Alain

Wilhelm Alcontara's page

195 posts. Alias of Leedwashere.


About Wilhelm Alcontara

Wilhelm has always done his best to protect his home in the best way he could. Until recently, that's been through his efforts to uphold the laws which he saw as protection from all manner of civil evils. Then came the Glorious Reclamation, and with it the advent of martial law. Kintargo had always been under a sort of uneasy and unsteady thumb from Cheliax, but there was always just enough autonomy to see the strength of the empire as a necessary evil - one to be borne for the better good. The new leader imposed on them was a step too far, and to Wilhelm the truth became plain: Kintargo would be better off without the Chelish yoke.

Wilhelm hopes to use his good standing in the city as a rallying point. If someone like him is willing to stand against the Thrunes, surely others who wouldn't normally consider it would join in, too...

statblock

Wilhelm Alcontara
Male Human Standard Bearer Cavalier 1/Songhealer Bard 1
LG Med Humanoid (Human)
Init +7; Senses perception +4
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Defense
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AC 16, touch 12, flat 14 (+4 armor, +2 dex)
HP 16/16 (2 HD; 1d10+1d8+1)
Fort +2, Ref +4, Will +1 (+1 vs mind-affecting)
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Offense
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Speed 30'
Melee longspear +4 (1d8+4 / x3)
Ranged composite shortbow +3 (1d6+1 / x3)
Special Attacks
6/day - bardic performance (countersong, distraction, fascinate, inspire courage +1)
2/day - enhance healing
1/day - tactician, challenge
Spells Known (CL 1, concentration +3)
1st (2/day) - cure light wounds, feather step
0 (at will) - light, mage hand, prestidigitation, read magic
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Statistics
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Str 16, Dex 14, Con 10, Int 12, Wis 8, Cha 14
BAB +1; CMB +4; CMD 16
Feats combat reflexes, improved initiative, paired opportunists
Languages Common, Infernal
Skills [check penalty -2]Bluff +6, Diplomacy +7, Intimidate +7, Knowledge (All) +2, Perception +4, Perform Oratory +7, Profession Soldier +4, Sense Motive +4, Stealth +6
SQ

Order of the Dragon:
The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt
Banner:
At 1st level, a standard bearer'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 5th 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.
Bardic Knowledge:
A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

Combat Gear 20 arrows, potion of cure light wounds
Other Gear longspear, composite shortbow (+1 str), banner, lamellar leather, backpack(50' rope, 4 days' trail rations, silver raven figurine), spell component pouch, 26gp, 7cp
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Traits
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Tactician:
You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

Fed-Up Citizen:
You’re good at hiding your true colors and faith to avoid attracting the wrong kind of attention. You gain a +1 bonus on Disguise checks, and Disguise is always a class skill for you. In addition, when someone uses detect good or detect law on you, your effective Hit Dice are 4 lower than their actual total when someone discerns the strength of your aura. If you are a cleric, paladin, or similar divine spellcaster, you treat yourself as if you were a standardaligned creature rather than a divine spellcaster for these purposes. This means that until you become 9th level, you won’t radiate an aura of good or law at all when someone casts one of these detection spells. Finally, your internal convictions that you’re on the actual right of law help bolster your mindset, and you gain a +1 trait bonus on all saving throws against mind-affecting effects.

To Protest the Government:
Thrune’s takeover of Kintargo is just that—a takeover. Despite the government’s claims that the new lord-mayor will only remain as long as the rebellions of the Glorious Reclamation to the distant southeast continue, you fear that Barzillai Thrune and martial law might be here to stay. The time is right to strike a blow against the oppression and to make the voice of the city heard, for if Kintargo’s citizens simply roll over and accept their new lives, restoring the city to its people will become nearly impossible. You’re planning on attending the Aria Park protest specifically because it’s the largest and most organized protest yet, and if there’s any chance to make your voice heard, it’s now! You gain a +2 bonus on all Bluff and Intimidate checks made during the protest itself.