TOBI THE BOLD(PFS# 116049-3) HalflingCavalier (Beast Rider) 2
NG Small humanoid (halfling)
Init +5; Senses Perception +7
DEFENSE
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AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 size)
hp 18 (2d10+2)
Fort +4, Ref +3, Will +0 (+2 racial bonus vs. fear effects)
OFFENSE
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Speed 20 ft. (15 ft. in armor)
Melee lance +5 (1d6+3/x3) or greatsword +5 (1d10+3/19-20)
Ranged sling +6 (1d3+2/x2)
Space 5 ft.; Reach 5 ft. (10 ft. with lance)
STATISTICS
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Str 15, Dex 16, Con 12, Int 10, Wis 10, Cha 12
Base Atk +2; CMB +3; CMD 16
Traits Highlander, Reactionary
Feats Distracting Charge, Mounted Combat
Skills Climb +6, Handle Animal +8, Perception +7, Ride +10, Stealth +12, Survival +4, Swim +6
Languages Common, Halfling
SQ adaptable luck (3/day gain a luck bonus on an ability check, attack roll, saving throw, or skill check; if used before roll, gain +2; if used after roll, gain +1; replaces halfling luck), mount (wolf named Tug; charger archetype), order (order of the dragon), outrider (gain a +2 bonus on Handle Animal and Ride checks; replaces sure-footed racial trait)
Combat Gear —; Other Gear explorer's outfit, greatsword, lance, scale mail, sling and bullets, waterskin [32 lbs.]
Wealth 1467 gp 9 sp
SPECIAL ABILITIES
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Challenge (1/day 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.
Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.
Tactician (1/day 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.
Aid Allies (Ex): At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.
TUG:
N Medium animal
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE
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AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
hp 19/19 (3d8+6)
Fort +5, Ref +5, Will +2
OFFENSE
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Speed 50 ft. (35 ft. when carrying rider)
Melee bite +3 (1d6+1 plus trip)
Space 5 ft.; Reach 5 ft.
Special Attacks trip
STATISTICS
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Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +3; CMD 15 (19 vs. trip)
Feats Combat Reflexes, Endurance, Light Armor Proficiency, Power Attack
Skills Acrobatics +6, Perception +5, Stealth +6, Survival +1 (+4 bonus when tracking by scent)
SQ bonus tricks (fetch), combat training (trained to bear a rider into combat; knows the tricks attack, come, defend, down, guard, and heel), link, mounted challenge
Gear leather barding, riding saddle [40 lbs.]
SPECIAL ABILITIES
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Trip (Ex)
A wolf can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with its bite attack. If the attempt fails, the wolf is not tripped in return.