The Vile Worm of the Eldritch Oak (Group One)
Male human cavalier 1
LN Medium humanoid (human)
Init +1; Senses Perception +4
AC 17, touch 11, flat-footed 16 (+ 4 armor, + 1 Dex, + 2 shield)
HP 12 (1d10 + 2)
Fortitude + 4, Reflex + 1, Willpower + 0
Speed 30 ft.
Melee longsword + 5 (1d8 + 3 / critical hits 19–20/x2) or lance + 4 (1d8 + 3/ critical hits 20/×3) or flail + 4 (1d8 + 3)
Ranged light crossbow + 2 (1d8 / critical hits 19–20/x2)
Special Attacks challenge 1/day (+ 1 damage, additional + 1 damage as long as only one threatening foe)
Strength 17 (+ 3), Dexterity 13 (+ 1), Constitution 14 (+ 1), Intelligence 8 (- 1), Wisdom 10 (+ 0), Charisma 12 (+ 1)
Base Attack + 1; CMB + 4; CMD 15
Feats Mounted Combat, Precise Strike, Weapon Focus (longsword)
Skills Bluff +5, Climb +3, Intimidate +5, Perception +4, Ride +5
SQ mount (horse named Donahan), order of the cockatrice, tactician 1/day (Precise Strike)
Gear chain shirt, heavy steel shield, light crossbow with 10 bolts, flail, lance, longsword, backpack, banner, bit and bridle, grappling hook, leather barding, rations (4), riding saddle, silk rope, sunrods (3), 8 gp
Challenge (Ex) Once per day, you can challenge a foe to combat. As a swift action, you choose one target within sight to challenge. Your melee attacks deal +1 extra damage whenever the attacks are made against the target of your challenge. You can use this ability once per day.
Challenging a foe requires much of your concentration. After issuing a challenge you take a –2 penalty to your Armor Class, except against attacks made by the target of your challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Your challenge also includes another effect, which is listed in the Order of the Cockatrice section.
Mount (Ex) You gain the service of a loyal and trusty steed to carry you into battle. This mount functions as a druid’s animal companion, using your cavalier level as your effective druid level. You do not take an armor check penalty on Ride checks while riding your mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. Your mount does not gain the share spells special ability of an animal companion.
Your bond with your mount is strong, and you have learned to anticipate each other’s moods and moves. Should your mount die, you may find another mount to serve you after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time you gain a level.
Order (Ex) At 1st level, you must pledge yourself to a specific order. The order grants you a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that you must follow. If you violate any of these edicts, you lose all benefits gained from your order for 24 hours. The violation of an edict is subject to GM interpretation.
Tactician (Ex) At 1st level, you receive a teamwork feat as a bonus feat (you have the Precise Strike feat, see below). As a standard action, you can grant this feat to all allies within 30 feet who can see and hear you. Allies retain the use of this bonus feat for 3 rounds. You can use this ability once per day.
As a cavalier who belongs to this order, you serve only yourself, working to further your own aims and increase your own prestige. Like other cavaliers of this order, you tend to be selfish and concerned only with personal goals and objectives.
Edicts: You must put your own interests and aims above those of all others. You must always accept payment when it is due, rewards that you’ve earned, and an even share of loot. You must take every opportunity to increase your own stature, prestige, and power.
Challenge: Whenever you issue a challenge, you receive a +1 morale bonus on all melee damage rolls made against the target of your challenge as long as you are the only creature threatening the target.
Skills: As an order of the cockatrice cavalier, you add Appraise (Int) and Perform (Cha) to your list of class skills. In addition, add your Charisma modifier to the DC on attempts to demoralize you through Intimidate (in addition to your Wisdom modifier, as normal).
You are skilled at striking where it counts, as long as an ally distracts your foe.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: Whenever you and an ally who also has this feat are flanking the same creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. The bonus damage is not multiplied on a critical hit.