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Sir Cei LE
Character Name Alignment
DrakeRider/6
Character Level
Fairy Small
Race Size
Male 232
Gender Age
2 1/2 feet 8 lbs
Height Weight
Black Blue
Hair Eyes
Starlie
Player
The Lost Prince Fey Wild
Deity Homeland
Order of the Dragon 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
20 +5 ( +0 ) +0
Dex
Dexterity
16 +3 ( +0 ) +0
Con
Constitution
13 +1 ( +0 ) +0
Int
Intelligence
10 +0 ( +0 ) +0
Wis
Wisdom
13 +1 ( +0 ) +0
Cha
Charisma
18 +4 ( +0 ) +0
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
59
0
0
Initiative
Dex
Modifier
+3
+3
+0
BAB
+6 / +1
ARMOUR CLASS
Total AC
Armour
Shield
Dex
24
+10
+0
+3
Size
Natural
Deflection
Misc
+1
+0
+0
+0
Touch
14
Flat Footed
21
Flat Footed + Touch
11
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +5 +4 CON +1 +0 +0 +0
Reflex +5 +2 DEX +3 +0 +0 +0
Will +3 +2 WIS +1 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+7 / +2 +6 / +1 +5 -4 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
28 / 23 10 +6 / +1 +5 +3 +0 +4
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
20
-
40
-
-
-
Languages

Draconic
Fey

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +3 (DEX)  +3 +0 +0
Bluff +11 (CHA)  +4 +4 +3
Climb +5 (STR)  +5 +0 +0
Diplomacy +13 (CHA)  +4 +2 +7
  Disguise +4 (CHA)  +4 +0 +0
  Escape Artist +3 (DEX)  +3 +0 +0
  Fly +7 (DEX)  +3 +4 +0
  Heal +1 (WIS)  +1 +0 +0
Intimidate +9 (CHA)  +4 +2 +3
  Knowledge: Arcana +0 (INT)  +0 +0 +0
  Knowledge: Dungeoneering +0 (INT)  +0 +0 +0
Knowledge: Local +4 (INT)  +0 +1 +3
  Knowledge: Nature +0 (INT)  +0 +0 +0
  Knowledge: Planes +0 (INT)  +0 +0 +0
  Knowledge: Religion +0 (INT)  +0 +0 +0
Perception +6 (WIS)  +1 +2 +3
Ride +12 (DEX)  +3 +6 +3
Sense Motive +6 (WIS)  +1 +2 +3
  Stealth +7 (DEX)  +3 +0 +4
Survival +1 (WIS)  +1 +0 +0
Swim +5 (STR)  +5 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +0 (INT)  +0 +0 +0
Craft: INT +0 (INT)  +0 +0 +0
  Knowledge: Engineering +0 (INT)  +0 +0 +0
  Knowledge: Geography +0 (INT)  +0 +0 +0
Knowledge: History +4 (INT)  +0 +1 +3
  Knowledge: Nobility +0 (INT)  +0 +0 +0
Profession: WIS +1 (WIS)  +1 +0 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc
Aid (Order of Dragons) +3 (INT)  +0 +0 +3

* only usable when trained (rank 1 and higher)
Feats

Triple Baron
Fey Obedience

Special Abilities

Challenge (Ex): 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 of the Dragons
Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.

Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.

Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Order Abilities: A cavalier that belongs to the order of the dragon gains the following abilities as he increases in level.

Aid Allies (Ex): At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

Strategy (Ex): At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.

Act as One (Ex): At 15th level, the cavalier can spend a standard action to move up to his speed and make a melee attack. All allies within 30 feet can also move up to their speed and make a melee attack as an immediate action. This movement and attack can be made as a charge if the movement qualifies. All attacks are made at a +2 bonus (this stacks with the bonus from a charge) and all participants receive a +2 dodge bonus to their AC for 1 round. A cavalier can use this ability once per combat.

WEAPONS
Name AB Critical Type Range Ammo Dmg
Lance +5 x3 Piercing/Sonic 1d6 + 1d6 +1 Longsword
Arms & Equipment

Ultimate Equipment pg. 126, Advanced Player's Guide pg. 284

Folding Plate

Bonus Max DEX Bonus Armor Check Penalty Arcane Spell Failure % Speed (M) Speed (S)
1 1 -6 35% 20 ft 15 ft

Special: This item normally looks like a heavy steel brooch or cloak clasp, often depicting a heavy helm or sturdy shield. On command, the brooch transforms in a clatter of metallic plates and panels to instantly cover the wearer in a complete suit of +1 full plate, with the design of the brooch displayed on the armor’s breastplate. The same command word causes the armor to transform into the brooch. The brooch only transforms if the wearer’s armor slot is unoccupied, thus it won’t work if the wearer is already armored. The brooch associated with this armor weighs less than a pound and occupies the neck slot when in this form.
Cost: 12650
Weight: 50 lbs

 

Class Features

Pixie/Fairy

ability score increase: +2 Dexterity, +2 Charisma, -2 Constitution
age:
Size: Small
speed: 20 feet, Flight 30 feet
Languages:
race features:
Racial Type: Fey (2 RP) A fey is a creature with supernatural abilities and connections to nature or to some other force or place. A fey race has the following features:  
  • Fey have the low-light vision racial trait.
  • Fey breathe, eat, and sleep.
   

Language:

Standard (0 RP) Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.  

Ability Score:

Standard (0 RP) Modifiers: Members of this race gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a –2 penalty to any other ability score.    

Abilities:

  Breeze-Kissed (4 RP)
  • Prerequisites: Outsider (native) with ties to the Plane of Air or fey type.
  • Benefit: Members of this race are surrounded by swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. They can calm or renew these winds as a swift action. Once per day, a member of this race can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Doing so exhausts the user’s breeze-kissed ability for 24 hours. This is a supernatural ability.
  Flight (4 RP)
  • Prerequisites: None.
  • Benefit: Members of this race have a fly speed of 30 feet with clumsy maneuverability.
  • Special: This trait can be taken more than once. For each additional 2 RP spent, the race’s fly speed increases by +10 feet, and the maneuverability improves by one step.
  Small (0 RP)    
  • Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
      Slow Speed (–1 RP)
  • The race has a base speed of 20 feet. If the race is Medium, its members’ speed is never modified by armor or encumbrance.
  Curiosity (4 RP)
  • Prerequisites: None.
  • Benefit: Members of this race are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.

Cavalier(DRAKE)


Name
Cavalier(DRAKE)
Description
While many warriors strive to perfect their art, spending all of their time honing their skill at martial arms, others spend as much effort dedicating themselves to a cause. These warriors, known as cavaliers, swear themselves to a purpose, serving it above all else. Cavaliers are skilled at fighting from horseback, and are often found charging across a battlefield, with the symbol of their order trailing on a long, fluttering banner. The cavalier’s true power comes from the conviction of his ideals, the oaths that he swears, and the challenges he makes. Role: Cavaliers tend to marshal forces on the battlefield, using their mounted talents and challenges to control the flow of the fight. Outside of battle, cavaliers can be found advancing their cause through diplomacy and, if needed, subterfuge. The cavalier is no stranger to courtly intrigue and can hold his own in even the most delicate of social situations.   Alignment: Any. Hit Die: d10. Starting Wealth: 5d6 x 10 gp (average 175 gp).
Class_skills
The Cavalier's class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).   Skill Points at each Level: 4 + Int modifier.

class_features

class_features_ext

Weapon and Armor Proficiency: Cavaliers are proficient with all simple and martial weaponswith all types of armor (heavylightand medium) and with shields (except tower shields).
Challenge (Ex): Once per daya cavalier can challenge a foe to combat. As a swift actionthe 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 levelplus one additional time per day for every three levels beyond 1stto 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 Classexcept 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: The drake allows its charge to ride itas long as she is at least one size category smaller than the drake. While carrying a riderthe drake can’t burrow and it loses the benefits of the highest-level drake power it has from the following list (ordered from highest-level to lowest-level): greater flightimproved flightflightor glide.
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 strongwith the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount diethe cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the linkevasiondevotionor improved evasion special abilities until the next time the cavalier gains a level.
Order (Ex): At 1st levela cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonusesclass skillsand special abilities. In additioneach order includes a number of edicts that the cavalier must follow. If he violates any of these edictshe 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 madehe 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 accomplishedhe 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.
Banner (Ex): At 5th levela cavalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier’s banner is clearly visibleall allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th leveland every five levels thereafterthese bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.
Bonus Feat: At 6th leveland at every six levels thereaftera 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.
Cavalier’s Charge (Ex): At 9th levela 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 additionthe cavalier does not suffer any penalty to his AC after making a charge attack while mounted.
Mighty Charge (Ex): At 11th levela cavalier learns to make devastating charge attacks while mounted. Double the threat range of any weapons wielded during a charge while mounted. This increase does not stack with other effects that increase the threat range of the weapon. In additionthe cavalier can make a free bull rushdisarmsunderor trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.
Demanding Challenge (Ex): At 12th levelwhenever a cavalier declares a challengehis target must pay attention to the threat he poses. As long as the target is within the threatened area of the cavalierit takes a –2 penalty to its AC from attacks made by anyone other than the cavalier.
Greater Banner (Ex): .At 14th levelthe cavalier’s banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In additionwhile his banner is displayedthe cavalier can spend a standard action to wave the banner through the airgranting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.
Supreme Charge (Ex): At 20th levelwhenever the cavalier makes a charge attack while mountedhe deals double the normal amount of damage (or triple if using a lance). In additionif the cavalier confirms a critical hit on a charge attack while mountedthe target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the cavalier’s base attack bonus.

Allies, Companions & Retinue

Ferox LE
Character Name Alignment
Drake 6
Character Level
Drake M
Race Size
Male -
Gender Age
- -
Height Weight
- -
Hair Eyes
Starlie
Player
- -
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
16 +3 N/A +3
Dex
Dexterity
15 +2 N/A +2
Con
Constitution
13 +1 N/A +1
Int
Intelligence
4 -3 N/A -3
Wis
Wisdom
10 +0 N/A +0
Cha
Charisma
7 -2 N/A -2
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
60
0
0
Initiative
Dex
Modifier
+2
+2
+0
BAB
+5
ARMOUR CLASS
Total AC
Armour
Shield
Dex
22
+0
+0
+2
Size
Natural
Deflection
Misc
+0
+10
+0
+0
Touch
22
Flat Footed
20
Flat Footed + Touch
20
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +5 +4 CON +1 +0 +0 +0
Reflex +6 +4 DEX +2 +0 +0 +0
Will +4 +4 WIS +0 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+8 +5 +3 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
20 10 +5 +3 +2 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
40/60
30
-
-
Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +2 (DEX)  +2 +0 +0
Bluff +2 (CHA)  -2 +1 +3
Climb +3 (STR)  +3 +0 +0
Diplomacy +2 (CHA)  -2 +1 +3
  Disguise -2 (CHA)  -2 +0 +0
  Escape Artist +2 (DEX)  +2 +0 +0
Fly +11 (DEX)  +2 +6 +3
Heal +0 (WIS)  +0 +0 +0
Intimidate +7 (CHA)  -2 +6 +3
Knowledge: Arcana -3 (INT)  -3 +0 +0
Knowledge: Dungeoneering -3 (INT)  -3 +0 +0
Knowledge: Local -3 (INT)  -3 +0 +0
Knowledge: Nature -3 (INT)  -3 +0 +0
Knowledge: Planes -3 (INT)  -3 +0 +0
Knowledge: Religion -3 (INT)  -3 +0 +0
Perception +7 (WIS)  +0 +4 +3
  Ride +2 (DEX)  +2 +0 +0
Sense Motive +0 (WIS)  +0 +0 +0
Stealth +2 (DEX)  +2 +0 +0
Survival +0 (WIS)  +0 +0 +0
Swim +3 (STR)  +3 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise -3 (INT)  -3 +0 +0
Craft: INT -3 (INT)  -3 +0 +0
Knowledge: Engineering -3 (INT)  -3 +0 +0
Knowledge: Geography -3 (INT)  -3 +0 +0
Knowledge: History -3 (INT)  -3 +0 +0
Knowledge: Nobility -3 (INT)  -3 +0 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc
  Bite (1d4) +3 (STR)  +3 +0 +0
  Electricity Breath +1 (CON)  +1 +0 +0

* only usable when trained (rank 1 and higher)
Special Abilities

Lesser Breath Weapon:
All drakes start with the lesser breath weapon power. The other breath weapon powers use the same energy type as the lesser breath weapon (with the exception of fire and cold drakes, which must use their subtype element). Breath Weapon and it's subsequent powers do 1d6 damage for every 2 levels (minimum 1), have a range of 60 ft and have a reflex save to halve damage (DC = 10 + 1/2 the drake’s Hit Dice + the drake’s Constitution modifier). The Drake must wait 1d4 rounds between uses of it's Breath Weapon (this cooldown is separate from the lesser breath weapon cooldown). Breath weapon and it's subsequent powers do not replace lesser breath weapon.

Drake Powers:
Improved Flight
Breath Weapon

Traits

Size Increase to Medium

WEAPONS
Name AB Critical Type Range Ammo Dmg
Electricity Breath +1 Electric 30Feet 1d6+1

The statblocks of your Weapons, armor and other important/magical equipment

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The statblocks of your class features

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Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

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Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Thoreo.

System

Pathfinder 1e

Statblock Type

Character Sheet

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