Yusef Ibn Khaldun's page

No posts. Organized Play character for Xathos of Varisia.


About Yusef Ibn Khaldun

Yusef Ibn Khaldun
Male Human (Keleshite) cavalier 2
LN Medium humanoid (human)
Init +3, Senses Perception +1
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DEFENSE
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AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield, )
hp 22 ((2d10)+6)
Fort +5, Ref +1, Will +1

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OFFENSE
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Speed 20 ft.
Melee longsword +6 (1d8+4/19-20)
Melee shield, light wooden +5 (1d3+2)
Ranged light crossbow +3 (1d8/19-20)
Melee dagger +6 (1d4+4/19-20)
Ranged dagger (thrown) +3 (1d4+4/19-20)
Melee lance +6 (1d8+4/x3)
Special Attacks Challenge

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TACTICS
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STATISTICS
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Str 18, Dex 13, Con 14, Int 10, Wis 10, Cha 12,
Base Atk +2; CMB +6; CMD 17
Feats Furious Focus, Power Attack, Precise Strike
Skills Handle Animal +5, Intimidate +6, Perception +2, Ride +1, Survival +4, Swim +3, Use Magic Device +2
Traits Indomitable Faith, Reactionary,
Languages Common, Kelish
SQ bonus feat, challenge, edicts, mount, order, order abilities, order of the flame, skilled, skills, tactician (precise strike),
Combat Gear rations (trail/per day) (5), torch (3),
Other Gear longsword, shield, light wooden, outfit (peasant's), scale mail, backpack, common, crossbow bolts (10) (2), crowbar, flint and steel, grappling hook, common, hammer, piton (5), rope (hemp/50 ft.), waterskin (filled), whetstone, light crossbow, dagger, lance, 21.35 gp
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SPECIAL ABILITIES
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Bonus Feat Humans select one extra feat at 1st level.

Challenge (Ex) 1/day [Swift Action], you can challenge a foe to combat. Choose one target within sight to challenge. Your melee attacks deal 1 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.

Challenge A cavalier of the order of the flame becomes ever more emboldened with each glorious victory. As an immediate action after reducing the target of his challenge to 0 hit points or fewer, the cavalier can elect to issue a Glorious Challenge to an opponent within 15 feet (see text).

Edicts The cavalier must pursue glory for himself and those with whom he associates. He must strive to heap glory upon his name, no matter the costs. He must challenge and defeat an ever-increasing host of rivals to further cement his illustrious reputation.

Indomitable Faith You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

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 Abilities An order of the flame cavalier gains the following abilities as he increases in level.

Order of the Flame A cavalier of the order of the flame devotes his life to the pursuit of personal glory. Even if such pursuit puts his own life on the line, the cavalier pursues legendary status and the fame and glory associated with such renown.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

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

Skills A cavalier of the order of the flame adds Knowledge (local) and Survival to his class skills. Whenever the cavalier's current hit point total matches or exceeds his maximum hit point total, he gains a +1 bonus on Intimidate checks.

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

Tactician (Precise Strike) (Ex) A cavalier receives a teamwork feat (CATEGORY=FEAT|Precise Strike) 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. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability 1 times per day.