The Un-Made Crown
Adventurer Arn Fellsoul
A male human Cavalier
Human Cavalier 1
LN Medium humanoid (human)
Init 0; Senses Perception + 2
AC 19, touch 10, flat-footed 19 (+ 7 armor, + 2 shield)
hp 14 (1d10+ 4)
Fort + 5, Ref + 0, Will + 2
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
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
+ 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’.
N Large animal
Init + 2; Senses low-light vision, scent; Perception + 6
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
Speed 50 ft.
Melee 2 hooves + 3 (1d4+ 3/×2)
Space 10 ft.; Reach 5 ft.
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
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.