Male Halfling Cavalier 6
LN Small humanoid (halfling)
Init +2; Senses Perception +4,
AC 20, touch 13, flat-footed 18 (2 Dex, +1 size, )
hp 50 (6d10)8, Ref +5, Will +4, +2 vs. fear
Speed 15 ft.
Melee lance (jousting) (small) (two handed) +10/4/x3)
Melee rapier (small) +9/2/18-20)
Ranged crossbow (light) (small) +9/9/2/19-20)
Melee gauntlet +7/2)
Special Attacks Cavalier’s Charge, Challenge, STATISTICS
Str 15, Dex 14, Con 14, Int 14, Wis 13, Cha 16
Base Atk +6; CMB +7; CMD 19
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Dazzling Display, Lucky Halfling, Lunge, Martial Weapon Proficiency, Mounted Archery, Mounted Combat, Outflank, Shield Proficiency, Simple Weapon Proficiency
Skills Acrobatics -1, Acrobatics (Jump) -9, Appraise +2, Bluff +10, Climb +3, Craft (Untrained) +2, Diplomacy +10, Disguise +3, Escape Artist -1, Fly +1, Handle Animal +11, Heal +1, Intimidate +10, Knowledge (Geography) +12, Knowledge (Nature) +5, Knowledge (Nobility) +4, Perception +4, Perform (Untrained) +3, Ride +10, Sense Motive +10, Stealth +3, Survival +3, Swim +3,
Languages Common, Elven, Goblin, Halfling
SQ Banner, Bonus Feat, Braggart, Expert Trainer, Fearless, Halfling Luck, Keen Senses, Mount, Order, Order of the Cockatrice, Outrider, Tactician, Weapon Familiarity,
Possessions lance (jousting) (small); breastplate +1 (small); bolt, crossbow (x100); spyglass; darkwood buckler +1 (small); rapier (small); longsword (small); gauntlet; Crossbow (Light) (Small) ;
Banner (Ex) At 5th level, a cavalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier’s banner is clearly visible, all 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 level, and every five levels thereafter, these 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 (Ex) 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.
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.
Cavalier’s Charge (Ex) 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.
Challenge (Ex) 3/day [Swift Action], you can challenge a foe to combat. Choose one target within sight to challenge. Your melee attacks deal extra damage whenever the attacks are made against the target of the challenge. This extra damage is 6. 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. 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.
Devotee of the Green (Knowledge (Geography)) Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (Geography) and Knowledge (Nature) checks, and Knowledge (Geography) is always a class skill for you.
Expert Trainer (Ex) At 4th level, a cavalier learns to train mounts with speed and unsurpassed expertise. The cavalier receives a bonus equal to 1/2 his cavalier level whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC.
Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.
Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.
Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.
Mount (Ex) 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 Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts. 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.
Order (Ex) 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.
Order of the Cockatrice An order of the cockatrice cavalier adds his Charisma modifier to the DC on another creature’s attempt to demoralize him through Intimidate (in addition to his Wisdom modifier, as normal).
Outrider Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces the sure-footed racial trait.
Rich Parents You were born into a rich family, perhaps even the nobility. Your starting cash increases to 900 gp.
Tactician (Ex) 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 and for every 5 levels thereafter.
Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.