedications: At 1st level, and at every 2 levels thereafter, a furious guardian chooses a guard dedication from the list below. A furious guardian cannot choose a guard dedication more than once unless the dedication specifies otherwise.
Rage (Ex): A furious guardian is trained to harness her brutish nature while in combat in the defense of her charge. This works as the barbarian ability of the same name. A furious guardian's class levels stack with any other classes granting this ability for determining the effects of rage powers and the number of rounds per day the guard can rage. Guarded Thoughts (Ex): At 2nd level, if the furious guardian fails a saving throw against a charm or compulsion effect, she immediately receives an additional save with a +5 circumstance bonus if the effect would compel her to attack her chosen ally. The guard can use this ability any number of times, but only once per effect. Adaptable Guardian (Ex): At 4th level, the Ulfen Guard can change her chosen ally during a rage as a move action. Animal Companion - Tyrannosaurus: Ondskapning:
Bodyguard Archetype N Large animal Senses low-light vision, scent; Perception +8 DEFENSE
OFFENSE
STATISTICS
Abilities
Shared Vigilance (Ex): A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent.
Tenacious Guardian (Ex): At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0 hit points, the bodyguard loses 1 hit point per round but gains a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to its Constitution score plus its master's class level. Uncanny Dodge (Ex): At 9th level, a bodyguard gains uncanny dodge, as the rogue class feature of the same name.
Regular Attacks:
[dice=Furious Adamantine Fauchard +1] 1d20+15 [/dice] [dice=Furious Adamantine Fauchard +1] 1d20+10 [/dice] [dice=Damage] 1d10+8 [/dice] -- [dice=Furious Adamantine Fauchard +1 | Rage] 1d20+15+4 [/dice]
-- [dice=Furious Adamantine Fauchard +1 | Rage/PA] 1d20+15+4-3 [/dice]
Other Attacks:
[dice=Armor Spikes - Cold Iron] 1d20+15 [/dice] [dice=Armor Spikes - Cold Iron] 1d20+10 [/dice] [dice=Damage] 1d6+5 [/dice] [dice=Trident] 1d20+12 [/dice]
Cloak of the Manta Ray:
This cloak appears to be made of leather until the wearer enters salt water.
At that time, the cloak of the manta ray adheres to the individual, and he appears nearly identical to a manta ray(as the beast shape II spell, except that it allows only manta ray form). He gains a +3 natural armor bonus, the ability to breathe underwater, and a swim speed of 60 feet, like a real manta ray. The cloak does allow the wearer to attack with a manta ray's tail spine, dealing 1d6 points of damage. This attack can be used in addition to any other attack the character has, using his highest melee attack bonus. The wearer can release his arms from the cloak without sacrificing underwater movement if so desired. Beast Shape II: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus.
Tireless Wayfinder-Clear Spindle Slotted:
Tireless wayfinders have burnished copper cases and silver inner workings.
In addition to the usual functions of a wayfinder (including the ability to create light), the bearer of a tireless wayfinder halves the Strength and Dexterity penalties for being fatigued or exhausted, and gains a +2 resistance bonus on all saving throws made against effects that cause fatigue or exhaustion. The tireless wayfinder must be in a creature's possession for 1 full week before these benefits apply, and they are lost if it leaves the creature's possession for more than 1 hour. Clear Spindle: Resonant Powers: Protection from possession and mental control (as protection from evil).
Sources:
Race: Human - CRB Class(es): Fighter - APG; Ulfen Guard - Inner Sea Combat Archetype(s): People of the North - People of the North Feats: All CRB except Raging Vitality - APG; Two-Handed Thrower - UC Traits: Sacred Smasher - Orcs of Golarion; Viking Blood - Inner Sea Primer Weapons and Armor: All CRB except Fauchard - Gnomes of Golarion; Cestus - APG Gear: All CRB except Tireless Wayfinder - PFS Field Guide Spells: N/A |
