Jozan

Toby Detwiler's page

77 posts. Organized Play character for Mustachioed.


Race

"Sir William Osbourne", Human Cavalier 40/40 HP; 0/2 Challenges; Init +0; Perception +8; [22 AC][10 Touch][22 FF]; [Fort 6][Reflex 1][Will 1],[CMD:18, vs. bullrush/reposition 20]

Classes/Levels

Hayseed:
35/35 HP; Perception +5; [22 AC][11 Touch][20 FF]; [Fort 7][Reflex 8][Will 2],[CMD:21, vs. trip 25]

Gender

attacks:
Cav Charge [dice=cavalier's charge]d20+13; 3d8+15[/dice] MW Longsword [dice=MW cold iron longsword]d20+9; d8+4[/dice]

Size

Persona Rank: Heroism 2, Charm 1

About Toby Detwiler

follower: Pudge, Lanky, Seth, Tim, Podge, Handy

Sir Toby
Male Human cavalier 4
None Medium humanoid (human)
Init +0, Senses Perception +8
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DEFENSE
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AC 22, touch 10, flat-footed 22 (+9 armor, +3 shield, )
hp 40 ((4d10)+12)
Fort +6, Ref +1, Will +1

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OFFENSE
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Speed 20 ft.
Cav Charge [dice=cavalier's charge]d20+13; 3d8+15[/dice]
MW Longsword [dice=MW cold iron longsword]d20+9; d8+4[/dice]
Special Attacks Cavalier's Charge, Challenge,

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TACTICS
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STATISTICS
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Str 18, Dex 10, Con 14, Int 12, Wis 10, Cha 14,
Base Atk +4; CMB +8; CMD 18
Feats Mounted Combat, Paired Opportunists, Ride-By Attack, Spirited Charge
Skills (Armor Check -6) Climb +8, Diplomacy +10, Handle Animal +8, Knowledge (Local) +6, Knowledge (Nobility) +8, Perception +8, Ride +7, Swim +8,
Traits Armor Expert,
Languages Common, Giant
SQ bonus feat, edicts, expert trainer, lion's call, mount, order, order of the lion, skilled, tactician (paired opportunists),
Gear
162 gold
MW cold iron longsword
rope 50 ft
military saddle
saddlebags
torch
+1 heavy steel shield
+1 landce
arrows (60)
composite longbow (+3)
full plate
statue of silver ferret (1000 gp). Reward for winning jousting tournament.

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SPECIAL ABILITIES
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Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Bonus Feat Humans select one extra feat at 1st level.

Cavalier's Charge (Ex) 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.

Challenge (Ex) 2/day [Swift Action], you can challenge a foe to combat. Choose one target within sight to challenge. Your melee attacks deal 4 extra damage whenever the attacks are made against the target of the challenge. 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. He receives a +2 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.

Edicts The cavalier must protect the life and lands of his sovereign at all costs. He must obey the commands of his sovereign without question. He must strive to expand the power and prestige of his realm.

Expert Trainer (Ex) A cavalier learns to train mounts with speed and unsurpassed expertise. The cavalier receives a +2 bonus 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.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Lion's Call (Ex) 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).

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.

No Racial Subtype You have chosen no racial subtype.

Order (Ex) 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 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.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Tactician 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 5 rounds. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability 1 times per day.

Tactician (Paired Opportunists) (Ex) A cavalier receives a teamwork feat (Paired Opportunists) 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 5 rounds. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability 1 times per day.

Paired Opportunist: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.

Athletic Champion: Your physique and skill broughtyou into the public eye, and a winning smile helps youstay there. Taldor honors its extraordinary athletes,celebrating them as cultural heroes. Whether you werea gladiator, a runner, a wrestler, or any other competitor,your most recent victory caused someone important tosit up and take notice. You may never have a politicalcareer in front of you, but for now your name is helpingto bring a little extra money in, and maybe that’s good
enough. Select two of the following skills: Climb,Diplomacy, Perception, and Swim. You gain a +1 trait bonus on checks with those skills, and they are always class skills for you. In addition, you are accustomed to maneuvering through crowds; you gain a +2 trait bonus on checks to navigate through a crowd or resist being
moved against your will, including spells and bull rush, drag, and reposition combat maneuvers.

Hayseed
Male Companion Horse animal 4
None Large animal
Init +2, Senses low-light vision; scent, Perception +5
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DEFENSE
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AC 22, touch 11, flat-footed 20 (+5 armor, +2 Dex, +6 natural, -1 size )
hp 35 ((4d8)+12)
Fort +7, Ref +8, Will +2

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OFFENSE
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Speed 35 ft.
Melee hoof +7/+7 (1d6+5)
Melee bite +7 (1d8+5)
Space 10 ft. by 10 ft. Reach 5 ft.

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TACTICS
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STATISTICS
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Str 20, Dex 14, Con 17, Int 2, Wis 12, Cha 6,
Base Atk +3; CMB +9; CMD 21 (25 vs trip)
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Lightning Reflexes
Skills Acrobatics +2, Fly +0, Perception +5, Stealth -2,
SQ combat training, bonus tricks 2, evasion, link, low-light vision, scent,
Animal Tricks Combat Training, Attack, Come, Defend, Down, Guard, Heel, Stay
Combat Gear
Other Gear hoof, bite, barding, scale mail (large), 0.0 gp
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SPECIAL ABILITIES
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Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Bonus Tricks 2

Strength

Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Lightning Reflexes You get a +2 bonus on all Reflex saving throws.

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.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

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.

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ANIMAL TRICKS
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Combat Training 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.
Attack 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. Animal will attack all creatures
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific 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.
Stay The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.

1. Toby Detwiler, son of farmer, son of a farmer, son of a farmer, son of a prostitute, comes from a long line of farmers, and farming is how he was born and raised. But as a child, Toby was more interested in playing with swords and riding his pony, pretending to be a noble knight, rather than tilling the fields and doing his chores.

2. But as proper parents do, Ma and Dad whipped Toby into submission and forced him into the family business.

3. However, Toby never forgot his dreams; his dream of being a knight and being a noble. He secretly learned to read; he studied the fine arts of nobility; diplomacy; and politics. He perfected his riding skills and his muscles honed by farm work became stronger than most fighting men.

4. The big break came at a local harvest festival. The fair was put on by her lady Martella Lotheed, and she took notice at the young, handsome, and strong 18 year old who won all the riding competitions and gave older experienced men a challenge in the mock sword competitions. She recruited him into her personal guard; and Toby's parents reluctantly agreed.

5. That was five years ago. In that time Toby was further honed his body and skill, and with his wages was able to purchase and train an exception horse, Hayseed.

6. Toby is devoted to Martella Lotheed, who support the Princess Eutropia, and thus Toby has given the Princess his allegience as well....