Head Knight of the Scarred Shield (Dagger Guild)
Male Human Knight 9 / Marshal 4
LE Medium Humanoid
Init +0;
Senses Listen +5, Spot +5
Languages Common, Dwarven
AC 26 (
Am Nat Armor +1, +2 Full Plate, +2 Buckler, Ring Protection +1), Touch 11, Flat-footed 25
hp 108 (13 HD)
Fort +9,
Ref +4,
Will +11
+2 Will vs target of Fighting Challenge
Speed 30-ft.
Melee +1 Bastard Sword, one-handed +19/+14/+9 (1d10+6/19-20) or
+1 Bastard Sword, two-handed +18/+13/+8 (1d10+8/19-20)
Ranged Mwk Mighty Composite Longbow [+3 Str] +13/+8/+3 (1d8+3/x3)
Base Atk +12;
Grp +17
Atk Options Power Attack
Def Options Shield Ally, Shield Block
Special Actions Knight's Challenge, Grant Move Action 1/day, Major Aura +1, Minor Aura
Combat gear Potions of
cure serious wounds (x2),
bear's endurance (x2), and
Blur
Abilities Str 20, Dex 10, Con 14, Int 13, Wis 8, Cha 14
SQ Knight's Code
Feats Exotic Weapon Proficiency (Bastard Sword), Improved Buckler Defense, Iron Will
B, Leadership, Mounted Combat
B, Power Attack, Shield Specialization (Buckler), Skill Focus (Diplomacy), Weapon Focus (Bastard Sword)
Skills Bluff +7, Diplomacy +15, Disguise +2 (+4 acting), Handle Animal +14, Intimidate +16, Knowledge (nobility and royalty) +3, Listen +5, Ride +14, Sense Motive +5, Spot +5
Possessions combat gear plus
Cloak of Charisma +2, Gauntlets of Ogre Power +2, Ring of Mind-Shielding, 2 pp, 5 gp
Knight's Challenge: 6/day
Fighting Challenge +2: As a swift action, issue challenge against target with an Intelligence of 5 or greater, which has some sort of language, and a CR greater than or equal to 7. Knight then gains a +2 morale bonus on Will saves and a +2 morale bonus on attack rolls and damage rolls against the target of this ability. If the chosen foe reduces the knight to 0 or less hit points, he loses two uses of the knight's challenge ability for the day. The Fighting Challenge lasts 6 rounds.
Test of Mettle: As a swift action, shout challenge against all targets with a line of sight within 100 feet. All opponents with an Intelligence of 5 or greater, which have some sort of language, and a CR greater than or equal to 4 must make a DC Will 15 save or be forced to attack the knight with their ranged or melee attacks in preference over other available targets (including using spells, whether by targetting the knight, or including the knight in the area of effect). The opponent is not thrown into a mindless rage, and can still make attacks of opportunity as normal, and does not have to move to attack you if that would provoke attacks of opportunity and it can instead make ranged attacks. If one of the chosen foes reduce the knight to 0 or less hit points, he loses two uses of the knight's challenge ability for the day. The Fighting Challenge lasts 6 rounds. If anyone other than the knight attacks a target of this ability, it is freed from Test of Mettle.
Call to Battle: As a swift action, use a Knight's Challenge ability to grant one ally another save against a fear effect.
Bonus Feats: Gained Mounted Combat at 2nd level, and Iron Will at 5th level.
Shield Block: During his action, the Knight can designate a single opponent as the target of this ability. His shield bonus against that foe increases by 1.
Bulwark of Defense: An opponent that begins its turn in the knight's threatened area treats all the squares the knight threatens as difficult terrain.
Armor Mastery (Medium and Heavy): The knight suffers no speed reduction for wearing medium or heavy armor.
Vigilant Defender: If opponent attempts to use the Tumble skill to avoid an attack of opportunity from you by passing through your space or a square you threaten, the Tumble check DC increases by 9.
Shield Ally: As an immediate action, the knight can opt to absorb part of the damage dealt to an adjacent ally. Each time the ally takes damage from a physical attack before the knight's next turn, he can take half the damage on himself, the target itself takes the other half as normal. The knight can only shield physical attacks, such as physical melee attacks and ranged attacks, not from spells or other effects.
Auras: A marshal exerts an effect on allies in his vicinity. He can project one major aura and one minor aura as a swift action, and the effects are effective to all allies within 60' (including himself) that can hear the Marshal and speak the same language, the bonuses are considered circumstance bonuses that do not stack.
Major Auras Known: Motivate Urgency (grants all allies a 5 ft bonus to their movement speed) (Miniatures Handbook, p13).
Minor Auras Known: Master of Tactics (grants all allies a +2 bonus on attack rolls when flanking), or Accurate Strike (grants all allies a +2 bonus on rolls to confirm critical threats) (Miniatures Handbook, p13).
Grant Move Action: Once/day, as a standard action the marshal can grant a move action to all allies within 60' (not including himself), which they take immediately, in order of initiative, without affecting their normal initiative order. (Miniatures Handbook, p13).
Knight's Code: Gains no bonus for flanking (still grants it to others) - can choose to use the bonus, but that counts as breaking the code; never strikes a flat-footed opponent; never deals lethal damage against an unarmed foe.
Height 6' 0;
Weight 190 lbs.;
Hair Shaved short;
Skin Tanned;
Eyes Gray;
Age 34;
Patron Deity Hextor,