Skie Silvershield, Squire of "Sir" Cael Silvershield

Description:

Dual-Class Thief – Level 4 – Robber / Cavalier – Level 1 – Armiger
Human – F – Neutral Good
XP: 6951 – XP to next level: 9000
10% XP Bonus?: N
Religion:
Languages: Common, Neutral Good, Goblish, Orcish, Dwarvish

Ability Scores:

STR 15/30 Hit Mod +0 Dmg Mod +0 Wt All. 70lbs. OpDr 1-2 BendB 7%
INT 15 Lng +5
WIS 10 MntSav +0
DEX 18 ReactAdj +3 MsleMod +3 ACAdj -4
CON 15/25 HPAdj +1 SystmShck 91% Res 94% MaxNoRes. 15
CHA 13 MaxNoHM. 5 LoyalAdj +0% ReactAdj +0%
HD 4d6+4 HP 21
AC -3 Shieldless AC -2 Rear AC 4
Movement Rate 60’
THAC0 18

Weapon Proficiencies: Dagger, Shortbow, Lance, Longsword, Horseman’s Flail
Non-Proficiency Penalty: -2

Weapon Space Required Speed Factor Total To Hit Bonus Damage (S-M) Damage (L) No. of Attacks Range
Dagger 1’ 2 +0 d4+3 d3+3 1 10’/20’/30’
Shortbow - - +3 d6 d6 2 50’/100’/150’
Trollbane 3’ 5 +1 d8+1 d12+1 1 -
Heavy Lance 1’ 8 +1 2d4+2 3d6+1 3/2 -
Horseman’s Mace 2’ 6 +0 d4+1 d4+1 1 -

Saving Throws:

Paralyzation, Poison or Death Magic 13
Petrification & Polymorph 12
Rod, Staff & Wand 14
Breath Weapon 16
Spell 15

Thief Skills
Pick Pocket: 55%
Open Locks: 52%
Find/Remove Traps: 40%
Move Silently: 43%
Hide in Shadows: 35%
Hear Noise: 15%
Climb Walls: 88%
Read Languages: 20%

Class Skills

  • +1 to hit with the lance, if used while mounted.
  • +1 to damage with lance on foot, +1 to damage with lance while mounted
  • Parry: Instead of attacking, you can use your action to reduce an opponent’s “to hit” by 1.
  • Makes 3/2 attacks a round with a lance on horseback.
  • Can estimate the worth of a mount by eye-sight; any steed selected by the Cavalier gains +2 hp per Hit Dice.
  • After gaining a level, rolls 2d10 and adds the result to the percentile after STR, DEX and CON. If these reach 100, the excess amount rolls over, and the ability score increases by 1.
  • Immune to Fear.
  • Has a 5’ aura of Protection from Fear.
  • 90% chance of ignoring mind effects.
  • May function at up to -9 hp – cannot attack, but remains conscious.
  • 85% unlikely to be thrown from the saddle, 85% unlikely to be injured if mount falls.

Restrictions

  • Must embody the Knightly Virtues of Faerûn (though may act in an order most to least important to them):
    - Liberality
    - Honour
    - Good Faith
    - Glory
    - Courtesy
    - Unselfishness
    - Bravery
    - Pride in one’s actions
    - Humility in one’s actions
  • Must follow the Chivalric code of Faerûn:
    - Noble Service cheerfully rendered
    - Defense of any charge unto death
    - Courage and Enterprise in obedience to rules and one’s superiors
    - Respect for all peers and equals
    - Honour to those above one’s station
    - Earning respect and obedience from those below one’s station through one’s actions
    - Military prowess in service to one’s lord
    - Courtesy to ladies for male Cavaliers
    - Courtesy to lords and honourable men for female Cavaliers
    - Battle is the test of honour and glory
    - Personal glory in battle
    - Death before dishonour
    (Failure to sustain the code is not sufficient enough reason to revoke knighthood, unless the order or liege lord of the Cavalier specifically demands such. In that case, the Cavalier becomes a mere Fighter, but cannot benefit from Weapon Specialization, but retains Weapon of Choice).
  • A Cavalier who retreats from battle, even to save fellow party members, receives half experience for the monsters slain.
  • Cavaliers charge any clear enemy in sight, with the following order of preference:
    1. Powerful monsters (dragons, demons, giants, etc.) serving enemy leaders, then the leaders themselves.
    2. Opponent Cavaliers of great renown, enemy flags and standards.
    3. Opponent cavalry of noble or elite status.
    4. Other opponent cavalry.
    5. Opponent elite footmen.
    6. Opponent camp and headquarters.
    7. Opponent melee troops.
    8. Levies or peasants.

Equipment
On Self:

Item Quantity Weight (lbs.)
Field Plate 1 55
Trollbane 1 3
Heavy Lance 1 5
Medium Shield 1 7
Horseman’s Flail 1 4
Backpack 1 2
Cloak 1 2.5

Money: 20gp

Field Plate: Armour absorbs 1 point of damage per damage dice of any damage taken. (On a damage roll of 1, the wearer takes no damage.) After the armour has absorbed 12 points of damage in this manner, it is damaged and requires repair. Until repair, it counts as 1 AC higher in protective power. Repairs cost 100gp and 1 day per point of damage absorbed.

Total Weight Carried (lbs.) Maximum Unencumbered Weight Limit (lbs.) Maximum Encumbered Weight Limit (lbs.)
69 70 170

On Heavy Warhorse

Item Quantity Weight (lbs.)
Saddle 1 25
Bridle and Harness 1 0.1
Large Saddlebag 1 [lb]
Water Skin 2 [lb]
Saddle Blanket 1 [lb]
Feed Bag w/7 days’ grain 1 [lb]
Standard rations 1 [lb]
Tinder 1 [lb]
50’ rope 1 [lb]
Clove of Garlic 1 [lb]
Wax Candle 2 [lb]
Shortbow 1 [lb]
Arrows 24 [lb]
Thieves’ Tools 1
Leather Case, Paper, Writing Equipment 1 3
Dagger 1 1
Large Belt Pouch 1 1
Rich Meal 1 2
Coins 24 2.4
Total Weight Carried (lbs.) Maximum Unencumbered Weight Limit (lbs.) Maximum Encumbered Weight Limit (lbs.)
X 5000 7500

Heavy Warhorse Stats

Armour Class 5
Movement Speed 150’
Hit Dice 3d8+9
Hit Points 26
THAC0 15
No. of Attacks 3
Damage per Attack 1d8 hoof/1d8 hoof/1d3 bite
Size L

Coat of Arms

Bio:

Skie Silvershield, Squire of "Sir" Cael Silvershield

The Troubled, and the Secret Hoard drathmoore alexmittoo