Nibor

Description:

Evangelist 1, Cavalier 4, Battle Herald 2 Level 7; Race; Dwarf; Alignment; True Neutral
Follower of Gorum

Ability Ability Score
Strength 14
Dexterity 12
Constitution 15
Intelligence 12
Wisdom 12
Charisma 18
Vigor Wounds AC Touch Flat-footed Fortitude Reflex Will
32 22 22 13 10 4 6
  • Vigor breakdown (1d10 max + 5d10 + 1d8 )(Rolls:)
  • Armor breakdown ( +1 Dexterity, +1 Deflection, +8 Armor, + 2 Shield)
  • +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • +4 dodge bonus to AC against monsters of the giant subtype.
BAB CMB CMD
6 8 19
  • +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Attacks
Melee attack: +1 Dwarven waraxe, +15/ +10, 1d6 + 5, 15-20 x2.
Ranged attack: +5.

  • +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes

Movement and vision
Speed 20 ft., Perception +1( +3), Dark-vision, Initiative +1

Skill Name Ranks Ability Trained Misc Total
Diplomacy 7 0 3 0 10
Handle Animal 5 0 0 )
Intimidate 7 0 3 0 10
Perform(Oratory) 7 0 3 0 10
Ride 5 4 3 0 9
Profession(Soldier) 2 0 3 0 5
  • +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
  • +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Special abilities
Dwarven Race
Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Favored class bonus: (4/1) Bonus Vigor points

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).

Aura (Ex)

Spells

Orisons

Single-Minded: An evangelist focuses her skills and learning on proclamation rather than the fine details of the church’s deeper mysteries or martial training. Thus, she may select only one domain and does not gain medium armor proficiency or shield proficiency.

Public Speaker: An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (minimum 0).

Sermonic Performance: An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist’s performance skill. However, an evangelist gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level.
Sermonic performance replaces the 1st-, 9th-, and 15th-level channel energy abilities. This caps the cleric’s channel energy damage at 7d6 points.

Spontaneous Casting: An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the spells listed in Table: Evangelist Spontaneous Spells by sacrificing a prepared spell of the noted level or above.

Challenge (Ex)

Mount (Ex)

Order (Ex): Cockatrice
Edicts: The cavalier must keep his own interests and aims above those of all others. He must always accept payment when it is due, rewards when earned, and an even (or greater) share of loot. The cavalier must take every opportunity to increase his own stature, prestige, and power.

Challenge: Whenever an order of the cockatrice cavalier issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Braggart (Ex): At 2nd level, the cavalier can spend a standard action to extol his own accomplishments and battle prowess. He receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets.

Tactician (Ex)

Cavalier’s Charge (Ex)

*{color:Blue}Expert Trainer (Ex)

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).

Inspire Hardiness: Allies gain DR/— equal to the battle herald’s inspiring command bonus.

Improved Leadership (Ex): A battle herald with the Leadership feat adds her inspiring command bonus to her leadership score.

Voice of Authority (Ex): A battle herald is skilled at shouting commands over the din of the battlefield and signaling allies when speech is impossible. She gains a +2 bonus on Diplomacy and Intimidate checks with creatures with which she shares a language. In addition, her allies gain a bonus equal to the battle herald’s class level on Perception or Sense Motive checks to hear her commands or interpret her secret messages conveyed with Bluff. The battle herald’s levels stack with cavalier levels for the purpose of the cavalier’s tactician ability.

Easy March (Ex): At 2nd level, allies within 60 feet of the battle herald can hustle or force march during overland travel without ill effects for a number of hours per day equal to 1 hour times her inspiring command bonus.

Feats:
Lingering performance, Horse master, Mounted combat, Precise strike, Extra performance, Dazzling Display.

Background Traits
Natural-Born Leader: You’ve always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not. All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Veteran of Battle (Gorum): You have fought in several battles, and each time felt the presence of Gorum guiding your sword-arm, making you ready to act at a moment’s notice. You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.

Issian: You were raised northern Brevoy, a land of misty shores and harsh hill lands, of snowy vistas and violet-hued mountains. You are descended from an able and intelligent people, and you have grand ambitions, a mind alert for opportunity, and the tenacity to fight for
your goals no matter the challenge. You care for little more than achieving your aspirations and opportunities to win wealthy and grandeur, for which few costs prove too great. You see yourself as a citizen of Brevoy through and through. The call for champions willing to help take back your country’s rightful holdings in the Stolen Lands has inflamed your dreams of profit and possibilities, so you have joined an expedition to quest south. Your agile mind grants you a +1 trait bonus on all Will saves made to resist mind-affecting effects.

Special powers:
*{color:Blue}

Languages
Common, Dwarven, Undercommon.

Gear
On Person: +1 Full plate, +1 heavy steel shield, +1 Dwarven waraxe, 5x Throwing axes, +2 alluring helm of charisma, +1 Cloak of resistance. 00 lb.

Wand: cure light wounds (50)

In Whatever Else Is On Hand: Backpack, Explorer’s outfit, Steel holy symbol. * lb.*

Money: 4525 gp.
Values:

Total weight on person: 00 lb.

Light load Medium load Heavy load
0-58 lbs. 59–116 lbs. 117–175 lbs.

Fenrir HD 5; Size: Large; Type: Animal; Alignment True Neutral.

Ability Ability Score
Strength 21
Dexterity 15
Constitution 20
Intelligence 2
Wisdom 12
Charisma 6
Vigor Wound AC Touch Flat-footed Fortitude Reflex Will
33 40 27 10 126 10 7 3
  • HP breakdown (6d8)
  • Armor breakdown (+1 Dex, +8 Natural armor, -1 Size, +9 Armor)
  • Evasion
  • Devotion
BAB CMB CMD
4 10 22

Attacks
Melee attack: 1 Bite, +9, 1d8 +7, 20 x2. Trip

  • Power attack: -2 attack, +6 damage.

Movement and vision
Speed 50 ft (armored 35 ft.), perception +10; Low Light Vision, Scent, Initiative +2

Skill Name Ranks Ability Trained Misc Total
Survival 6 1 3 0 10

Feats
Medium armor proficiency, heavy armor proficiency, power attack.

Link

Evasion

Devotion

gear
+1 full plate

Light load Medium load Heavy load
0-495 lbs. 496-918 lbs. 919–1380 lbs.
Bio:

Nibor

Kingmaker Dinictus edgewalker