Occultist

Xada Nivrublox's page

3 posts. Alias of RelicBlackOUT.


Full Name

Xada Nivrublox

Race

Halfling

Classes/Levels

Cavalier Order of the Paw

Gender

Male

Size

Small

Age

31

Alignment

NG

Languages

Common, Halfling, Dwarven, Giant

Strength 15
Dexterity 14
Constitution 13
Intelligence 12
Wisdom 10
Charisma 12

About Xada Nivrublox

11 HP
BAB 1

Fort: 4= 2 Base +1 Con +1 Halfling Luck
Ref: 3= 0 Base +2 Dex +1 Halfling Luck
Will: 1(3 v Fear)= 0 Base +0 Will +1 Halfling Luck (+2 v Fear)

Languages: Common, Halfling, Dwarven, Giant

Description:

31 years old
3 foot tall
33 lbs

Skills:
6 = 4 +1 int +1 Favorite Class
2 Background Skills: Handle Animal & Linguistics

Bluff (Cha): 2 = 0 Rank +1 Cha +0 Class +1 Trait
Climb (Str): 6 = 1 Rank +2 Str +3 Class
Diplomacy (Cha): 5 = 1 Rank +1 Cha +3 Class
(B)Handle Animal (Cha): 7 = 1 Rank +1 Cha +3 Class +2 Overrider
Intimidate (Cha):
K-Nature (Int): 5 = 1 Rank +1 Int +3 Class
(B)Linguistics (Int): 2 = 1 Rank +1 Int +0 Class
Perception (Wis): 8 = 1 Rank +0 Wis +3 Class +2 Racial +2 Trait
Ride (Dex): 8 = 1 Rank + 2 Dex +3 Class +2 Overrider
Sense Motive (Wis): 5 = 1 Rank +0 Wis +3 Class +1 Trait
Stealth (Dex): 6 = 0 Rank +2 Dex +0 Class +4 Size
Survival (Wis):
Swim (Str): 2 = 0 Rank +2 Str +0 Class

Traits:

Giant Slayer: Your family’s village was plundered by giants in the wilds of Varisia, leaving nothing but a smoldering ruin. After the destruction of your village, your family trained for combat against giants to prevent such a tragedy from ever happening again. Since hearing of giants mobilizing throughout the countryside, you ventured to Sandpoint to help the town prepare for a possible incursion. You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.

Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Feats:

1st Level: Mounted Combat: You are adept at guiding your mount through combat.

Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.

Tactician: Paired Opportunist: You know how to make an enemy pay for lax defenses.

Benefit: 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.

Standard Racial Traits:

-Ability Score Modifiers: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.

-Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

-Type: Halflings are humanoids with the Halfling subtype.

-Base Speed (Slow Speed): Halflings have a base speed of 20 feet.

-Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.

-Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

-Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

-Overrider: +2 Handle Animal & Ride Checks. This trait replaces Sure-Footed.

-Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

-Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Class Features

Order of the Paw:

Cavaliers of the Order of the Paw pledge to defend halflings, halfling settlements, and other innocent folks by patrolling the wilderness and seeking out possible threats to both individuals and whole communities. These cavaliers hunt down potential danger with a ruthless efficiency and determination that non-halflings find surprising and even somewhat alarming.

Restriction: Only dog- or wolf-riding halflings are eligible to join this order.

Edicts: The cavalier must strive to protect his community from rampaging monsters and fearsome conquers alike. His first priority is to aid halfling communities, but he also is sworn to protect those who cannot protect themselves from such threats in the wild. He must never take any action that would put a halfling community or an innocent creature in jeopardy. An order of the paw cavalier must take either a wolf or a dog as his mount.

Challenge: Whenever an order of the paw cavalier issues a challenge, his mount gains a +1 dodge bonus to AC as long it is threatening the target of the cavalier’s challenge and the cavalier is riding the mount. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the paw cavalier adds Knowledge (nature) and Survival to his list of class skills. He can make Knowledge (nature) checks untrained. Also, an order of the paw cavalier is adept at following tracks while mounted, using his mount’s speed rather than his own to determine the penalty for tracking while moving, whether he is mounted or not.

Order Abilities: A cavalier belonging to the order of the paw gains the following abilities as he increases in level.

Danger Ward (Ex)
At 2nd level, the cavalier can ready his allies for impending danger. As a standard action, he can ready all allies within 30 feet of the danger ahead, granting a bonus on a single type of saving throw (Fortitude, Reflex or Will) that he chooses when he grants this boon. At any point in the next minute, when these allies fail a saving throw of that type, they can choose to reroll the saving throw with a +4 competence bonus as an immediate action, but must take the results of the reroll even if it is worse. He can use this ability up to three times per day, once for each type of saving throw.

Canine Ferocity (Ex)
At 8th level, when the cavalier uses his wolf or dog mount to perform a bull rush or overrun maneuver, the mount is considered to be one size category larger for the purposes of determining the size of creature it is maneuvering against and the mount’s CMB. He also receives a bonus feat, chosen from the following list: Mounted Combat, Ride-by Attack, Skill Focus (Ride), Spirited Charge, Trample (the mount can make a bite attack in place of a hoof attack), or Unseat. He must qualify for the feat selected.

Giant Slayer (Ex)
At 15th level, when the cavalier hits the target of his challenge with a melee attack, and that target is at least two size categories larger than the cavalier, he gains a bonus on damage rolls equal to 1/2 his cavalier level. This damage is multiplied on a critical hit.

Weapon and Armor Proficiency:

Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).

Challenge (Ex) 1/day:

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.

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.

Wolf or Dog

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.

Order (Ex):

See Order of the Paw above

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.

Tactician (Ex) 1/day:

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.

Equipment:

19 Gold

Lamellar (Horn) +5 AC +3 Max Dex AC -1 AC Check 15 lbs 100 GP
Leather “Barding” +2 +6 Max Dex 20 GP
Heavy Wooden Shield +2 AC -2 AC Check 5 lbs 7 GP
Longsword 1d6 19-20x2 Slashing 2 lbs 15 GP
Lance 1d6 x3 Piercing Reach 5 lbs 10 GP
Halfling Sling staff 1d6 x3 80 ft. Rage Bludgeoning 1.5 lbs 20 GP
10 Sling Bullets 5 lbs 1 SP
Dagger 1d3 19-20x2 Piercing or Slashing .5 lbs 2 GP

Cavalier’s Kit 112 lbs 23 GP
5 days animal feed, backpack, bedroll, belt pouch, bit & bridle, flint & steel, iron pot, mess kit, riding saddle, rope, saddlebags, soap, 10x torches, 5x trail rations, waterskin.

Grappling hook 4 lbs 1 GP
Hammer 2 lbs 5 SP
4 Pitons 2 lbs 4 SP
Crowbar 5 lbs 2 GP (+2 Str to open door/chest/etc...)
2 Manacles 4 lbs 30 GP

1 Cure Light Wounds Pot 50 GP

Wolf Mount:

2HD / BAB1 / Fort 3 Ref 3 Will 0 / skills 2 / feat 1 / Bonus Tricks 1

Wolf

STARTING STATISTICS
Size Medium; Speed 50 ft.; AC +2 natural armor; Attack bite (1d6 plus trip); Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.

7TH-LEVEL ADVANCEMENT
Size Large; AC +2 natural armor; Attack bite (1d8 plus trip); Ability Scores Str +8, Dex –2, Con +4.

5 Min Background:

Work In Progress

1) I'd like 5 points that capture the concept and story of the character. More are welcome, but no less than five.

2) Two goals that you'd like the character to accomplish in-game.

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc.

5) Three key memories that define your character as the person they are at the time of submission.

6) What a fear or paranoia that causes your character to shiver, cower, or panic.