Adventurer Arn Fellsoul

A male human Cavalier

Description:

Arn Fellsoul
Human Cavalier 1
LN Medium humanoid (human)
Init 0; Senses Perception + 2


Defense

AC 19, touch 10, flat-footed 19 (+ 7 armor, + 2 shield)
hp 14 (1d10+ 4)
Fort + 5, Ref + 0, Will + 2

Offense

Speed 20 ft.
Melee heavy shield bash + 5 (1d4+ 4/×2) and
   lance + 5 (1d8+ 6/×3) and
   longsword + 5 (1d8+ 4/19-20/×2)
Special Attacks challenge

Statistics

Str 18, Dex 10, Con 16, Int 14, Wis 14, Cha 12
Base Atk + 1; CMB + 5; CMD 15
Feats Power Attack, Saving Shield, Shielded Caster
Traits armor expert, militia veteran (any town or village), natural-born leader
Skills Bluff + 5, Diplomacy + 5, Intimidate + 5, Knowledge (local) + 3, Profession (soldier) + 6, Ride -2, Sense Motive + 6; Racial Modifiers ride mount
Languages Common, Dwarven, Elven
SQ orders (order of the seal), seal’s skills, tactician
Other Gear Banded mail, Heavy wooden shield, Lance, Longsword, Banner, complex, Poncho, Soldier’s uniform, Tabard, 39 GP, 3 SP, 5 CP

Special Abilities

+ 7 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -7 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Expert -1 Armor check penalty.
Natural-Born Leader Your cohorts, followers, and summoned creatures gain + 1 vs. Mind-affecting effects, + 1 Leadership score if you have the Leadership feat.
Order of the Seal Cavaliers of the order of the seal are a secretive order, each charged with the protection of a specific object (such as a dangerous magic item), place (a lost temple), or secret (that a certain peasant is actually the last descendant of the royal li
Power Attack -1/+ 2 You can subtract from your attack roll to add to your damage.
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally's AC.
Seal’s Challenge + 1 (1/day) (Ex) + 1 to damage target, -2 AC vs. others when used. Can make a free bull rush or trip combat maneuver anytime he takes the full-attack action against the target of his challenge.
Seal’s Skills + 1 + 1 Bluff to conceal information about his sworn charge.
Shielded Caster + 4 to concentration if adj ally has same feat, more if they have a shield. Halve Conc DC increases.
Tactician (Shielded Caster) 3 rds (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30’.

Corsair
Horse
N Large animal
Init + 2; Senses low-light vision, scent; Perception + 6

Defense

AC 11, touch 11, flat-footed 9 (+ 2 Dex, -1 size)
hp 15 (2d8+ 6)
Fort + 6 (+ 4 vs. hot or cold environments and to resist damage from suffocation), Ref + 5, Will + 1

Offense

Speed 50 ft.
Melee 2 hooves + 3 (1d4+ 3/×2)
Space 10 ft.; Reach 5 ft.

Statistics

Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk + 1; CMB + 5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Perception + 6
SQ combat riding
Other Gear Bedroll, Bit and bridle, Blanket, winter, Feed (per day) (10), Flint and steel, Grappling hook, Military saddle, Mirror, Rope, Saddlebags (33 @ 162.5 lbs), Signal horn, Tent, small, Torch (3), Trail rations (10), Waterskin, Whetstone

Special Abilities

Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance + 4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Bio:

Arn keeps his black hair cropped close to better fit inside his helm and keeps himself clean-shaven. His bearing and gait mark him as a career military man, as does his “parade-ground” voice. His arms are a silver sword on a green field with a black chief.

Arn was trained as a professional soldier, and generally does well in a highly regimented setting. He is less than keen on dealing with civilians who don’t clearly outrank him, and has been known on occasion to tell minor barons to “go to Hell” when they attempt to throw their weight around with him.

Arn is a member of the Order of the Seal and has sworn a sacred oath to protect the Unmade Crown until such time as there is a clear heir. He has met Slyph Andersmith in passing on a few holy days at the Temple of Ninkali, though their devotion to different aspects of the Goddess has generally kept them apart. He hired Genna Tealeaf to assist in his failed false-flag mission, and respects her information gathering skills above those of most military scouts. Finally, he owes some money to Arnexus regarding a drinking contest; Arnexus was just starting a night on the town and Arn was on the third stop of a pub crawl celebrating a friend’s promotion.

Arn’s immediate goal is to escape and avoid the notice of the spy he recently failed to deceive with a false flag operation for the Order of the Seal. That accomplished, he — and the rest of the Order — are seeking to determine which of the competing claims for the throne hold true, and to protect the legitimate heir to the Unmade Crown. Arn’s long-term dream is to command the Order of the Seal for a few years before retiring and opening a tavern catering to military types. Ale and soldiers’ banter are his two favorite things.

Adventurer Arn Fellsoul

The Un-Made Crown Cinerator