Tsain
Basics
Level: 11th
Race: Human
Classes: Paladin (Sacred Shield) 4, Cavalier (Standard Bearer, Strategist) 7
Alignment: Lawful Good
Age: Adult
Ability | Score | Modifier | Temp Score | Temp Mod | |
---|---|---|---|---|---|
Strength | 13 | +1 | |||
Dexterity | 12 | +1 | |||
Constitution | 12 | +1 | |||
Intelligence | 8 | -1 | |||
Wisdom | 8 | -1 | |||
Charisma | 22 | +6 | 28 | +9 |
• Charisma enhanced with Headband of Alluring Charisma +6
Initiative: +9 (+9 cha)
Speed: 30 (20 in armor)
Traits
- Community-Minded (region): Any morale bonuses you confer upon your allies through your own abilities or spells last 2 additional rounds.
- Dangerously Curious (magic): You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Favored Class: Cavalier
Favored Class Bonus
- None
- None
- None
- None
- Extra hit point
- Extra hit point
- Extra hit point
- Extra hit point
- Extra hit point
- Extra hit point
- Extra hit point
Human Racial Traits
- Size: Medium
- Bonus Feat: Humans select one extra feat at 1st level
- Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level
Skills
Skill | Total | Ranks | Ability | Class | Misc |
---|---|---|---|---|---|
Diplomacy | +19 | 7 | 9 | 3 | 0 |
Handle Animal | +19 | 7 | 9 | 3 | 0 |
Intimidate | +23 | 11 | 9 | 3 | 0 |
Use Magic Device | +24 | 11 | 9 | 3 | 1 |
Feats
- Chain Challenge: Free new challenge upon felling the old one
- Dazzling Display: Intimidate all foes within 30 feet
- Divine Fighting Technique (Desna): Gain a deity’s fighting technique
- Escape Route: Do not provoke attacks of opportunity moving around allies
- Furious Focus: No Power Attack penalty on the first attack each round
- Hands of Valor: Lay on hands grants bonus on attacks and saves vs fear
- Noble Scion (war): Gain a nobility-related boon
- Power Attack: Trade melee attack bonus for damage
- Weapon Focus (starknife): +1 bonus on attack rolls with one weapon
Attack
Weapon Proficiencies: All simple and martial weapons
Starknife: +23/+18/+13 (11 base, 9 cha, 1 weapon focus, 2 enhancement)
Damage: 1d4+11 (9 cha, 2 enhancement)
Starknife (Power Attack): +23/+15/+10 (11 base, 9 cha, 1 weapon focus, 2 enhancement)
Damage: 1d4+17 (9 cha, 6 power attack, 2 enhancement)
Composite Longbow: +13/+8/+3 (11 base, 1 dex, 1 enhancement)
Damage: 1d8+1 (1 str)
Close | 35ft |
Medium | 140ft |
Long | 560ft |
• Add cavalier level + 2 to damage vs target of challenge [Challenge, Vambraces of the Tactician]
• 1/day when using lay on hands, target gains Cha sacred bonus on attack rolls and saves vs fear for 1 minute
• 1/day pray as standard action to add Cha as competence bonus to attack roll [Calling]
Defense
Armor Proficiencies: All armor and shields (except tower shields)
Armor Class: 24 (1 dex, 10 armor, 3 shield)
Flat-Footed AC: 23 (10 armor, 3 shield)
Touch AC: 11 (1 dex)
Combat Maneuver Defense: 23 (11 base, 1 str, 1 dex)
Saving Throws | Total | Base | Ability | Resistance | Misc |
---|---|---|---|---|---|
Fortitude | +22 | 9 | 1 | 3 | 9 |
Reflex | +16 | 3 | 1 | 3 | 9 |
Will | +17 | 6 | -1 | 3 | 9 |
Hit Points: 83
• While using Bastion of Good, add Cha + 1 as deflection bonus to AC and CMD
• Add Cha to saving throws [Divine Grace]
• Immune to fear effects [Aura of Courage]
• Immune to all diseases [Divine Health]
• +2 morale bonus to saving throws while threatening target of challenge and for two additional rounds [Challenge, Community-Minded]
• While using Challenge, -2 penalty to AC from opponents other than target
• 1/day pray as standard action to add Cha as competence bonus to saving throw [Calling]
• By spending one use of Challenge as an immediate action, apply Cha to shield bonus to AC against a target of challenge for 1 minute [Challenging Shield]
Tactics
Ability | Action | Notes |
---|---|---|
Aura of Courage | None | Allies w/in 10ft gain +4 morale vs fear |
Banner | None | +3 morale vs fear and +2 morale to charge |
Bastion of Good | Swift | 2/day allies w/in 10ft take half damage |
Cavalier's Charge | Charge | +4 bonus when charging, no AC penalty |
Chain Challenge | Immediate | Chain new challenges Cha times |
Challenge | Swift | 3/day add Cavalier level +2 to damage |
Dazzling Display | Full | Demoralize enemies within 30ft |
Drill Instructor | 10 min | Grant teamwork to four allies for 13 min |
Holy Shield | Standard | Grant shield bonus to adjacent allies |
Lay on Hands | Standard | Cha + 3/day heal 3d6+fatigue by touch |
Lay on Hands (self) | Swift | Cha + 3/day heal 3d6+fatigue by touch |
Tactician | Standard | 2/day grant teamwork feat for 6 rounds |
Use vambraces | Swift | 1/day extend range of tactician to 60ft |
Paladin Class Features
Aura of Good (link)
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (link)
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.
Bastion of Good (link)
At 1st level, a sacred shield can call upon the powers of good to defend her and her allies against evil. This ability functions as smite evil, except that the paladin gains no benefit on attack or damage rolls against her target. Instead, any attacks the target makes against allies within 10 feet of the paladin deal half damage. Attacks against the paladin deal full damage, but the paladin gains a deflection bonus to her AC equal to her Charisma bonus (if any) against attacks made by the target of the smite. This bonus increases by +1 for every four paladin levels (to a maximum of +6 at 20th level). As with smite evil, if the paladin targets a creature that is not evil, her bastion of good ability is wasted with no effect. Feats, abilities, and the like that increase a paladin’s number of uses of smite evil per day increase a sacred shield’s uses of bastion of good per day. This ability replaces smite evil.
Divine Grace (link)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (link)
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 1/4 her cavalier level [Calling]) plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels (and every four cavalier levels [Calling]) 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.
Aura of Courage (link)
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health (link)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (link)
At 3rd level, and every three levels thereafter, a paladin can select one mercy (fatigued). Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. All available mercy options can be found here. These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.
Holy Shield (link)
At 4th level, a sacred shield can channel her faith into her shield, protecting any nearby allies. All allies adjacent to the paladin gain a shield bonus equal to the sacred shield’s own shield bonus, including any increase from the shield’s enhancement bonus. This bonus does not stack with any existing shield bonuses. The paladin herself radiates light as a light spell while the shielding is active.
Cavalier Class Features
Challenge (link)
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.
Order (link)
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.
Tactician (link)
As the cavalier class feature, except that a strategist can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every four levels thereafter (to a maximum of five times per day at 17th level). 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.
Cavalier's Charge (link)
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.
Drill Instructor (link)
At 4th level, a strategist learns to train his fellow adventurers in the nuances of squad combat. By spending 10 minutes and expending 1 use of his challenge ability, the strategist can grant the use of a teamwork feat that he knows to up to four of his allies, similar to the tactician ability. As with tactician, allies need not meet the prerequisites of the granted feat, but they retain the use of this feat for 10 minutes plus 1 minute for every two levels the cavalier possesses, as long as the cavalier is visible and can be heard by his allies. If the cavalier falls unconscious or cannot be both seen and heard, his allies lose the benefit of the granted feat until the condition is remedied. This ability replaces expert trainer.
Mount (link)
At 5th level, a standard bearer gains the service of a loyal and trusted mount. This mount is identical in all ways to the standard cavalier’s mount. This ability replaces the standard cavalier’s banner ability. 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 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.
Bonus Feat (link)
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.
Order of the Star
Edicts: The cavalier must strive to protect the faith and all those who follow its teachings, from priest to common man. He must adhere to the strictures of the faith, promote its cause whenever possible, and serve the agents of the divine.
Challenge: Whenever an order of the star cavalier issues a challenge, he receives a +1 morale bonus on all his saving throws as long as he is threatening the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the star cavalier can make Knowledge (religion) skill checks untrained.
Calling (link)
At 2nd level, the cavalier can make a short prayer as a standard action, filling him with confidence in his abilities. At any point in the next minute, he can receive a competence bonus on an ability check, attack roll, saving throw, or skill check equal to his Charisma modifier. He must declare that he is using this bonus before the roll is made. He can use this ability up to four times per day, once for each type of check or roll. In addition, the cavalier adds 1/2 his cavalier level to any levels of paladin or cleric he might possess for the purposes of determining the effects of channel energy or lay on hands.
Spells
0th | 1st |
---|---|
- | 3 |
Languages
- Common
Pelgrane
Class: Mount
Type: Animal
Kind: Roc
Senses: Low-light vision
Size: Large
Speed: 20, fly 80 (average)
Bite: +10 (4 base, 6 str)
Damage: 1d8+6 (6 str)
2 Talons: +10 (4 base, 6 str)
Damage: 1d6+6 (6 str)
Armor Class: 25 (4 dex, 12 natural armor, -1 size)
Flat-Footed AC: 21 (12 natural armor, -1 size)
Touch AC: 13 (4 dex, -1 size)
Hit Points: 37
Saving Throws | Total | Base | Ability | Resistance | Misc |
---|---|---|---|---|---|
Fortitude | +6 | 5 | 1 | 0 | 0 |
Reflex | +9 | 5 | 4 | 0 | 0 |
Will | +3 | 2 | 1 | 0 | 0 |
Skill | Total | Ranks | Ability | Class | Misc |
---|---|---|---|---|---|
Fly | +13 | 6 | 4 | 3 | 0 |
Feats
- Flyby Attack: Take standard action during move while flying
- Weapon Focus (talons): +1 bonus on attack rolls with one weapon
- Wingover: Turn 180 degrees 1/round without fly check
Special
Link (link)
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.
Evasion (link)
If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Devotion (link)
An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Grab (link)
If the creature hits with the indicated attack, it deals the normal amount of damage and tries to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab works only against opponents the same size category as the creature or smaller. Creatures with the grab special attack receive a +4 bonus on combat maneuver checks to start and maintain a grapple.
Magic Items
Slot | Item | Price | Weight |
---|---|---|---|
Head | Circlet of Persuasion | 4,500gp | - |
Headband | Headband of Alluring Charisma +6 | 36,000gp | 1lb |
Shoulders | Cloak of Resistance +3 | 9,000gp | 1lb |
Armor | Full Plate +1 | 2,650gp | 50lb |
Wrists | Vambraces of the Tactician | 8,000gp | 3lbs |
Ring | Ring of Feather Falling | 2,200gp | - |
Wielded | Challenging Shield | 5,170gp | 15lbs |
Wielded | Starknife +2 | 8,324gp | 3lbs |
Wielded | Composite Longbow 1 Str | 500gp | 3lb |
Carried | Wand of Carry Companion | 4,500gp | 1lb |
Carried | Wand of Returning Weapon | 750gp | 1lb |
Carried | Handy Haversack | 1,000gp | 3lb |
Treasure
pp | gp | sp | cp | gems (gp value) |
---|---|---|---|---|
0 | 245 | 9 | 0 | 0 |
Mundane equipment
-
(Items in Handy Haversack)
- Bedroll (5lb)
- Cooking kit (16lb)
- Efficient tent (15lb)
- Cold-weather outfit (7lb)