Hennet

Tomm Odelle's page

65 posts. Alias of Spacefighters.


Full Name

Tomm Odelle

Race

Human

Classes/Levels

Cavalier (Huntmaster) 1 l HP: 8/13 | AC 17/12/15 l F +4 (+5 vs. poison & drugs), R +2, W -1 (+0 vs. mind effects) l Perc +3 l Init +2 l SM +3

Gender

Male

Size

5'9"

Age

20

Alignment

Neutral Good

Deity

Edahan

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 8
Charisma 12

About Tomm Odelle

Character Sheet:
Tomm Odelle
Cavalier (Huntmaster) 1
NG Medium Humanoid (Human); Favored Class Cavalier (+1HP)
Init +2; Senses Perception +3
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Defense
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AC 17 touch 12, flat-footed 15 (Armor +5, Dex +2)
HP 13
Fort +4(+5 vs. poison & drugs), Ref +2, Will -1(+0 vs. mind-effects)

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Offense
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Speed 20ft.

Melee; Woodsman's Axe (Greataxe) +4 (1d12+7), Dagger +4 (1d4+5) (Tomm always goes for a killing blow, power attack and furious focus are included in all melee attacks)

Ranged; Shortbow +3 (1d6), Dagger +3 (1d4+3)

SQ: Challenge: 1/Day. +1 to melee damage rolls, allies receive a +1 bonus to attack the target of the Challenge, -2 AC against attacks from anyone but the target of the Challenge:

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Statistics
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Str 16, Dex 14, Con 14, Int 10,Wis 8, Cha 12
Base Attack +1; CMB +4; CMD 16

Feats; Power Attack, Furious Focus, Precise Strike (Tactician Bonus Feat), Alertness (When adjacent to Finn)

Skills; Survival + 3, Perception +3 (+5 Alertness), Handle Animal +5, Knowledge: Nature +4, Sense Motive +3 (+5 Alertness)

Traits: Combat: Dirty Fighter (+1 to melee damage rolls when flanking), Regional: Resolute (+1 trait bonus on will saves against mind-effects and on fortitude saves against poison or drugs)

Combat Gear: Scalemail, Shortbow, Woodsman's Axe (Greataxe) , Dagger x2, Ranger's Kit (Backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.) whetstone, Quiver of arrows (20). Hunting Dog (Quinn, not yet companion) 20 gp 9sp 8cp

Class Abilites:
Order: Order of the Dragon (http://www.d20pfsrd.com/classes/base-classes/cavalier/orders/paizo---caval ier-orders/order-of-the-dragon)

Bestial Challenge: Whenever a huntmaster issues a challenge, both he and his hunting pack gain the bonuses and penalties associated with his challenge.
This ability modifies the challenge ability.
(Challenge) 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.

Hunting Pack: An animal companion using cavalier levels as effective druid levels. A huntmaster can have more that one animal companion, but he must divide up his effective druid level between his companions to determine the abilities of each companion.

A huntmaster's animal companions gain a bonus on Survival checks to follow tracks equal to ½ the cavalier's class level (min. 1)

Tactician: A huntmaster's tactician ability affects only his hunting pack, not other allies.

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.

Background:
Tomm Odelle

Tomm Odelle was born in a small village nestled in a corner of the Grunwald forest in the kingdom of Bernhold. Tomm learned to walk among the ancient trees and spent his days running through the forest with his family's dogs. Tomm's father, Gerard, worked for the local lord, raising his hunting hounds and leading his hunts through the old forest while his mother, Jillda, lead the local trappers, filling their lord's larders and selling the skins. Tomm was raised to respect the forest and the bounty it provides, but while Tomm took naturally to his father's work, he was always more interested in what their lord could offer.

Tomm did everything he could to ingratiate himself with The Lord and his family, and he would spend hours listening to tales of daring and chivelrous knights with the Lord's children. More than anything Tomm wanted to be one of those noble men, whose strength came from their convictions as much as any skill at arms. Tomm pledged himself to his lord, who was more than worthy as far as Tomm could see, and promised to do anything to protect him and his family. Tomm, though far from noble and refined, was nonetheless loyal and kind, and despite his unusal exhuberance the lord soon had Tomm personally leading his hunts. Soon though Tomm's peacful life soon came to and end.

A bandit troop settled itself in the forest, intent on taking what little Tomm's village had to offer. The lord had too few soldiers to defend the village, and with their remotness and the bandits killing all their messengers, it would be months before reinforcements would arrive.
The lord sent what few soldiers he had to defend his keep, leaving the village defenseless. Before he closed his gates, he allowed some few villagers to stay in his hold, with Tomm and his family among them. Tomm became worried when he didn't see his family, he rushed to his home to find that his parents had organized a group of villagers to fight back against the bandits. Tomm was dumbstruck, how could they abandon the lord and their duty to protect him. Gerard, donning the armor a lord had given his grandfather ages ago, said that he would rather stand with his friends than hide with his lord, duty and honor are all well and good, but you just have to stick by the people that matter. Tomm made a decision that changed his life that day. He and the villagers spent weeks routing the bandits from the forest, and when they were done Tomm packed up his bags and left. His father was right, he refused to work for a lord who wouldn't do everything he could to defend the people he was beholden to protect. Tomm nicked the family armor and his favorite hunting dogs and set out to find his place in the world, and some friends worth protecting.

Hunting Dogs:
Hunting Dogs, Quinn and Finn

Finn
N Small Animal (Bloodhound); Animal Companion (Bodyguard)
init +4 ; Senses Low-light vision, scent; perception +5
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Defense
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AC 16, touch 14, flat-footed 12 (+4 dex, +2 natural)
HP 19
Fort +5, Ref +7, Will +1
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Offense
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Spd 40ft.
Melee Bite +3 (1d4+3) (strength and a half for only 1 natural attack)
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Statistics
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Str 14, Dex 18, Con 15, Int 2, Wis 12, Cha 6
Base Attack +1; CMB +3; CMD 17
Feats; Toughness, Alertness (Bonus)
Skills; Perception +5, Survival +5 (+6 to track)
Tricks; Hunting (attack, down, fetch, heel, seek, and track)
Archetype; Finn has the Bodyguard Archetype (http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions/anima l-companion-archetypes/bodyguard-companion-archetype)