|
|
|
This Character is played by davwalp
|
|
Category: Character
Sir Alexandre Godart, son of Ranulf, son of Gorvin Gladhand, son of Almador
Knight of Clegan Moor and Captain of the High March (bestowed by Lord Earl Morwith) Banner

Representing davwalp Male Human Knight Lawful Good Size: Medium Height: 6' 1" Weight: 220 lb Birthdate: Aug 13, 1264 Skin: Tan Eyes: Brown Hair: Brown Culture: Norman Birthplace: Pont du Falx, Flanders Foster Homeland: Rouen, Normandy Languages: Norman, Aquilatin(Latin), Saxon(German)
Strength 14 (+2) Dexterity 14 (+2) Constitution 10 +2 (Iron Cross) (+1) Intelligence 14 (+2) Wisdom 12 (+1) Charisma 16 (+3)
Level: 9 Current XP: 38,600 Next Level XP: 45,000
Total Hit Points: 71+9 = 80 9 x 1 (cross bonus) = 9 bonus HP
Knights Challenges: 8/8
Initiative modifier: +2 = +2 [dexterity] Speed: 20 feet
Armor Class: 24 = 10 +1 [dexterity] +8 [plate] +3[shield] +2 [Ring of Protection] Touch AC: 13 Flat-footed: 23
BAB +9/+4
Attack (handheld): +15 = 9 [base] +2 [strength] +2 Mace +2 Gauntlets Attack (missile): +11 = 9 [base] +2 [dexterity]
Fortitude save: +5 = +3 [base] +2 [Cloak] Reflex save: +7 = +3 [base] +2 [dexterity] +2 [Cloak] Will save: +9 = +6 [base] +1 [wisdom] +2 [Cloak]
Melee Damage Bonus: +4 = +2 Str +2 Gauntlets
Weapons:
MW Broadsword [+2 attack] [1d8, 19-20, slashing 5lbs]
+1 keen edge longsword of true seeing. (when ever the user holds this sword by the hilt he will have continuous True Seeing as per the spell listed on pg 296 in the PHB) Keen edge description crit 17-20 x2. +1 = +1 to hit and damage.
Druid's Spear [+1 hit/+3 dmg] [2d4+3 sm/md, 2d6+3 large/giant, x2 dmg v. lycanthropes, x2 crit dmg, 20ft., piercing] *Can cast cure light wounds once a week, detect evil 3/week
Mace [+2hit/+4 dmg] is a dark copper color, with a long handle and strap for swinging. It is dedicated to someone called Ramman and has a pomegranate surrounded by lightning on the mace head and lightining bolts and storm clouds on the shaft. The mace is +2 to hit, +4 to damage and does 2-8, and 2-12 normally, but does double damage to ogres, ogre magi, and ettins.
Shortbow [+1 attack] [1d6+1, x3, 60ft., piercing] Arrows: 20
Armor: Full Plate[+8 AC, MaxDex +1, Check -6 50lbs.] Shield of Dinadain - is magic +2 (+3 AC total), and can cast Remove Fear, Calm Emotion, and Daylight once a week. This shield was made three months ago in Carcassone by Templar Knights of St. Dinadain.
Magic Items: Ring of Protection +2, Gauntlets of Striking +2 attack/+2 damage, Cloak of Protection +2 all saves, Iron Cross +2 CON, Medal of Gallantry +2 diplo, +2 bluff, Sanctuary 3 times/day Will save dc 15 duration 1 minute.
Equipment: Traveler's outfit A black leather backpack embroidered with a brilliant phoenix of red and gold thread plumage. [won at the Thieves Knot] - Backpack is enchanted with featherlight, any items packed within it are reduced to a half pound 1. Bedroll of healthful rest 2. scroll - bull's strength 3. scroll - cure disease, remove curse 4. scroll - cure disease, remove curse 5. 6. Holly sprig: 8 berries, each restores 1d2 hit points when eaten and provides sustenance as a normal meal. 7. Three Apples: Red = +1 to hit/+3 damage for three rounds. Green = heal 1d4+5 hitpoints Yellow= Vitality, gives 6 extra hps for three rounds 8. 1 thunderstone 9. 1 shriek rock 10. flint and steel 11. Corpus juris canonici. 12. 13. 14. 15. 16. 17. 18. 19. 20. (Contains: Backpack is enchanted with featherlight, any items packed within it are reduced to a half pound. Note: it won't hold more than a usual backpack, the contents just weigh less.
Wealth: Treasury Reserves: 3153 gp Cash on Hand 100 gp
Feats and Abilities: Animal Affinity [1st lvl], Nobility [Human], Fighting Challenge [Knight 1st], Mounted Combat [Knight 2nd], Shield Block [Knight 2nd], Bulwark of Defense [Knight 3rd], Combat Expertise [3rd], Armor Mastery - Medium [Knight 4th], Vigilant Defender [Knight 5th], Ride By Attack [Bonus 5th], Shield Ally [Knight 6th], Spirited Charge [6th lvl], Call to Battle [Knight 8th], Armor Mastery - Heavy [Knight 9th],
Knight's Challenge: Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his confidence, or issue a general challenge that strikes fear into weak opponents and compels strong opponents to seek you out for personal combat. By playing on your enemies' ego, you can manipulate your foes. You can use this ability a number of times per day equal to 1/2 your class level + your Charisma bonus (minimum once per day). As you gain levels, you gain a number of options that you can use in conjunction with this ability.
*Fighting Challenge: As a swift action, you can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater than or equal to your character level minus 2. If it does not meet these requirements, a use of this ability is expended without effect. If the target does meet the conditions given above, you gain a +2 morale bonus on Will saves and a +2 morale bonus on attack rolls and damage rolls against the target of this ability. You fight with renewed vigor and energy by placing your honor and reputation on the line. If your chosen foe reduces you to 0 or fewer hit points, you lose two uses of your knight's challenge ability for the day because of the blow to your ego and confidence from this defeat. The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus (if any). If you are capable of issuing a knight's challenge more than once per day, you can use this ability more than once in a single encounter. If your first chosen foe is defeated or flees the area, you can issue a new challenge to a different foe. You cannot switch foes if your original target is still active.
*Test of Mettle (Ex): Starting at 4th level, you can shout a challenge to all enemies, calling out for the mightiest among them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the test of mettle. You must have line of sight and line of effect to the targets of this ability.
Class Skills
Mounted Combat: At 2nd level, you gain Mounted Combat as a bonus feat.
Shield Block: Starting at 2nd level, you excel in using your armor and shield to frustrate your enemy's attacks. During your action, designate a single opponent as the target of this ability. Your shield bonus to AC against that foe increases by 1, as you move your shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss.
Bulwark of Defense (Ex): When you reach 3rd level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.
Armor Mastery (Ex): Starting at 4th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, you ignore the speed reduction imposed by heavy armor as well.
Bonus Feat: At 5th level, you gain a bonus feat chosen from the following list: Animal Affinity, Diehard, Endurance, Great Fortitude, Iron Will, Quick Draw, Ride-By Attack, Spirited Charge, Trample, or Weapon Focus (lance). You must still meet any prerequisites for the feat. You gain an additional bonus feat from this list at 10th level and again at 15th level.
Vigilant Defender (Ex): Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by an amount equal to your class level.
Shield Ally (Ex):Starting at 6th level, as an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.
Call to Battle (Ex): Starting at 8th Level, as a swift action you can expend one of your knight's challenge to grant an ally another save against fear effect. The target gains a bonus on this save equal to your CHA bonus. If the target succeeds on this save, he gains the benefit for a successful save against the attack or spell.
Skill Name: Appraise [horses] Int 6 = +2 +2 +2 [profession] Balance Dex* 2 = +2 Bluff Cha 3 = +3 Climb Str* 1 = +1 Diplomacy Cha 10 = +3 +3 +2 [noble] +2 [knowledge nobility] Disguise Cha 3 = +3 Escape Artist Dex* 3 = +3 Forgery Int 2 = +2 Gather Information Cha 3 = +3 Handle Animal Cha 15 = +3 +10 +2 [animal affinity] Heal Wis 1 = +1 Hide Dex* 2 = +2 Knowledge Chivalry and Feudalism Int 5 = +2 +1 +2 [Norman] Knowledge Nobility and Royalty Int 5 = +2 +1 +2 [noble] Knowledge Heraldry [Normandy] Int 3 = +2 +1 Knowledge Politics [Normandy] Int 3 = +2 +1 Knowledge Code of Martial Honor Int 3 = +2 +1 Knowledge War Int 13 = +2 +11 Knowledge Weaponry Int 3 = +2 +1 Knowledge Laws [Normandy] Int 3 = +2 +1 Knowledge History [Normandy] Int 3 = +2 +1 Knowledge Geography [Normandy] Int 3 = +2 +1 Knowledge Religion Int 3 = +2 +1 Intimidate Cha 3 = +3 Jump Str* 1 = +1 Listen Wis 1 = +1 Move Silently Dex* 2 = +2 Profession [horse breeder/trainer] Wis 6 = +1 +5 Ride Dex 15 = +2 +7 +2 [animal affinity] +2 [handle animal] +2 spurs Search Int 2 = +2 Sense Motive Wis 1 = +1 Spot Wis 1 = +1 Survival Wis 1 = +1 Swim Str** 1 = +1 Use Rope Dex 2 = +2
* = check penalty for wearing armor
Background: Alexandre Godart was the son of Ranulf Godart. His father was a knight with a manor, six hides of land and serf’s. Ranulf was the knight in charge of St. Dirks Gate at Pont du Falx. When St Dirks’ Gate fell during the siege Ranulf Godart was implicated in treasonous acts, but none were proved. Ranulf however, was charged with dereliction of duty and his lands were taken by the King of Normandy posthumously.
The Godart family was split up, sent to various relatives, abbies and nunneries. Young Alexandre Godart was sent to live with his uncle Baron Bernard Dufour of Rouen. His uncle did not like Godart, but was his godfather and would follow his vows to look over the child.
Alexandre received the bare minimum in training, but was awarded no equipment and was made to live with the stableboys, grooms, pages and the Horsemaster. He learned a great deal from this enviroment, but was considered and outcast amongst the nobles. His training finally completed. He is now ready to go out on his own as a Knight Errant. Alex knows full well he probably would not be given this priveledge except for the fact that his uncle openly wants to get rid of him so he will not have to explain Alex’s precence in Dufour Manor.
Motivations: 1. Restore the honor and wealth of his noble house. 2. Swear fealty to a lord and serve as a knight. 3. Serve his lord well and gain an estate.
The Knights Code
The knight's code focuses on fair play: A victory achieved through pure skill is more difficult, and hence wins more glory, than one achieved through trickery or guile.
1. A knight does not gain a bonus on attack rolls when flanking. You still confer the benefit of a flanking position to your ally, but you forgo your own +2 bonus on attack rolls. You can choose to keep the +2 bonus, but doing so violates your code of honor (see below). 2. A knight never strikes a flat-footed opponent. Instead, you allow your foe to ready himself before attacking. 3. A knight never deals lethal damage against a helpless foe. You can strike such a foe, but only with attacks that deal nonlethal damage.
If you violate any part of this code, you lose one use of your knight's challenge ability for the day. If your knight's challenge ability is not available when you violate the code (for example, if you have exhausted your uses for the day), you take a -2 penalty on attack rolls and saves for the rest of that day. Your betrayal of your code of conduct undermines the foundation of confidence and honor that drives you forward.
The Code of Chivalry Live to serve King and Country. Live to defend Crown and Country and all it holds dear. Live one's life so that it is worthy of respect and honor. Live for freedom, justice and all that is good. Never attack an unarmed foe. Never use a weapon on an opponent not equal to the attack. Never attack from behind. Avoid lying to your fellow man. Avoid cheating. Avoid torture. Obey the law of king, country, and chivalry. Administer justice. Protect the innocent. Exhibit self control. Show respect to authority. Respect women. Exhibit Courage in word and deed. Defend the weak and innocent. Destroy evil in all of its monstrous forms. Crush the monsters that steal our land and rob our people. Fight with honor. Avenge the wronged. Never abandon a friend, ally, or noble cause. Fight for the ideals of king, country, and chivalry. Die with valor. Always keep one's word of honor. Always maintain one's principles. Never betray a confidence or comrade. Avoid deception. Respect life and freedom. Die with honor. Exhibit manners. Be polite and attentive. Be respectful of host, women, and honor. Loyalty to country, King, honor, freedom, and the code of chivalry. Loyalty to one's friends and those who lay their trust in thee.
Godart's Heraldy

Pennant

Banner

Shield

Post Reply
| Body |
davwalp
 Pioneer
12/14/2007 3:01:33 PM
PostID: 190187
|
A riddle by Celyddon of Kernow at the 2007 Christmas Gathering:
I saw to the west a warrior bold, A lord is he, two keeps does he hold. Robed in iron, foreseen by seer Keeper of sword and faerie spear.
His arm is strong, steady is his draw, When boar does he hunt, his aim is sure. Uruk and Gnoll do quail at his name Yet deep in the south, slight is his fame.
Now if thou hast learned a champion's lore Tell me the name of that knight I saw. With blooded blade and enchanted spear - This warrior bold, not so far from here?
|
davwalp
 Pioneer
1/2/2008 1:45:06 PM
PostID: 193716
|
Alex acquired 3 sets of full plate from the assault on Aldane.
Technically full plate is specifically tailored to the wearer and costs 200-800 gp to modify to a new owner. He is keeping two sets and selling the third for 750 gp (1/2 base cost).
He will apply to proceeds from the sale and 50gp from the initial Aldane treasury to modified the 1st suit. That is what he currently wears in battle.
The second suit is in storage in Aldane but has not yet been modified due to lack of funds.
Secure Rolls: tailor full plate to fit #1 2d4{(4)(4)} = 8 tailor full plate to fit #2 2d4{(2)(4)} = 6
|
davwalp
 Pioneer
1/2/2008 1:46:28 PM
PostID: 193718
|
Tentative TU and upkeep:
108 weeks (presworn) x 12 = 1296
Training and in game expense (31) = 77 TU Tending to misc affairs in the manor (24) = 53 TU
53 x 17 (take 10 Profession roll) = 901/2 = 450.5 gp
(1296 upkeep + 50 armor) - (450.5 prof + 895.5) = 0
The original treasury of Aldane totalled 1145.5 gp. After Alex's upkeep costs and the cost to tailor his armor, the treasury stands at 250 gp (before pulling in rents)
54 TU (Lord of Clegan Moor)
Upkeep costs paid via rents Training (10) + In game (14) = 30 TU remaining
This post last edited on 1/2/2008 1:48:17 PM
|
davwalp
 Pioneer
1/7/2008 11:12:55 PM
PostID: 195340
|
Things to remember:
Sergeant Guthlac's term of service to the king expires in April 1287 (post ID158446)
Need to keep track of how long Simon has been a squire. Same for Emmon Tway's sons. Check on how long squires serve before becoming knights.
|
davwalp
 Pioneer
2/26/2008 3:28:15 PM
PostID: 207200
|
Goddart Heraldry
Colors: blue (azure) and white (argent). The blue represents loyalty and truth. The white represents desire for peace.
Shield is blue with a diagonal band of white from upper left to lower right. The upper right has a white crescent with the horns upward to honor the liege-lord. The lower left has a white dagger pointed upward to represent justice and honor in battle.
I believe the proper blazon is something like: Azure in bend argent, crescent in sinister chief argent, dagger in dexter base argent
The motto is Virtus sola nobilitas (Virtue is the only nobility)
|
davwalp
 Pioneer
2/26/2008 7:40:49 PM
PostID: 207272
|
Knight 7th lvl +1 appraise (horse) +3 handle animal
special: fighting challenge bonus increased to +2 Secure Rolls: hit points lvl 7 1d12(3) = 3
This post last edited on 2/26/2008 7:50:37 PM
|
davwalp
 Pioneer
4/12/2008 6:12:25 PM
PostID: 218535
|
Knight 8th Lvl +1 STR +4 Knowledge [war] +1/+1 BAB
special: Call to Battle
Notes: * I forgot to take my standard feat at third level so I added Combat Expertise. * I spoke with Horseman earlier about making an adjustment to my skills. I did not realize that Know War would be so pivotal in mass combat situations. I took two points from my Profession skill and added to Know War.
Please advise if this is a problem. Secure Rolls: Lvl 8 HP 1d12(11) = 11
This post last edited on 4/21/2008 10:41:28 PM
|
davwalp
 Pioneer
4/13/2008 3:32:22 AM
PostID: 218620
|
I had to go back through a lot of the old threads recently and discovered that my Gauntlets of Striking are actually +2 to attack AND damage.
WOOT!
PostID: 127750
|
davwalp
 Pioneer
4/21/2008 10:41:03 PM
PostID: 221025
|
Knight 9th Lvl
+4 Knowledge [war] +1 Will/Fort Save +1/+1 BAB
special: Armor Mastery [Heavy]
FEAT - Improved Combat Expertise
Secure Rolls: Lvl 9 HP 1d12(9) = 9
This post last edited on 4/28/2008 10:22:13 AM
|
davwalp
 Pioneer
8/5/2008 5:28:50 PM
PostID: 241071
|
Luther von Bora (LoneKnight) avatar 6/28/2008 6:43:44 PM PostID: 235001 Alex when I teamed up with you Anonymously as the black knight in the melee tournament it was not by chance. I had heard much about you and wanted to see if the man behind the stories matched up. You are indeed a chivalrous knight and sought you out. I wish that I could help you in your troubles more but my forces are tied up mostly elsewhere.
Though what I can do is send a dozen of the sister of St Drik's Orphanange from Krefeld. They can help heal your wounded. Also I can refer you to a friend. He is a sought warrior. You remember Sir Otto from the tag team event. He went to the war college of Koln with me and was with me on the Germania expedition just like Jaimie so long ago. I’m sure he would join you if you can use him.
Luther removes a medallion from around his neck of a black Iron maltese cross and put’s it around Alexandre’s neck.
My stout friend this will make you even more so.
Luther removes the medal from his chest.
I won this as champion of the joust at the very first spring fair. It will help protect you when the command word is given and help avoid the sword threw diplomacy.
Lastly Luther undoes the black leather sword belt from around his waist. He never imagined the day he would ever part with it.
Whenever you hold the hilt of this sharp sword it will always allow your eyes to see the truth.
OOC:
For Alex
Iron cross Grant‘s wearer +2 Con
Medal of Gallantry (Chest) +2 bonus on diplomacy checks, +2 on bluff checks, Sanctuary 3 times/day Will save dc 15 duration 1 minute.
+1 keen edge longsword of true seeing. (when ever the user holds this sword by the hilt he will have continuous True Seeing as per the spell listed on pg 296 in the PHB) Keen edge description crit 17-20 x2. +1 = +1 to hit and damage.
|
davwalp
 Pioneer
10/8/2008 8:53:24 PM
PostID: 251665
|
1. Frobisher, human fighter, green eyes, blond hair, 5-7, 160lbs. 2. Goejten, goth fighter, 6-2, 210lbs, dark auburn hair and blue eyes. 3. Maurice, Norman fighter, curly blond hair, blue eyes, 6-0, 200lbs. 4. Carick, gaul fighter, 5-9, 190lbs, curly brown hair, brown eyes. 5. Malmon, Norman fighter, 5-8, 190lbs, black hair, green eyes 6. Einji, Jute fighter, 6-1, 215lbs, dark blond hair, blue eyes. 7. Rordune, Frankish fighter, 6-0 210lbs, black hair and gray eyes. 8. Malcolm, gaelic fighter (highlander) 5-10, 210lbs, red hair, blue eyes.
What are the names for the replacements for Machen and Croyle?
|
davwalp
 Pioneer
12/7/2008 2:50:50 PM
PostID: 263916
|
Awarded at the 2008 Christmas gathering in Albion
1. A sprig of holly with golden berries
"That sprig of holly came from an Elvish grove near Ynys Mon" he tells Alexandre on the way. "The berries are magical - eat them and they'll make you feel better!"
ooc: Holly sprig: 8 berries, each restores 1d2 hit points when eaten and provides sustenance as a normal meal.
2. Three Apples: Red = +1 to hit/+3 damage for three rounds. Green = heal 1d4+5 hitpoints Yellow= Vitality, gives 6 extra hps for three rounds
This post last edited on 12/20/2008 11:43:50 PM
|
| page of 3 pages containing 52 items.Items per page: |
|