I have been having such a horrible time today trying to get on threads I had time to do this:
[sblock=Sturm Brightblade]
[sblock=Game Info]
Race: Human
Class: Cavalier (beast rider archtype)
Level: 6
Alignment: Lawful good
Languages: Common, Solamnic, Giant
Deity: Paladine[/sblock]
[sblock=Abilities]
STR:17 +3 (7pts) +2 racial
DEX:13 +1 (3pts)
CON:16 +3 (7pts) +1 level
INT:14 +2 (5pts)
WIS:11 +0 (1pts)
CHA:12 +1 (2pts)[/sblock]
[sblock=Combat]
HP: 00 = [6d10=??] + 18 (CON) + 0 (favored class)
AC: 21 = 10 + 8 (armor) + 2 (shield) + 1 (DEX) + 0 (misc)
AC Touch: 11 = 10 + 0 (DEX) + (misc)
AC Flatfooted: 20 = 10 + 8 (armor) + 2 (shield) + 0 (misc)
INIT: +1 = +1 (DEX) + 0 (misc)
BAB: +6/+1 = +6/+1 (Cavalier)
CMB: +9 = +3 (STR) + 6 (BAB)
CMD: 20 = 10 + 3 (STR) + 1 (DEX) + 6 (BAB)
Fort: +8 = +5 (base) + 3 (CON)
Reflex: +3 = +2 (base) + 1 (DEX)
Will: +2 = +2 (base) + 0 (WILL)
Speed: 20'
Damage Reduction: none
Spell Resistance: none
Spell Failure: n/a[/sblock]
[sblock=Weapon Stats]
Brightblade: +12 = +6 (BAB) + 3 (STR) + 3 (magic)/DMG=1d10+6(S), CRIT 19-20x2
Brightblade(CE): +10 = +6 (BAB) + 3 (STR) + 3 (magic) - 2 (feat)/DMG=1d10+6(S), CRIT 19-20x2, SPECIAL: +2 AC
Dagger(melee): +10 = +6 (BAB) + 3 (STR) + 1 (mw)/DMG=1d4+3(S), CRIT 19-20x2
Dagger(range): +8 = +6 (BAB) + 1 (DEX) + 1 (mw)/DMG=1d4+3(S), CRIT 19-20x2, RANGE 10'
Full Attack:
Brightblade: +12/+7 = +6/+1 (BAB) + 3 (STR) + 3 (magic)/DMG=1d10+6(S), CRIT 19-20x2
Brightblade(CE): +10/+5 = +6/+1 (BAB) + 3 (STR) + 3 (magic) - 2 (feat)/DMG=1d10+6(S), CRIT 19-20x2, SPECIAL: +2 AC[/sblock]
[sblock=Racial Traits]
+2 to One Ability Score:(STR) Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Favored Class: Cavalier
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
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.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).[/sblock]
[sblock=Class Features]
Challenge (Ex): 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.
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.
Each time the beast rider increases in level, he can choose to select a new, more impressive mount better suited to his increased power.
Small-sized beast riders can choose a pony or wolf mount at 1st level. At 4th level, a Small beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, boar, brachiosaurus, elephant, glyptodon, hippopotamus, mastodon, megaloceros, riding dog, snapping turtle (giant), triceratops, or tyrannosaurus. At 7th level, he can also choose a dinosaur (deinonychus or velociraptor).
Medium beast riders can choose a camel or horse mount at 1st level. At 4th level, a Medium beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, brachiosaurus, elephant, glyptodon, hippopotamus, lion, mastodon, megaloceros, snapping turtle (giant), tiger, triceratops, or tyrannosaurus as his mount
. Additional mounts might be available with GM approval.
In addition, a 7th-level or higher Medium beast rider can select any creature whose natural size is Large or Huge, provided that creature is normally available as a Medium-sized animal companion at 7th level (like a bear). To generate statistics for such a mount, apply the following modifications:
- Size Large;
- Ability Scores Str +2, Dex –2, Con +2;
- Increase the damage of each of the mount’s natural attacks by one die size.
A beast rider cannot choose a mount that is not capable of bearing his weight, that has fewer than four legs, or that
has a fly speed* (although the GM may allow mounts with a swim speed in certain environments).
Anytime a feat or ability allows a mount to make a hoof attack, it can make a claw, slam, or other analogous attack instead.
*
for this campaign this will not apply
Order (Ex): 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.
Order of the Dragon: Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.
Edicts: 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.
Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Order Abilities: Aid Allies (Ex): At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.
Tactician (Ex): 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.
Cavalier’s Charge (Ex): At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.
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. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.
Bonus Feat: At 6th level, and at every six levels thereafter, a cavalier gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The cavalier must meet the prerequisites of these bonus feats.[/sblock]
[sblock=Feats & Traits]
Armor Proficiency - Light
Armor Proficiency - Medium
Shield Proficiency
Prof. with all simple and martial weapons
Bonus(human) - Combat Expertise
1st lvl- Improved Fient
Bonus(teamwork)- Precise Strike
3rd lvl- Improved Disarm
5th lvl- Step Up
Bonus(combat)- Second Chance
Traits:
a)
Heirloom Weapon - The Brightblade: When you select this trait, choose one of the following benefits:
- proficiency with that specific weapon -
chosen
- a +1 trait bonus on attacks of opportunity with that specific weapon
- a +2 trait bonus on one kind of combat maneuver when using that specific weapon.
b)
Child of the Temple: You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice - Knowledge:nobility) is always a class skill for you. [/sblock]
[sblock=Skills]
Skill Ranks: 42 = [04 (class) + 02 (INT)] x 06 (LvL) + 06 (human) + 00 (Favored Class)
Max Ranks: 06
ACP: -3
Skills:
() = class skill
^ = trained only
Code:
Total Stat Rank CS Misc ACP
-02 = Acrobatics +01 +00 +0 +00 -3 DEX
+02 = Appraise +02 +00 +0 +00 INT
+10 =()Bluff +01 +06 +3 +00 CHA
+03 =()Climb +03 +03 +0 +00 -3 STR
+02 =()Craft:_____ +02 +00 +0 +00 INT
+07 =()Diplomacy +01 +03 +3 +00 CHA
+na = Disable Device^ +01 +00 +0 +00 -3 DEX
+01 = Disguise +01 +00 +0 +00 CHA
-02 = Escape Artist +01 +00 +0 +00 -3 DEX
-02 = Fly +01 +00 +0 +00 -3 DEX
+07 =()Handle Animal^ +01 +03 +3 +00 CHA
+00 = Heal +00 +00 +0 +00 WIS
+07 =()Intimidate +01 +03 +3 +00 CHA
+na = Know:Arcana^ +02 +00 +0 +00 INT
+na = Know:Dungeoneering^ +02 +00 +0 +00 INT
+na = Know:Engineering^ +02 +00 +0 +00 INT
+na = Know:Geography^ +02 +00 +0 +00 INT
+na = Know:History^ +02 +00 +0 +00 INT
+na = Know:Local^ +02 +00 +0 +00 INT
+na = Know:Nature^ +02 +00 +0 +00 INT
+09 =()Know:Nobility^ +02 +03 +3 +01 INT
+na = Know:Planes^ +02 +00 +0 +00 INT
+na = Know:Religion^ +02 +00 +0 +01 INT
+na = Linguistics^ +02 +00 +0 +00 INT
+06 =()Perception +00 +03 +3 +00 WIS
+01 = Perform:_____ +01 +00 +0 +00 CHA
+na =()Profession^:_____ +00 +00 +0 +00 WIS
+04 =()Ride +01 +03 +3 +00 -3 DEX
+09 =()Sense Motive +00 +06 +3 +00 WIS
+na = Sleight of Hand^ +01 +00 +0 +00 -3 DEX
+na = Spellcraft^ +02 +00 +0 +00 INT
-02 = Stealth +01 +00 +0 +00 -3 DEX
+09 =()Survival +00 +06 +3 +03* WIS
+06 =()Swim +03 +03 +3 +00 -3 STR
+na = Use Magic Device^ +01 +00 +0 +00 CHA
* to provide food and water to allies or protect from harsh weather[/sblock]
[sblock=Equipment]
Code:
[U]Equipment Cost Weight[/U]
The Brightblade priceless 6lb
- +3 axiomatic bastard sword
Special: heirloom weapon, cannot be sundered
as long as wielder's resolve is not broken
+2 breastplate 4,350gp 30lb
mw heavysteel shield 170gp 15lb
mw dagger 302gp 1lb
Backpack 2gp 2lb
-torches(2) 2cp 2lb
-sack,small 1sp .5lb
-flint and steel 1gp ---
-waterskin 1gp 4lb
-provisions (2 days) 1gp 2lb
-whetstone 2cp 1lb
Bedroll 1sp 5lb
Signet ring 5gp ---
Traveler's outfit free ---
Total weight carried: 68.5lb
Treasure: 6stl, 6sp, cp Gems:none
Carrying Capacity:
light- 86lb
medium- 173lb
heavy- 260lb[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 29 (looks 37)
Height: 6'-1"
Weight: 190lb
Hair Color: brown, handlebar mustache
Eye Color: brown
Skin Color: white
Personality: The motto of the Knights of Solamnia is "Est Sularus oth Mithas" My Honor Is My Life. It means that a Knight must be true to the ideals of chivalry at all costs. Sturm lives by that creed, and his highest ideal is to meet a noble death against overwhelming odds in the cause of justice. He is a man of noble bearing and great solemnity. His knightly ideals can sometimes be troublesome it is a shameful thing to run in battle, he feels. But when persuaded that a larger interest is at stake, he can make a 'strategic retreat' if it will further the cause. His greatest fear is that somehow he will dishonor himself and the Knights, and shame his father's memory. His honor is his major possession, and his word is unbreakable. He is a warrior of remarkable skill.[/sblock]
[sblock=Background]Since the time of Huma, First Dragonlancer, who drove the dragons from Krynn a thousand years ago, the Knights of Solamnia have been the champions of justice and truth. The Knights represented all that was good, noble, compassionate, and heroic. But after the Cataclysm, when the peoples of Ergoth cried for aid, the Knights were helpless. When mankind turned its back on the true gods, not even the Knights could save them. And so the people came to blame the Knights for not saving them from their own folly. There came a great uprising against the Knights; their old temples and fortresses were besieged. Many of the old order died; the rest went into exile.
One of the leaders of the Solamnic order was the Lord of the Roses, who fathered Sturm Brightblade. When the people turned against the Knights, he saw that the fight was hopeless. He could not desert his comrades, but he could send his wife and newborn son south to safety.
And so Sturm Brightblade grew up in the town of Solace. As a child, he showed knightly bearing, and the ideals of chivalry came most naturally to him. His mother taught him the code of the Knights, and Sturm wished nothing more in life than to retake his father's heritage. When he came of age, Sturm received his father's legacy: a signet ring.
He trained himself as a fighter, undertaking quests and great hardships to toughen his body and soul for knighthood. He became fast friends with Caramon, then known as the strongest young man in Solace. And so he joined the Innfellows.
When the Innfellows left Solace, he went north to find traces of the Solamnic Knights. For a time, he traveled with Kitiara, Tanis's beloved, and then their paths split. He traveled in the lands of Solamnia, only to find that the Knights were everywhere in disgrace. He went to Vingaard Keep, his father's ancestral castle, now abandoned. He settled his father's estate, using the signet ring as proof of his heritage, but when the death duties were paid, all that was left was his father's sword and armor.
And so he returned to Solace, understanding at last that true knighthood was found in one's own heart, and vowing to reestablish the old order. If he was the last Knight of Solamnia, he would at least be true to his father's ideals. He needed no more.[/sblock]
[sblock=Adventure Notes] None yet[/sblock][/sblock]
Please let me know what you think. What changes you might make to fit and I especially need [MENTION=8863]Orius[/MENTION] to take a look. I am doing all equipment and getting ready to post it if EnWorld will let me.
HM
Current Character Builds Finder:
Gilthanas played by Gondsman
Caramon played by Blood and Honor
Tanis played by Strahd_Von_Zarovich
Raistlin played by Walking Dad
Riverwind played by ghostcat
Tasselhoff played by possum