z Agrias

Aasimar Knight-Captain

Description:
Bio:

Agrias
Knight-Captain of the Order of Syzygy
N Native Outsider (Aasimar) Cavalier (Beast Rider) 4 Fighter 1
Init + 4; Senses Darkvision 60; Perception + 11
Defense
AC 24 (26 / 22), touch 11, flat-footed 23; (+ 1 Dex, + 10 armor, + 3 shield) + 2 dodge vs challenged
hp 40 (5d10 + 10)
Fort + 7, Ref + 2, Will + 3 Resist 5 Acid, Cold, Electricity
Aegis of Recovery: + 2 resistance bonus on saves to recover from continuing effects. If wearer is reduced to 0 HP, the aegis heals wearer 2d8 + 3 and crumbles to dust.
Offense
Speed 30 ft
Melee masterwork cold iron scimitar + 9 (1d6 + 3, 18-20 x2) [challenge: + 9 (1d6 + 8, 18-20 x2)]
Charge: masterwork cold iron lance + 13 (3d8 + 9, x3) Reach. [challenge: + 13 (3d8 + 24, x3)]
Cavaliers Charge: + 4 to charge attacks, no AC penalty
Challenge (2/day): Swift action. 1 target. + 5 to damage, + 2 dodge bonus to AC, -2 AC to all other opponents.
Ranged Light Crossbow + 8 (1d8, 19-20 x2) arrows x20, cold iron x20, silver x20
Lion’s Call (Ex): Standard action. Grants all allies within 60 feet a + 4 competence bonus on their saving throws against fear and a + 1 competence bonus on attack rolls for 4 rounds. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).
Daylight (1/day): CL 4th.
Space 5 ft.; Reach 5 ft. (10 with lance)
Statistics
Str 14 (16), Dex 12, Con 12, Int 10, Wis 10, Cha 20 (22)
Base Atk + 5; CMB + 8; CMD 19
Feats Celestial Servant, Mounted Combat, Ride by Attack, Spirited Charge
Skills Perception + 11, Riding + 10, Diplomacy + 8, Knowledge (Local, Nobility) + 4, Profession (Soldier) + 8
Common, Celestial
Equipment: Full Plate + 1 (2,000), Headband of Charisma + 2 (2000), Handy Haversack (1000), Aegis of Recovery (750), Cloak of Resist + 1 (500), Belt of Strength + 2 (2000)

Commander Agrias, Knights of Syzygy
Morale Bonus: 7 Leadership: 11
Tactics: Known 4, 2 in use at a time.
Standard, Withdraw, Cautious Combat (-2 Offense, +2 Defense)
(Free) Cavalry Experts (
2 Offense vs non-cavalry). Defensive Tactics (2 Defense), Expert Flankers (1 max Dmg when flanking/rear attacking), Hit and Run (Opposed check, +2 to Morale check).

Celestial Axe Beak Mount
NG Magical Beast
Init 3; Senses darkvision 60 ft, low-light vision; Perception +6
Defense
AC 21, touch 13, flat-footed 18; (
3 Dex, + 4 natural armor, 4 armor)
hp 37 (5d8
12)
Fort 7, Ref +7, Will +1 Evasion, Resist 5 Acid, Cold, Electricity
Offense
Speed 50 ft
Melee Bite +8 (1d8
7)
Smite Evil (1/day): +4 damage to designated evil creature until end of combat.
Sudden Charge (Ex) When making a charge attack, an axe beak makes a single bite attack. If successful, it may also attempt to trip its opponent as a free action without provoking an attack of opportunity. If the attempt fails, the axe beak cannot be tripped in return.
Space 10 ft.; Reach 10 ft.
Statistics
Str 20, Dex 16, Con 16, Int 2, Wis 12, Cha 10
Base Atk +3; CMB +8; CMD 21
Feats 2 Endurance (free)
Skills 4 Perception +5, Acrobatics +7, Stealth +7,
(Carry Capacity. Light 266 lbs, Medium 532 lbs)

z Agrias

Until Thy Kingdom Come ineluki cthulhucultist