The Carrion Crown
“I will protect the weak and defenceless, live by honour and for glory, fight for the welfare of all and guard the honour of my fellows as I would my own, and above all remain vigilant against the return of the Whispering Tyrant.”
Str 16 Dex 12 Con 14 Int 8, Wis 10, Cha 14
AC 17 (19 with shield) Touch AC 12, Flatfoot AC 15
HP 13 (Incl. + 1 HP Fav. Class) Stability 11
Initiative + 1 Perception + 4 Sense Motive + 0
BAB + 1 , CMB + 3, CMD 15
Fort + 4, Ref + 1, Will + 1 ( + 3 vs fear saves)
Move 30 (Speed 20 is modified by armor)
Carrying Capacity: 76lbs Light 153lbs Medium 230lbs Heavy
Longsword + 4 (1d8 + 3 damage)
Light Crossbow + 3 (1d8 damage)
Dagger + 4 (1d4 + 3 damage)
Traits: Making Good on Promises ( + 2 vs fear saves), Indomitable Faith ( + 1 Will Saves)
Feats: Weapon Focus (Longsword), Mounted Combat. (Bonus)Teamwork Feat: Pack Attack.
[Proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields)]
Skills (Incl. Human bonus) (4): Diplomacy 1 +6, Handle Animal + 6, Perception 1 + 4, Ride 1 + 5 ( + 2 with Armour)
Bonus Skills: Knowledge (Religion) 1 + 0
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. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level.
*Pack Attack: Prerequisite: Base attack bonus +1. Benefit: When you are adjacent to an ally with this feat, the first time you melee attack an opponent, you can spend an immediate action to take a 5-foot step, even if you have otherwise moved this round.
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, 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.
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 Dragon
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).
Mount Your horse is extraordinarily skilled and loyal for a riding animal. It possesses the following statistics:
Trick 1 + 1 Bonus + Combat Training (Free)
Size Large; Speed 50 ft.; AC 15; hp 17; Fort + 5 , Ref + 4, Will + 1;
Melee bite + 4 (1d4 + 3), 2 hooves – 1 (1d6 + 1); Skills Perception + 8; Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6;
Feats: Alertness; Light Armor Proficiency (bonus)
Special Qualities: lowlight vision, scent, a cavalier does not take an armor check penalty on Ride checks while riding his mount. Can learn a maximum of six tricks + 1 trick
Link: A Cavalier 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 cavalier gains a +4 circumstance bonus on all Handle Animal checks made regarding an animal companion.
Purpose: Combat Training An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also “upgrade” an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal’s previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
Trick: Stay The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Throw Rider The animal can attempt to fling a creature riding it to the ground. Treat this as a trip combat maneuver that applies to all creatures riding the animal, and that does not provoke attacks of opportunity. An animal that knows the throw rider and exclusive tricks can be instructed to attempt to automatically throw anyone other than its trainer who attempts to ride it.
Combat Gear: Longsword (15gp) Dagger (2gp) Light Crossbow (35gp) 10 bolts (1gp), Lance (10gp) Scalemail Armour (50gp), Wooden Heavy Shield (7gp)
Price 100 gp; Weight 50 lbs.
Non Combat Gear: Kit, Cavalier’s
This includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, saddlebags, soap, torches (10), trail rations (5 days), and a waterskin.
This also includes animal feed (5 days), a bit and bridle, Saddle Bags and a riding saddle.
Price 27 gp; Weight 120 lbs (36lbs is personal equipment, 84lbs is feed and riding saddle etc)
Gold Remaining 23gp
A warrior and aspiring knight of Lastwall you have spent your life in training and in service to the Realm that keeps watch over Gallowspire and the prison of the Whispering Tyrant – Avistan’s worst necromancer. You are one of the few last worshipers of Aroden in a realm that overwhelmingly worships his once herald, Iomadae. You know Aroden is not dead but will return one day. Your constant struggle to maintain your own faith, or perhaps your simple mindset has helped your faith strong.
You met Professor Lorrimor as the last survivor of a patrol that ran afoul of an Orcish ambush four years ago. You were but a squire but ready to fight to the end when the Professor used his magic to destroy your foes and spare your life. You promised to repay him for the life he spared but he left Lastwall soon after returning you to your outpost and ensuring you were safe. You corresponded with him from time to time, always reminding him that you would repay your debt while he shared a little of what dangers he faced and hinted that he would need to call in that debt at some point. You always wondered if you would be up to the tasks that he may have called you to do.
Now you are a knight aspirant and were awaiting knighthood when the Professors summons drew you into Ustalav and to his home of Ustalav. It is too late to repay your debt to him but at least you can see him off with honour.
Aroden was a god of human culture, innovation, and history. At his height he was the core deity of a massive Taldan expire that stretched across Avistan. An important prophecy known as the Starfall Doctrine suggested that he was to manifest in Cheliax in 4606 AR, marking the beginning of a long-awaited Age of Glory. Instead, at the appointed hour, Golarion was wracked with three weeks of storms (leaving the Eye of Abendego as a lasting reminder). When the weather broke, the clerics of Aroden found themselves disconnected from their god, and all presume Aroden is dead… all except you and a few others who hold the faith and wait for His return.
Most of Aroden’s followers have become clerics of Iomedae, his greatest servant, who is one of the few mortals of Golarion to gain divinity herself. You have no issues with the clergy of Iomadae, its only right that someone takes up his mantle temporarily.
Indomitable Faith: You were born in a region where your faith in the “dead” God Aroden was not popular, but you never abandoned it.
Making Good on Promises: At some point in the past, Professor Lorrimor did you a favor under the condition that he would someday call on you to repay it. After he came to your aid, however, you never saw nor heard from him again, leaving you with a sense of unending anticipation that each day might be the day you were asked to return the favor. Yet that day never came, and your fears and anxiety about what the professor would call on you to do abated. Assuming the old man had either forgotten about you or died, you eventually assumed you’d never have to follow through on your end of the bargain. When you received word of the professor’s death, and that he had named you specifically in his will, your dread of what he could possibly want from you has grown throughout your entire journey to Ravengro. Years of living with the fear and uncertainty of the unclaimed debt to Professor Lorrimor have inured you to extreme anxiety.
Benefit: You gain a + 2 trait bonus on saves against fear effects.