z Kyoko Ophelia

Queen of Arcadia

Description:

Kyoko Ophelia
Queen of Arcadia
Knight-General of the Order of Syzygy.
N Medium half-elf Cavalier 4, Ninja 2.
Init + 4; Senses low-light vision; Perception + 4

Defense
AC 23, touch 10, flat-footed 23 (+ 9 Armor, + 1 Enhance, + 3 Shield)
+ 2 dodge AC against challenged opponent; – 2 AC to everything else while challenging.
Fight Defensively: + 3 AC (dodge), – 2 to hit.
hp 46 (4d10+ 2d8+ 6+ 6)
Fort + 6, Ref + 6, Will + 4
Immune to magic sleep effects, + 2 saves vs enchantment spells and effects (race)
Blessed: + 1 morale bonus to attack rolls and on saves versus fear effects
Autarch’s Chosen: + 2 morale to Will saves vs mind affecting effects
Aegis: + 2 all saves vs continuing effects.
Mounted Combat: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.
Aegis of Shielding: If dropped below 0 HP, immediately heal 2d8+ 3 HP.

Offense
Speed 30 ft. (20 ft. in armor) Ignore difficult terrain (Slippers)
Ki Pool: 7
Masterwork Cold Iron Lance. + 9 (+ 13 charge). 1d8+ 3 (3d8+ 9 charge).
Masterwork Cold Iron Katana. + 9. 1d8+ 3 (crit 18-20, x2).
Masterwork Cold Iron Kusarigama. + 9. 1d6+ 4 (x2) or 1d3+ 4, double, monk, reach, trip, grapple.

Special
Challenge 2/day: + 4 damage, + 2 dodge bonus to AC vs target, – 2 AC to all other opponents.
Cavalier’s Charge. + 4 to hit and no AC penalty while charging on a mount.
Ride-by Attack: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
Spirited Charge: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
Ki Pool: By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action.
Shadow Clone (Su): The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja’s level as her caster level. Using this ability is a standard action that uses up 1 ki point.

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.

Statistics
Str 16, Dex 10, Con 12, Int 10, Wis 10, Cha 22
Base Atk +5; CMB +8; CMD 18 (flat 18)

Feats: Skill Focus (Handle Animal), Mounted Combat, Ride-by Attack, Spirited Charge
Skills Acrobatics +6, Bluff +18, Diplomacy +18, Intimidate +18, Ride +9, Handle Animal +23, Knowledge (Nobility) +5, Perception +4
Languages Common, Elven

Equipment: Full Plate +1, Heavy Steel Shield +1, Cold Iron Masterwork Lance, Katana, Kusarigama, Cloak of Resistance +2, Headband of Charisma +2, Belt of Strength +2, Circlet of Persuasion, Aegis of Recovery, Quick Runner’s Shirt, Feather Step Slippers

Spitfire, Warhorse
N Large animal
Init + 2; Senses low-light vision, scent; Perception + 6
Defense
AC 21, touch 11, flat-footed 19 (+ 2 Dex, – 1 size, + 4 Armor, + 6 Natural Armor)
hp 32 (4d8+ 12)
Fort + 7, Ref + 6, Will + 2

Offense
Speed 50 ft.
Melee bite + 8 (1d4+ 4) 2 hooves + 6 (1d4+ 2)
Power bite + 7 (1d4+ 6) 2 hooves + 5 (1d4+ 3)
Space 10 ft.; Reach 5 ft.

Statistics
Str 20, Dex 14, Con 17, Int 2, Wis 12, Cha 6
Base Atk + 3; CMB + 9 (+ 11 overrun); CMD 21 (27 vs. overrun, 25 vs. trip)
Feats Light Armor Proficiency (free), Multiattack (- 2 for secondary attacks), Combat Reflexes, Improved Overrun
Skills Acrobatics + 7
Overrun: During move or charge, move through an enemy’s square, no more than 1 size category larger (huge). Failure means you stop in space directly in front of opponent. Opponent can choose to avoid, allowing passage, otherwise combat manuver check. Success means you move through the enemy’s space. Beating opponent’s CMD by 5 or more knocks them prone.
Improved Overrun (Combat)
Benefit: You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a + 2 bonus on checks made to overrrun a foe. You also receive a + 2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.
Normal: You provoke an attack of opportunity when performing an overrun combat maneuver.

Bio:

The Queen is a proud and pugnacious red-headed half-elf with distinctively long canine teeth. She takes her duty seriously, and is always ready for a chance to test herself against a worthy foe.

Her love of all things equestrian has matured into an interest in all manner of strange and unique mounts. Aside from her duties as Queen of the Realm and Master of the Order of Syzygy, she takes an intense interest in the training and rearing of the nation’s most interesting beasts.

z Kyoko Ophelia

Until Thy Kingdom Come ineluki cthulhucultist