In their armor they're pretty imposing. They wear lacquered white light plate on a red underlay, spiked along the right side, close fitting and smooth lined with sleek rounded helmets and tinted visors. They carry full sized tower shields and tall spears flying some unknown flag and crackling with energy. Red tabards and full red capes emblazoning strange white insignia resembling an open doorway on their chests and backs completes their uniform. They are all over six feet tall with broad shoulders and long arms. They sit astride massive armored horses who's nostrils flare with pent up hostility. Wherever they came from, if they are the soldiers, nearly anything would be preferable to conflict.
When the one in the center takes his helmet off it's pretty easy to tell that he is every inch the grizzled veteran soldier. He's younger than he looks and feels. Years outside in the sun has given his clean shaven face the texture and color of old leather. It doesn't help that he's been going grey since his teens. Living through what he has will do that to you, and may account for why he prefers to keep it cut as close to his scalp as possible. He's not the strongest guy out there, though he's in better shape than most, and he's not the fastest, though he's still pretty quick on his feet even after all the broken bones and torn muscles. He's not the smartest guy around, but he's bright enough to figure out most things eventually, and generally knows what questions to ask. His real flaw is, and always has been, that he's trusting. It shows in his face. He tends to take people at their word, and doesn't look at things to closely. Not that he really could anyway after losing that left eye. In spite of all that he's got one heck of an easy smile. For a fellow used to barking orders and commanding troops, he's remarkably laid back. Without his armor, and maybe without all the scars, it would probably be hard to tell he's a soldier. He just doesn't have the bearing, though if you spend much time around him it's pretty obvious that he has the skills. In fact, you might guess that he probably shouldn't have been a soldier at all, and you might even be right, except for one thing: Orphax is tough. He makes dwarves look like elves with asthma. He thought he found his physical limits a few times. Turns out all he found was what his limits used to be. He's spent twenty years going from hell hole to hell hole, collecting scars in every one. If it's out there and dangerous, chances are he's had to stab it to death at some point. By all rights, Orphax should have gotten tired of it all years ago. Lucky for him, he never gets tired.
Scar Record
Spoiler:
=====Defense=====
Spoiler:
===== Defense =====
AC 25 (7 armor, +6 tower shield, +2 dex)
+2 when next to someone with Shield Wall (can stack to +4)
+2 vs. ranged attacks when next to someone with Duck and Cover (can stack to +4)
+2 when getting Aid Another against a particular attack. (can stack to +4)
Automatically block one arrow a round with shield
Gain total cover benefits from ally's tower shield if they are using it for total cover
CMD 22 (10, +7 BaB, +2 dex, +1 str, + enhancement)
+4 vs Bull Rush and Overrun (+1 Stand Firm, +3 fighter favored class bonus)
+1 vs. Pull, Push, Trip and Trample (+1 Stand Firm)
HP 106
+20 Fort (9 base, +5 con, +3 Chr, +3 cloak)
+9 Ref (1 base, +2 dex, +3 Chr, +3 cloak)
+9 Will (4 base -1 wis, +3 Chr, +3 cloak)
=====Offense=====
Spoiler:
Spd 30 ft.
Longspear +11/+6 1d8+6 Piercing +1d6 cold
Armor Spikes +6/+1 1d6+1 piercing
Light Flail +6/+1 1d8+1 Bludgeoning
Combat Net +3 Entangle (touch attack)
Heavy Crossbow +9/+4 1d10 Piercing
=====Statistics=====
Spoiler:
Str 13, Dex 14, Con 20, Int 12, Wis 8, Cha 16
Base Atk +7; CMB +8
=====Traits=====
Spoiler:
Weapon Bond- Longspear/Constitution
Charismatic: +2 Chr, -2 Wis
=====Feats=====
Spoiler:
Human bonus: Combat Reflexes
1+Dex mod AoO's per round
1st: Endurance
+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.
Cavalier 1: Duck and Cover
Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a reflex saving throw against a spell or effect, you may take the result of your die roll or that of your ally (your modifiers still apply to the roll, regardless of which result you take). If you take your ally’s result, you are knocked prone (or staggered on your next turn, if you are already prone or cannot be knocked prone). In addition, you receive a +2 cover bonus to your AC against ranged attacks as long as your ally is wielding a shield.
Fighter 1: Shield Wall
Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat, the AC bonus from your shield increases, depending on the shield wielded by your ally.
If your ally is wielding a buckler or a light shield, your shield bonus increases by +1.
If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2.
You keep these bonuses even if your ally loses his shield bonus due to making a shield bash attack.
If an adjacent ally with this feat uses a tower shield to grant total cover, you also benefit if an attack targeting you passes through the edge of the shield.
Fighter 2: Bodyguard
Use an AoO when an Adjacent ally is attacked to attempt an Aid Another action to improve their AC
3rd: Shield Focus
Increase the AC bonus granted by any shield you are using by 1.
Fighter 4: In Harm's Way
Take the damage of a successful attack upon an adjacent ally as an immediate action, if you are using the Aid Another action to increase their AC.
5th: Missile Shield
Deflect one ranged attack per round with shield.
7th: Lunge
increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.
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
=====Class Abilities=====
Spoiler:
Fighter
Stand Firm +1
At 2nd level, a phalanx soldier gains a +1 bonus to CMD against bull rush, overrun, pull, push, and trip attempts. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd.
Phalanx Fighting
At 3rd level, when a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon.
Cavalier
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 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
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 of the Dragon
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 benef its from his old order. He must then follow the edicts of his new order for one entire level without gaining any benef its 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: Duck and Cover
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.
Paladin
Aura of Good
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Divine Grace
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay On Hands 4x per day, 1d6 damage
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
=====Equipment=====
Spoiler:
Weapons:
+1 Shocking Silversheen and Glassteel Longspear (2,755 gp) (+6,000 gift from the boys) (9lbs) with Ring of Cure Light Wounds (50) (750 gp) fused to the grip.
Light Flail (8 gp)
Combat Net (20 gp)
Heavy Crossbow (50 gp)
Armor: +1 Agile Glassteel Spiked Breast Plate (5,400 gp) (15lbs)
Shield: +1 Glasssteel Tower Shield (2,030 gp) (22.5 lbs)
Head: Eyes: Neck: Cloak: Cloak of Resistance +3 (9,000 gp)
Waist: Belt Pouches, Potion Belt (empty) (30 gp)
Body: Vest: Wrist: Hands: Ring: Ring of Evasion (25,000 gp)
Ring: Ring of Sustenance (2,500)
Feet:
Belt Pouches:
Feather Token: Tree x2 (800 gp)
Marking Chalk
Masterwork Lyre Picks (+2 bonus to Perform: Strings) (50 gp)
Whetstone
Silver Mirror
Blessed Gold Crossbow Bolt x2
Portal Stone
On Back:
Lyre of Building (13,000 gp), in-water tight, locked steel case.
Signal Horn (1 gp)
On Horse:
Masterwork Horse Tack and Saddle (50 gp, +2 bonus to ride) (30lbs)
Ring of Sustenance (2,500 gp, bought by Herec)
Scale Mail barding (200 gp)
Saddlebags: (4 gp) (8lbs empty)
Iron Rations (1 weekl)
Water (3 days)
50' Silk Rope (10 gp)
Bedroll (1 gp)
Shaving Kit (15 silver)
Small Tent (10 gp)
Currency
Spoiler:
10 platinum
15 gold
5 silver
Storm
Spoiler:
Horse, Heavy
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
DEFENSE
AC 20, touch 13, flat-footed 16 (+4 Dex, –1 size, +2 natural, +5 Armor)
hp 24 (2d8+10)
Fort +8, Ref +7, Will +3
OFFENSE
Speed 50 ft.
Melee 2 hooves +0 (1d6+2), bite +0 (1d4+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, Run
Skills Perception +8
SQ Combat Trained, Link
Combat Trained: An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. An animal trained in this way counts as trained for war, and becomes proficient with all forms or armor. See FAQs and Animal Type.
Bonus Trick: Fetch
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.