Henry Northantis
Game Info
Race: Human
Class: Bard/Fighter/Cavalier/Battle Herald
Level: 1/4/1/1
Alignment: Neutral Good
Languages: Common, Celestial and Draconic
Deity: Iomedae goddess of righteous valor, justice, and honor.
Age:17
Abilities
STR: 20 (+5) 13 points +2 race +1 4th level
DEX: 12 (+1) 2 points
CON: 14 (+2) 5 points
INT: 12 (+1) 2 points
WIS: 12 (+1) 2 points
CHA: 14 (+2) 5 points
[sblock=Combat]
HP: 86 = [1d8=8] + [6d10=60]+14 (CON) + 0 (misc) + 2 (favored class)
AC: 15 = 10 + 4 (armor) + 0 (shield) + 1 (DEX) + 0 (misc)
AC Touch: 11 = 10 + 1 (DEX) + (misc)
AC Flatfooted: 14 = 10 + 4 (armor) + 0 (shield) + 0 (misc)
INIT: +1 = +1 (DEX) + 0 (misc)
BAB: +6 = +0 (Bard)+4 (Fighter)+1 (Cavalier) +1 (Battle Hearld)
CMB: +11 = +5 (STR) + 6 (BAB)
CMD: 22 = 10 + 5 (STR) + 1 (DEX) + 6 (BAB)
Fort: +8 = +6 (base) + 2 (CON)
Reflex: +5 = +4 (base) + 1 (DEX)
Will: +7 = +5 (base) + 1 (WIS) +1 (TRAIT)
Speed: 30
Damage Reduction: -
Spell Resistance: -
Spell Failure: -
Weapon Stats
EXAMPLE:
Greatsword(melee): +12/+7 = +6/+1 (BAB) + 5 (STR) + 1 (feat)/ DMG = 2d6+9=7(Str)+2 (specialization), CRIT 19-20x2 (+10/+5 attack/+15 damage power attack) (S 2-handed)
Lance(Melee): +11/+7 = +6/+1 (BAB) +5 (STR)/ DMG=1d8+7=+7(STR), CRIT 20x3 (+9/+4attack/+13 damage power attack) (P 2-handed reach 10’)
Longbow(ranged 110’): +7/+2=+6/+1(BAB) +1 (DEX)/DMG=1d8+5=+5(STR), CRIT 20x3 (P)
Heavy Flail(melee): +11/+7 = +6/+1 (BAB) +5 (STR)/ DMG=1d10+7=+7(STR), CRIT 19-20x2 (+9/+4attack/+13 damage power attack) (B 2-handed disarm, trip)
Whip, Scorpian(melee):+11/+7=+6/+1 (BAB)+5 (STR)/DMG=1d4+5=+5(STR), CRIT 20x2 (S light, disarm, performance, trip, reach 15’)
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[sblock=Racial Traits]
• +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
• 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).
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[sblock=Bard Class Features]
Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance.
Spells: A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier. A Bard can use Cantrips which do not use up a slot.
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action.
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
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[sblock=Fighter Class Features]
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Feats: Bonus combat feats at 1st level and each even level.
Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
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[sblock=Cavalier Class Features]
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): 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. 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.
Order (Ex): At 1st level, a cavalier must pledge himself to a specific order--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: A cavalier that belongs to the order of the dragon gains the following abilities as he increases in level.
-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.
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[sblock=Battle Herald Class Features]
Weapon and Armor Proficiency: A battle herald gains no proficiency with any weapon or armor.
Inspiring Command (Ex): A battle herald uses her keen tactical acumen and decisive judgment to lead others to victory, as well as her mastery of command to assist herself and her allies in battle.
All battle heralds may use inspiring command to inspire courage (as the bardic performance ability); bard and battle herald levels stack to determine the bonuses provided by inspire courage.
At 1st level, and every two levels thereafter, the battle herald chooses one command to learn. Unless otherwise noted, these abilities provide a competence bonus equal to the battle herald’s inspiring command bonus to her and to all allies within 60 feet able to see or hear her. Commands marked with an asterisk have the same range as above but only affect a certain number of allies (which can include the battle herald).
Issuing an inspiring command is a move action. At 5th level, this becomes a swift action, and at 10th level, it becomes an immediate action. Maintaining an inspiring command is a free action that cannot be disrupted, but its effects end immediately if the battle herald is killed or otherwise prevented from taking actions (such as being dazed, helpless, or stunned). The battle herald cannot have more than one command in effect at a time. She may use this ability for a number of rounds per day equal to 4 + her Charisma modifier, plus 2 additional rounds per level after 1st. She may use rounds of bardic performance to issue inspiring commands, but not vice versa. Inspiring commands are language-dependent, mind-affecting effects. The battle herald cannot maintain an inspiring command and a bardic performance at the same time (this does not preclude abilities such as persistent command or the Lingering Performance feat, which continue an inspiring command or bardic performance after the battle herald stops maintaining it).
Inspired Tactics: Allies apply the battle herald’s inspiring command bonus on critical hit confirmation rolls, on combat maneuver checks, and as a dodge bonus to AC against any attacks of opportunity provoked by combat maneuvers.
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[sblock=Feats & Traits]
Human Bonus-Intimidating Prowess--Add Str to Intimidate in addition to Cha
1st lvl-Extra Performance—6 extra rounds of performance per day.
1st Fighter Bonus-Power Attack--Trade melee attack bonus for damage +2 for +4 or +6
2nd Fighter Bonus-Weapon Focus (Great Sword)-- +1 bonus on attack rolls with one weapon
3rd lvl-Dazzling Display--Intimidate all foes within 30 feet
4th Fighter Bonus-Weapon Specialization (Great Sword)-- +2 bonus on damage rolls with one weapon
5th –Cornugon Smash--Make free intimidate checks when you power attack.
7th -Shatter Defenses--Hindered foes are flat-footed
Traits:
a) Magical Knack--+2 caster level as Bard
b) Indomitable Faith--+1 trait bonus on Will Saves
c) Extremely Fashionable--+1 trait bonus on Bluff, Diplomacy and Intimidate when wearing clothes/jewelry worth at least 150 gp and not covered in mud or gore.
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[sblock=Skills]
Skill Ranks: 40 = [6 (Bard) + 1 (INT)] x 1 (LvL)]+[2(Fighter)+1(INT)x 4(LvL)]+[4(Cavalier or Battle Herald)+1(INT) x 2 (LVL)] + 7 (Human Bonus) + 2 (Favored Class)
Max Ranks: 00
ACP: -0
Skills:
() = class skill
^ = trained only
Code:
Total Stat Rank CS Misc ACP
+05 = Acrobatics +01 +01 +5 +00 -0 DEX
+00 = Appraise +01 +00 +0 +00 INT
+06 = Bluff +01 +01 +3 +01* CHA
+05 = Climb +05 +00 +0 +00 -0 STR
+00 = Craft:_____ +00 +00 +0 +00 INT
+11 = Diplomacy +02 +05 +3 +01* CHA
+na = Disable Device^ +00 +00 +0 +00 -0 DEX
+02 = Disguise +02 +00 +0 +00 CHA
+00 = Escape Artist +00 +00 +0 +00 -0 DEX
+00 = Fly +00 +00 +0 +00 -0 DEX
+06 = Handle Animal^ +02 +01 +3 +00 CHA
+05 = Heal +01 +01 +3 +00 WIS
+17 = Intimidate +07 +06 +3 +01* CHA
+06 = Know:Arcana^ +01 +01 +3 +01 INT
+06 = Know: Dungeoneer ^ +01 +01 +3 +01 INT
+02 = Know:Engineering^ +01 +00 +0 +01 INT
+02 = Know:Geography^ +01 +00 +0 +01 INT
+06 = Know:History^ +01 +01 +3 +01 INT
+02 = Know:Local^ +01 +00 +0 +01 INT
+02 = Know:Nature^ +01 +00 +0 +01 INT
+02 = Know:Nobility^ +01 +00 +0 +01 INT
+02 = Know:Planes^ +01 +00 +0 +01 INT
+06 = Know:Religion^ +01 +01 +3 +01 INT
+05 = Linguistics^ +01 +01 +3 +00 INT
+09 = Perception +01 +05 +3 +00 WIS
+10 = Perform:Orate +02 +05 +3 +00 CHA
+06 = Professn^:Soldier +01 +02 +3 +00 WIS
+06 = Ride +01 +01 +3 +00 -0 DEX
+05 = Sense Motive +01 +01 +3 +00 WIS
+na = Sleight of Hand^ +00 +00 +0 +00 -0 DEX
+05 = Spellcraft^ +01 +01 +3 +00 INT
+00 = Stealth +00 +00 +0 +00 -0 DEX
+05 = Survival +01 +01 +3 +00 WIS
+08 = Swim +05 +01 +3 +00 -0 STR
+06 = Use Magic Device^ +02 +01 +3 +00 CHA
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[sblock=Spellcasting]
Spells Known
0 Level (unlimited per day DC11): Detect Magic, Light, Mage Hand, Spark
1st Level (3 per day DC12): Cure Light Wounds, Expeditious Retreat
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[sblock=Equipment]
Code:
Equipment Cost Weight
Chain shirt 100gp
Total weight carried:
Treasure: gp, sp, cp Gems:
Carrying Capacity:
light-
medium-
heavy-
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[sblock=Animal Companion]
(Heavy) Horse
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
DEFENSE
AC 15, touch 13, flat-footed 11 (+4 Dex, –1 size, +2 natural)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
OFFENSE
Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, RunB, Light Armor Proficiency (Cavalier Bonus)
Skills Perception +8
SQ docile
SPECIAL ABILITIES
Docile (Ex)
Unless specifically trained for combat (see the Handle Animal skill, a horse's hooves are treated as secondary attacks.
No armor check penalties to Ride skill while riding this mount.
Combat Training (DC 20) An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel.
Stay (bonus trick)
Link (Ex)
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.
Share Spells (Ex)
The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal).
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[sblock=Character Details]
Size: Medium
Gender: Male
Age: 17
Height: 6’5”
Weight: 185#
Hair Color: Black
Eye Color: Blue
Skin Color: Fair
Appearance: A bit gangly and awkward having just grown into his full height.
Demeanor: Shy and bookish
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[sblock=Background]
Henry Northantis is the only son of Sir James Northantis and Mary (Hargraves) Northantis. Sir James is an able and trusted commander of His Majesties Horse Guards. Of only the most minor noble birth Sir James has none the less rose in rank on his strong ability and faithful loyalty to the crown. Unfortunately, Mary died when Henry was still relatively young. His youth was spent in rough military camps in summer and a military boarding school the rest of the year. Growing up around rough soldiers and camp followers was making little Henry too much a crude commoner and his father begin sending him to an academy to learn history, debate, oratory, diplomacy and even a little magic. Being somewhat awkward and of low birth relative to his peers at the school, young Henry gravitated to the Bards there. He was fascinated by the great heroes of the past and the stories of battle and romance. His studies of the martial arts have been somewhat of a disappointment. His fencing master finally gave up on teaching Henry the fine arts of foil and epee. The lad was just too heavy handed and seemed to have two left feet. In exasperation the master gave him a massive blunted Greatsword and sent him out to hack at trees. However, Henry found this much larger heavier weapon balanced his large frame and he finds it quite comfortable in his hands, though he has yet to learn to use it properly. In drama he has found a niche as well. His deep booming voice carries well to an audience on the stage and he has been playing heroic leaders and learning to recite their speeches with considerable style. His normal shy demeanor seems to fade when he is playing a role or debating a hotly contested point against his betters. His father has recently given him a fine gift for his 17th birthday--a huge stallion that Sir James won as the spoils of battle. It had belonged to enemy barbarian leader. The beast is as crude and undisciplined as the primitives from which it was one, but Sir James could see the potential in the animal and knew if his son could master it that such a massive brutish beast would be a terror on the lists or battlefield.
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[sblock=Personality/Appearance]
Henry is a bookish lad and while schooled in courtly manner and speech he tends to fall back on the course language and manner of the war camps when riled to anger. A strapping well-muscled lad he has yet to get comfortable with a recent growth spurt which has set him towering above most men. His mother’s people were large northmen and his has her blue eyes, fair skin and aristocratic features along with his father’s dark raven hair. He is a well featured lad and could even be called handsome if he could overcome his current awkwardness and stoop shoulder pose. Working with the Bards on stage he has developed an eye for fashion and a sense that clothes are in many ways just costumes. He has a knack for sensing how one’s style enhances the role one is playing.
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[sblock=Adventure Notes]
None yet
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