Maxwell D1
Alignment: Chaotic Neutral / Race: Human / Class(es): Cavalier (1st) / Swashbuckler (3rd) / Fighter (2nd)

Baron of Artemaus

"Behold the raw, majestic, power of my mighty steed, Artemas! A horse with pedigree so pure that he is 37th in line for the throne!!"

AC HP Fort Reflex Will Initiative B.A-B
(18) 56 +7 +8 +2 +5 +6/+1
Strength: 14 (+2)
Dexterity: 20 (+5)
Constitution: 12 (+1)
Intelligence: 20 (+5)
Wisdom: 8 (-1)
Charisma: 10 (-)
Full attack: +14* (+12/+12*) / +7 - Damage: 1d6 (2d6')+8 Total Charge Damage: 2d6(3d6')+32/1d6(2d6')+12

(*)On a charge (-2 otherwise)
(') When flanking


  • Charming Intellect: May use Int instead of Chr for all class skills. [Human Bonus]
  • Power Attack: Minus points from attack roll in order to add those points straight to damage. [1st](Under Pathfinder you take -2 to hit for +4 to damage or +2 offhand)
  • Weapon Finesse: May use Dex instead of Str for all attack rolls. [Swashbuckler Granted]
  • Precise Strike: When flanking an enemy, deal an additional 1d6 points of staking precision damage. [Cavalier Granted]
  • Leap attack: While charging in an attack which covers at least 10ft, all damage dealt by a power attack is doubled. [3rd](you can't qualify for this feat until fifth)
  • Shock trooper: While power attacking as part of a charge instead of removing points from your hit roll for power attack, the penalty may be applied to AC instead in the following round. [5th](You don't qualify for this feat)
  • Two weapon fighting: You may make an additional attack with a weapon in your offhand with reduced penalties (-2/-2) [Fighter Bonus]
  • Two weapon Pounce: When wielding two weapons as part of a charge, you may make an additional offhand attack as part of that charge. [Fighter Bonus]


  • Witty Repartee: Gain a +1 bonus to your Bluff and diplomacy skills
  • Deft tumbler: Gain an additional 5ft of movement when making an acrobatics check to escape a foe

Skills and tricks:

Diplomacy: [6] +15 Bluff: [5] +13 Acrobatics: [6] +14 Handle Animal: [5] +13 Knowledge (Nobility): [5] +13
Ride: [6] +14 Perform (Oratory): [5] +13 Appraise: [5] +13 Athletics: [5] +13
  • Dismount Attack: [1] When fast-dismounting from a mount on which you have travelled at least 10ft on, you may make an attack upon an enemy as if you had charged.
  • Nimble Charge: [1] You may run across a difficult surface without having to make a check for footing
  • Crawling Tumble: [1] When using an acrobatics check to tumble away from a foe, you may add an additional 5ft to the distance travelled
  • Extreme leap: [1] When using an acrobatics check as part of a leap, you may spend a swift action to move an additional 10ft in that round
  • Twisting Charge: [1] During a charge attack you may make a single turn or twist of up to 90 degrees as part of the required movement


  • Common, Terran, Celestial, Draconian,


  • Order of the Cockatrice:

A cavalier who belongs to this order serves only himself, working to further his own aims and increase his own prestige. Cavaliers of this order tend to be selfish and concerned only with personal goals and objectives.
Edicts: The cavalier must keep his own interests and aims above those of all others. He must always accept payment when it is due, rewards when earned, and an even (or greater) share of loot. The cavalier must take every opportunity to increase his own stature, prestige, and power.
Challenge: Whenever an order of the cockatrice cavalier issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the cockatrice cavalier adds Appraise (Int) and Perform (Cha) to his list of class skills. In addition, an order of the cockatrice cavalier adds his Charisma modifier to the DC on another creature’s attempt to demoralize him through Intimidate (in addition to his Wisdom modifier, as normal).

  • Grace: +1 - Maxwell increases his reflex save by 1, and by an additional 1 for every 4 levels in the Swashbuckler class.
  • Insightful strike: Maxwell, being of brave and cunning hue, my add his intelligence modifier to all damage he deals with light weapons, in addition to any damage he may add from his strength score.
  • Challenege: Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.
  • Mount: ~ Artemas, powerful warhorse ~ A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability.

Items, gear and equipment:

Magical Equipment:

  • Maxwell's deliverance (+1 Rapier, Valorous. 1d6+1 damage, crit 18-20, deals double damage on a charge)
  • Maxwell's Offhand (+1 Shortsword. 1d6+1, crit 19-20)
  • Stat boosting items (Max has purchased items which grant a +2 bonus to both his Int and Dex scores)
  • Crystals of return, lesser x2(Affixed to each sword, these crystals grant the weapons to be drawn as though the wielder had the quick draw feat. Further each weapon can be summoned from up to 30ft away to Maxwell's hand as a move action)
  • Vanishers Cloak (3 Charges, renewed daily. 1c - turns wearer invisible for 4 rounds, 2c - turns wearer and one adjacent ally invisible for 3 rounds, 3c - turns 3 adjacent allies invisible for 2 rounds)
  • Boots of Dimensional stride (5 Charges, renewed daily. 1c - teleport up to 20ft, 3c - 40ft, 5c - 60ft. In addition, the boots also grant an additional +2 bonus to uses of the Athletics skill)

Mundane Equipment:

  • Studded leather armour (+3 AC, no armour check penalty)

Other Items:

GP Pouch
Artemas Broker-Landshire-Lane - Horse (6HD)
Str 18, Dex 13, Con 17, Int 3, Wis 12, Cha 6 / Fort +5, Reflex +5, Will +2
Size: Large; Speed:50 ft.; AC: +4 natural armor; Bab: +4, Attack: bite (1d4+4), 2 hooves* (1d8+4)
Special Qualities: low-light vision, scent, combat trained
Feats: Improved Natural Attack, Mobility, Spring Attack

History and Back story:

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License