| Full Name |
Zaine Kildare |
| Race |
Human |
| Classes/Levels |
Cavalier 17 |
| Gender |
Male |
| Size |
M |
| Age |
27 (born Desnus 17) |
About Zaine Kildare
"If you're gonna be a mercenary, you need a gimmick, right?"
"A gimmick?"
"Say you got a sword. Well so does every other guy out there."
"Yeah, but my sword has this fancy R on the--"
"Nobody cares. You need a gimmick if you want to get noticed."
"Like that guy over there? The one with the musket and the dinosaur?"
"...some people take things a little too far."
Zaine Kildare is a mercenary. Or, at least he tries to be. The truth is, he's kind of terrible at it. Though in his defense, there's a lot of reasons for this.
He had a good start for a mercenary. Low birth, parents killed by a petty and cruel noble, picked up the half-broken musket hanging over the fireplace and fought back. Although it turns out that if you shoot a noble at age twelve, it's still a crime and you still have to make tracks. He carried that beat-up old gun from battlefield to battlefield making barely enough coin to eat. Eventually, he was even taller than the weapon. He gained some renown for his young age, outlandish weapon, and the old tricorn hat that often fell down over his eyes.
Kildare grew tough on the road too. He was going to hire himself out to the rich. Fight their battles. Make enough money to eat good food, maybe retire somewhere nice. You know, eventually. Problem is, Zaine can't turn down entreaties from the innocent. He's ended up risking his life for people who can't pay him more than a chicken, or some patches for his cloak.
Tulip, well, she's a relatively recent addition. The thing is, Zaine generally has a higher opinion of animals than people. Oh, he'll help those who need it, but they get on his nerves, especially with needing his help all the time. In the old days, he generally stuck with the camp animals. Turned out that extended to the more exotic.
Kildare's still not certain what this particular nobleman was going to do with the eggs. Raise the animals that hatched. Make a giant omelet. Throw them at someone else's castle. Who knows? After the battle, though, only one made it through, and there was no way Kildare was leaving it behind. He thought maybe a bird would hatch out of it. Turned out to be a Tyrannosaurus. A Tyrannosaurus who thinks Zaine is her mama. Now Kildare has two mouths to feed, and one of those mouths isn't exactly discriminating. Kildare's been chased out of more than one company after Tulip got into the stables. Oh well, just means retirement is out of reach. Like it always is.
Least Zaine has a friend now.
ZAINE KILDARE
Have T-rex, Will Travel
NG Male Human Dune Drifter/Beast Rider 17 (Favored Class)
Medium Humanoid (Human)
Initiative +7 (+9 with at least 1 grit); Perception +8
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DEFENSE
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AC: 28 (+6 armor, +6 Dex, +2 deflection, +4 natural armor), 18 touch (+6 Dex, +2 deflection), 22 flat-footed (+6 armor, +2 deflection, +4 natural armor)
HP: 132 (17d10+34)
Special HP Modifiers: None
Saves: Fort +17, Ref +17, Will +14
Special Save Modifiers: +5 to saves from Cloak of Resistance (included), +1 to Will saves from Boarded in the Shackles (included), +4 to saves vs. fear as long as Tulip is visible, +2 to saves vs. charm and compulsion as long as Tulip is visible
Special Defenses: Spell Resistance 27, +5 to Dodge AC when reciprocating a challenge
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OFFENSE
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Spd: 30'
Melee: Masterwork Whip +18/+13/+8/+3 (1d3, x2), Faith +18/+13/+8/+3 (1d4+1+1d6 cold, 19-20/x2),
Special Melee Modifiers: +17 damage vs. challenged, +5 to attacks when reciprocating a challenge, +3 to attacks made as part of a charge as long as Tulip is visible
Ranged: Daredevil +30 (1d12+12, 19-20/x4+3d8, 40’, misfire 1), Masterwork Pistol +25 (1d8, x4, 20', misfire 1), Faith +25 (1d4+1+1d6 cold, 19-20/x2, 10’)
Special Ranged Modifiers: -5 to hit for +10 damage, +1 to attack and damage to targets within 30', +17 damage vs. challenged, +5 to attacks when reciprocating a challenge
Special Attacks: Challenge 6/day, Dead Shot
Dead Shot: +26 (1d12+23), +21 (1d12+23), +16 (1d12+23), +11 (1d12+23), critical 19-20/x4+3d8, confirm +21, misfire 1 (on all dice)
Dead Shot with Challenge: +26 (1d12+40), +21 (1d12+40), +16 (1d12+40), +11 (1d12+40) critical 18-20/x4+3d8, confirm +21, misfire 1 (on all dice)
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STATISTICS
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Str: 11, Dex: 24, Con: 14, Int: 12, Wis: 16, Cha: 16
BAB: +17/+12/+7/+2; CMB: +17, CMD: 34, Modifiers: None
Feats: Amateur Gunslinger, Gunsmithing, Point Blank Shot, Deadly Aim, Precise Shot, Mounted Combat, Indomitable Mount, Improved Critical (Musket), Improved Precise Shot, Far Shot, Impressive Grit (Dead Shot), Weapon Focus (Musket), Mounted Archery, Rapid Reload, Impact Critical Shot
Traits: Boarded in the Shackles, Black Powder Bravado, Grim Optimism
Skills: Bluff +20 (14), Climb +6 (3), Craft (Alchemy) +6 (2), Craft (Carpentry) +9 (5), Craft (Stonemasonry) +8 (4), Handle Animal +23 (17), Intimidate +20 (14), Knowledge: Local +12 (8), Linguistics +4 (3), Perception +8 (5), Profession (Farmer) +8 (2), Ride +26 (17), Sense Motive +21 (15), Survival +13 (7), Swim +11 (3)
Modifiers: +5 to Swim from Ring of Swimming (included), Can use a move action to channel your spirit guide (Tyrannosaurus Rex), granting yourself a +5 sacred bonus to the following skills: Intimidate, Stealth, Swim.
Languages: Varisian, Taldane, Polyglot, Azlanti, Aklo, Undercommon
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SPECIAL ABILITIES
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Racial Abilities
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Favored Class: Cavalier. Extra skill rank (17 levels)
Abilities from Traits
Boarded in the Shackles: Pick one of the three categories of saving throws—you gain a +1 trait bonus on all saving throws of that type. (Will)
Black Powder Bravado: Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse.
Grim Optimism: As a standard action, you can joke about a troublesome situation to lighten the load of dealing with it for yourself and others. You and all allies within 30 feet who can hear you gain a +2 morale bonus on saving throws against fear and pain effects for 1d4 rounds. A character cannot benefit from this effect more than once in 24 hours.
Class Abilities
Proficiencies: Dune drifters are proficient with all simple and martial weapons, the whip, and with all firearms. They are proficient with all light armor. This replaces the cavalier's normal weapon and armor proficiencies.
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 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.
Order: Ronin/Knight Errant
Edicts: Can’t turn away from a situation where evil is causing harm, innocents are in peril, or when personally challenged.
Challenge: Whenever a ronin is the target of a challenge, a smite, a quarry, or similar effect, and he issues a challenge against that character in return, the ronin receives a +1 morale bonus on attack rolls made against the target of his challenge and a +1 dodge bonus to his AC against attacks made by the target of his challenge. These bonuses increase by +1 for every four class levels the samurai possesses (to a maximum of +6 at 20th level).
Skills: A ronin adds Knowledge (local) (Int) and Survival (Wis) to his list of class skills.
Order Abilities: A ronin samurai gains the following abilities as he increases in level.
Self Reliant (Ex): At 2nd level, the ronin learns to rely solely on himself, even in the most difficult of times. Whenever the ronin fails a Will saving throw against an effect with a duration greater than 1 round, he can attempt another saving throw at the end of the second round of the effect. If he makes this saving throw, it has the same effect as if he had made the original save (negating part or all of the effect). In addition, whenever a ronin is brought below 0 hit points, on his next turn he can roll twice to stabilize, taking the better result.
Without Master (Ex): At 8th level, the ronin’s fierce independence allows him to overcome staggering odds. The ronin can summon up this willpower as an immediate action, and can use it in one of three ways. He can use his willpower whenever an attack would reduce him to fewer than 0 hit points but wouldn’t kill him, to instead be at 1 hit point and conscious. He can use his willpower after making an attack roll to confirm a critical hit in order to reroll the confirmation roll. Finally, he can use his willpower to take 10 on a skill check during combat, even if the situation or the skill would not normally allow him to take 10. A ronin can use this ability once during a combat.
Chosen Destiny (Ex): At 15th level, the ronin is the master of his own destiny. Whenever the ronin makes a saving throw against a charm or compulsion effect, he may roll twice and take the better result. In addition, once per day, the ronin can treat any one d20 roll as if the result were a natural 20. He must declare the use of this ability before the roll is made.
Have Gun: At 1st level, the dune drifter gains Amateur Gunslinger and Gunsmithing as bonus feats. The dune drifter uses his Charisma modifier (minimum 1) in place of his Wisdom modifier when determining his maximum grit points and for any other abilities which use grit. Additionally, he also gains a battered gun identical to the one gained by the gunslinger.
Exotic Mount (Ex): At 1st level, a beast rider forms a bond with a strong, loyal companion that permits him to ride it as a mount. This mount functions as a druid's animal companion, using the beast rider’s level as his effective druid level. The animal chosen as a mount must be large enough to carry the beast rider (Medium or Large for a Small character; Large or Huge for a Medium character). The beast rider 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 Endurance as a bonus feat. A beast rider’s mount does not gain the share spells special ability.
Daring Deeds (Ex): At 3rd level, a Dune drifter gains Rapid Reload as a bonus feat. The dune drifter must choose a firearm to associate with this feat. Additionally, the dune drifter can select one additional 1st-level gunslinger deed which he can use with his Amateur Gunslinger feat.
Banner (Ex): At 5th level, a cavalier’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 10th level, and every five levels thereafter, these bonuses increase by +1. Tulip functions as the banner.
Notorious Deeds (Ex): At 9th level, a dune drifter can select two additional gunslinger deeds which he can use with his Amateur Gunslinger feat. The dune drifter can choose one deed from the list of deeds available to 3rd-level gunslingers and one from the list available to 7th-level gunslingers.
Gun Training (Ex): At 10th level, a dune drifter can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Musket.
Old Reliable (Ex): At 11th level, whenever a Dune drifter declares a challenge, the threat range of the dune drifter’s firearm is doubled against the target of his challenge. This increase only affects one weapon. In addition, if the dune drifter rolls a misfire during his challenge, the dune drifter can spend 1 grit point to reroll the attack roll. The dune drifter must accept the results of the second roll, even if it is worse.
Spell Severed (Ex): At 12th level, a dune drifter gains spell resistance equal to 10 + his character level. The dune drifter can drop this spell resistance for 1 round as a standard action, or he can spend 1 grit point to drop it as a swift action.
Greater Banner (Ex): At 14th level, the cavalier’s banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while his banner is displayed, the cavalier can spend a standard action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.
Infamous Deeds: At 17th level, a dune drifter can select two additional gunslinger deeds which he can use with his Amateur Gunslinger feat. The dune drifter can choose one deed from the list of deeds available to 7th-level gunslingers and one from the list available to 11th-level gunslingers. This ability replaces master tactician.
Abilities from Feats
Amateur Gunslinger: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature.
You can regain grit using the rules for the gunslinger’s grit class feature. You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items.
Grit (Ex): Grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. Her grit goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.
Grit: 3
Deadeye (Ex): The gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Quick Clear (Ex): As a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
Dead Shot (Ex): As a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.
Targeting (Ex): At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.
Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
Torso: Targeting the torso threatens a critical on a 19–20.
Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.
Lightning Reload (Ex): At 11th level, as long as the gunslinger has at least 1 grit point, she can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If she has the Rapid Reload feat or is using an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round instead. Furthermore, using this deed does not provoke attacks of opportunity.
Gunsmithing: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Mounted Combat: 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.
Indomitable Mount: Once per round when your mount must make a saving throw, you can make a Ride check as an immediate action. Your mount makes its save if your Ride check result is greater than the DC of the opponent’s attack.
Improved Critical (Musket): When using the weapon you selected, your threat range is doubled.
Improved Precise Shot: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
Far Shot: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
Impressive Grit (Dead Shot): You can perform Dead Shot a number of times per day equal to your highest mental ability score modifier (Intelligence, Wisdom, or Charisma; minimum 1).You can use this deed with an appropriate ranged weapon. If you also have the selected deed as a class feature, reduce the number of grit points that you need to use it by 1, as per the Signature Deed feat.
Weapon Focus (Musket): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Mounted Archery: The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running.
Rapid Reload: The time required for you to reload your chosen type of weapon is reduced to a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity.
Impact Critical Shot: Whenever you score a critical hit with a ranged attack, in addition to the normal damage your attack deals, if your confirmation roll exceeds your opponent’s CMD, you can push your opponent back as if from the bull rush combat maneuver or knock that target prone as if from a trip combat maneuver. If you choose to bull rush, you cannot move with the target. Your maneuver does not provoke an attack of opportunity.
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GEAR
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Magic Gear:
Weapons: +5 Reliable Thundering Musket "Daredevil," +1 Frost Dagger "Faith"
Armor: +2 Light Fortification Mithral Shirt (10)
Belt: Beneficial Bandolier of Incredible Dexterity +4 (2)
Body:
Chest: Endless Bandolier (2)
Eyes:
Feet: Boots of the Cat
Hands:
Head:
Headband: Headband of Inspired Wisdom +4
Neck: Amulet of Natural Armor +4
Ring: Ring of Protection +2
Ring: Ring of Swimming
Shield:
Shoulders: Cloak of Resistance +5
Wrist:
Mundane Gear: Traveler’s outfit (1), hat (.5), dagger (1), masterwork whip (1), belt pouch (.5), flint and steel, waterskin (4), 2 doses of antitoxin
In the endless bandolier: Daredevil (9), masterwork pistol (4), powder horn (1)
Powder: 187 doses
Shot: 187 bullets
Paper Cartridges: 102
Encumbrance (in lbs.): 22 (light)
Money: 374.9 GP
Claimed Loot Value: 81,392 gp
Claimed Loot: +1 mithral shirt, battered pistol, 600 GP worth of ammo, enchant a weapon to +1, bottle of air, instant bridge, bag of holding II, belt of incredible dexterity +4, kit of magic to enhance an magical weapon enchantment from +1 to +2, amulet of natural armor +2, anklets of air walk, weapon enhancement kit +2 to +3, ring of swimming, ring of protection +4, ring of protection +2, ring of jumping (improved), amulet of natural armor +4, +1 frost dagger, belt of giant strength, +1 flaming unholy whip
TULIP
Charger
N Large animal (T-rex)
Initiative +3; low-light vision; scent; Perception +8
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DEFENSE
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AC: 40 (+10 armor, +1 deflection, +3 Dex, +17 natural, -1 size), touch 13 (+1 deflection, +3 Dex, -1 size) flat-footed 37 (+10 armor, +1 deflection, +17 natural, -1 size)
HP: 127 (14d8+56)
Saves: Fort +13, Ref +12, Will +6
Special Save Modifiers: None
Special Defenses: +2 to Dodge AC when Zaine reciprocates a challenge
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OFFENSE
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Speed: 30 ft.
Melee: bite +22 (3d6+31) plus grab
Modifiers: +4 to start and maintain a grapple, -3 to hit for +9 damage, +4 to hit when Zaine reciprocates a challenge, +8 to damage when Zaine issues a challenge
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STATISTICS
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Str 30, Dex 19, Con 18, Int 2, Wis 15, Cha 10
BAB +10; CMB +21; CMD 35
Feats: Endurance, Weapon Focus (Bite), Light Armor Proficiency, Medium Armor Proficiency, Improved Natural Attack (Bite), Heavy Armor Proficiency, Power Attack
Skills: Acrobatics +10 (3), Intimidate +6 (3), Perception +8 (3), Survival +5 (3), Swim +13 (2)
Modifiers: -3 armor check penalty, +3 max Dex bonus, +10 to Acrobatics checks for long or high jumps
Tricks: Attack, come, defend, down, fetch, flank, guard, heel, intimidate, track, watch
Abilities from Feats
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Weapon Focus (Bite): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Light Armor Proficiency: When you wear light armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Medium Armor Proficiency: When you wear medium armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Improved Natural Attack (Bite): Choose one of the creature’s natural attack forms. The damage for this natural attack increases by one step on the following list, as if the creature’s size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
Heavy Armor Proficiency: When you wear heavy armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Furious Focus: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
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SPECIAL ABILITIES
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Mounted Challenge (Ex): When ridden by a cavalier, chargers gain half of the bonuses and penalties granted by the cavalier’s challenge class feature.
Link: A druid 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 druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Barding Training (Ex): At 3rd level, a charger’s armor check penalty for wearing barding or for carrying a medium load is reduced by 1 and the maximum Dexterity bonus for its armor and load increases by 1. Reduce the armor check and medium load penalties by an additional 1 for every 6 levels after 3rd; increase the maximum Dexterity bonus for the charger’s armor by an additional 1 for every 6 levels after 3rd. In addition, the charger’s speed does not decrease when wearing medium armor or carrying a medium load.
At 9th level, a charger can move at normal speed in heavy armor or while carrying a heavy load.
Indefatigable: At 6th level, a charger becomes immune to fatigue.
Powerful Bite (Ex): A tyrannosaurus applies twice its Strength modifier to bite damage.
Stalwart Steed (Ex): At 15th level, the charger gains the ability to withstand great punishment and stress. Whenever the charger succeeds at a Fortitude or Will save that would normally result in a reduced or partial effect, the charger is unaffected.
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GEAR
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Magic Gear: Bag of holding II, Bottle of air, instant bridge
Armor: +1 Mithral Light Fortification Full Plate Barding (50)
Belt: Belt of Physical Might +2 (STR, CON)
Body:
Chest:
Eyes:
Feet: Anklets of Air Walk
Hands:
Head: Bridle of the T-Rex +2
Headband:
Neck:
Ring: Ring of Protection +1
Ring: Ring of Jumping (Improved)
Shield:
Shoulders:
Wrist:
Mundane Gear: bit and bridle (1), riding saddle (25), Zaine + equipment (190)
In the bag of holding: Bottle of air (2), instant bridge (5), animal feed (5 days) (50), bedroll (5), gunsmith’s kit (2), iron pot (4), mess kit (1), rope (10), shaving kit (.5), soap (.5), trail rations (5 days) (5), small waterproof chest (25), alchemical grease (1)
Bag of holding: 161 (500 lbs. capacity, weighs 25 lbs.)
Encumbrance (in lbs.): 291 (light)