<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Image</div><div class="spoiler_body">(https://static.truetrophies.com/customimages/007130.jpg)</div></div><br/>Name:Michelle Smith<br/>Faction: Empire<br/>Unit type from WHF: Outrider<br/>Class: Cavalier(Musketeer archetype)<br/>Level: 3<br/><br/>Str: 16<br/>Dex: 17<br/>Con: 14<br/>Int: 14<br/>Wis: 11<br/>Cha: 15<br/>HP: 12+8+3=23<br/>AC:  19=10+4+2+3<br/><br/>CMB: 6=3+3<br/>CMD: 19=10+3+3+3<br/>BAB: +3<br/>Melee:6<br/>Ranged: 6<br/>Fort: 5=3+2<br/>Ref: 4=1+3<br/>Will: 1=1+0<br/><br/>Acrobatics (Dex):         8=2+3+3<br/>Bluff (Cha):            7=2+2+3<br/>Climb (Str):            8=2+3+3<br/>Craft (Blacksmithing) (Int):      9=3+2+3+1<br/>Diplomacy (Cha):         7=2+2+3<br/>Handle Animal (Cha):      7=2+2+3<br/>Intimidate (Cha):         7=2+2+3<br/>Knowledge (local) (Int):      7=2+2+3<br/>Ride (Dex):            9=3+3+3<br/>Sense Motive (Wis):      5=2+0+3<br/>Swim (Str):            8=2+3+3<br/><br/>Traits:<br/>Armor Expert:<br/>You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace.<br/>Benefit: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of<br/>Mentored<br/>A tutor or private instructor guided you in learning your art, profession, or trade, and through your education, you became capable of teaching and guiding others.<br/>Benefits: Choose a single Craft, Perform, or Profession skill. You gain a +1 trait bonus on checks with that skill. You also gain a +1 trait bonus when you aid another‘s skill check with any skill.<br/><br/>Feats:<br/>Quick Draw (Combat)<br/>You can draw weapons faster than most.<br/>Prerequisite: Base attack bonus +1.<br/>Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.<br/>A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).<br/>Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.<br/>Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.<br/><br/><br/>Mounted Combat (Combat):<br/><br/>You are adept at guiding your mount through combat.<br/>Prerequisite: Ride 1 rank.<br/>Benefit: 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.<br/><br/>Mounted Archery (Combat)<br/>You are skilled at making ranged attacks while mounted.<br/>Prerequisites: Ride 1 rank, Mounted Combat.<br/>Benefit: The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running.<br/>Intercept Charge (Combat, Teamwork)<br/>You can get in the way of an opponent charging your ally.<br/><br/>Benefit: When an opponent charges your ally with this feat, as an immediate action you can move up to your speed toward any square in the path of the charge. If you end your movement in the path of the charge, the opponent must stop when it becomes adjacent to you and then attack you instead of your ally. Your movement from using this feat counts toward your movement on your next turn.<br/>Class Features:<br/><br/>Weapon and Armor Proficiency<br/>A musketeer does not gain proficiency in heavy armor. Musketeers are proficient with all simple and martial weapons, and with firearms. A cavalier’s levels stack with any fighter levels he possesses for the purpose of meeting the level prerequisite for feats that specifically select a firearm, such as Weapon Specialization.<br/>Gifted Firearm (Ex)<br/>At 1st level, a musketeer is gifted by his order with a firearm (either a pistol or a musket). This weapon is both a symbol of the cavalier’sduty and a focus for much of his talent. He cannot sell this weapon. He also gains the Gunsmithing feat. Beginning at 8th level, the musketeer can focus himself when wielding his gifted weapon. As a standard action, he can focus himself to gain a number of benefits for 1 minute per cavalier level. The musketeer can use this ability twice per day, plus one additional time per day for every four levels beyond 8th, to a total of five times per day at 20th level.<br/>At 8th level, the cavalier gains the benefit of the Improved Critical feat. At 11th level, he can reduce the misfire chance of his weapon by 1 (to a minimum of 1, and at 17th level, the musketeer can double the range increment of his weapon. These abilities do not stack with the magical weapon special abilities that they duplicate. Finally, at 20th level, during a period of such focus, the musketeer can engage in a flurry of gunfire. The cavalier can expend one of his daily challenges to make a full attack with his firearm. The musketeer ignores the normal load times for his weapon, but must still expend enough doses of powder and enough bullets to complete each attack.<br/>If the musketeer’s gifted firearm is destroyed, the cavalier loses this ability for 30 days while a replacement weapon is crafted for him. During this 30-day period, the musketeer takes a –1 penalty on weapon and damage rolls.<br/>This ability replaces the standard cavalier’s mount ability.<br/>Challenge (Ex)<br/>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.<br/>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.<br/>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.<br/><br/>Order (Ex)<br/>Order of the Hammer<br/>Cavaliers of the order of the hammer respect might over all, and believe that those who prove their strength have earned the right to make decisions for the weak. When the cavalier’s own goals conflict with those of a mighty ruler, the cavalier must prove that her own strength and ideals are superior.<br/>Edicts: The cavalier must continually strive to prove her own strength as well as the strength of those she is allied with, especially when faced with adversity or by those who would seek to best the cavalier’s brawn.<br/>Challenge: An order of the hammer cavalier can attempt a free grapple check or free sundercombat maneuver check anytime she takes the full-attack action against the target of her challenge. This free combat maneuver does not provoke an attack of opportunity.<br/>Skills: An order of the hammer cavalier adds Acrobatics (Dex) and Knowledge (local) (Int) to her list of class skills. In addition, whenever the cavalier uses Acrobatics to jump, she can add her Strength bonus to the check in addition to her Dexterity modifier, and she receives a bonus on Acrobatics checks to jump equal to 1/2 her cavalier level (minimum +1).<br/>Order Abilities: A cavalier belonging to the order of the hammer gains the following abilities as she increases in level.<br/>Mighty Bash (Ex)<br/>At 2nd level, the cavalier does not provoke attacks of opportunity when she attacks foes while unarmed so long as she is dealing nonlethal damage. In addition, the cavalier’s unarmed strikes deal more nonlethal damage than usual; she is treated as having a number of monk levels equal to her cavalier level for the purpose of determining how much nonlethal damage her unarmed strikes deal.<br/>For example, a 12th-level cavalier of the order of the hammer would deal 2d6 points of nonlethal damage with her unarmed strike. The cavalier must still select the Improved Unarmed Strike feat if she wants to deal lethal damage with her unarmed strike, and lethal damage dealt with her unarmed strike is not increased by this ability.<br/>Crushing Grapple (Ex)<br/>At 8th level, the cavalier gains Chokehold as a bonus feat, even if she does not meet the prerequisites. She does not take the –5 penalty on grapple checks to put an opponent in a chokehold.<br/>Inspiring Flex (Ex)<br/>At 15th level, the cavalier can display her own brawn to inspire greater strength in his allies.<br/>As a standard action, she can grant herself and any allies within 30 feet a +4 morale bonus on melee attack rolls, combat maneuver checks, Fortitude saves, and Strength checks. The cavalier can maintain her inspiring flex as a free action, and she can use this ability for a number of rounds per day equal 1/2 her cavalier level; this duration need not be continuous.<br/>Tactician (Ex)<br/>At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.<br/>Cavalier’s Charge (Ex)<br/>At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rollson a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a chargeattack while mounted.<br/><br/>Equipment:<br/><br/>Pistol      RAB:6    1d8   ×4   20 ft.   1 (5 ft.)   1   4 lbs.   B and P<br/><br/>Lance   10 gp   MAB:6   1d8   x3   —   10 lbs.   P   reach<br/>Notes:<br/>Benefit: A lance deals double damage when used from the back of a charging mount. While mounted, you can wield a lance with one hand.<br/><br/>Hammer, lucerne   15 gp   MAB:6   1d12   x2   —   12 lbs.   B or P   brace, reach, see text<br/>Notes:<br/>Benefit: You gain a +2 bonus to your CMB to sunder medium or heavy armor with a lucerne hammer.<br/><br/>Weapon Feature(s): brace, reach<br/>Longsword   15 gp MAB: 6   1d8   19-20/x2   —   4 lbs.   S<br/><br/>Armored coat MW   200  gp   +4   +3   0   20%   20 ft.   15 ft.   20 lbs.<br/>Notes: donned as a move action<br/><br/>Shield, light steel (quickdraw) MW   209 gp   +1   —   -1   5%   —   —   7 lbs.<br/><br/>Benefit: If you have a base attack bonus of +1 or higher, you may don or put away a quickdraw shield as a swift action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw a light or one-handed weapon with one hand and a quickdraw shield with the other in the time it would normally take you to draw one weapon. If you have the Quick Draw feat, you may don or put away a quickdraw shield as a free action.<br/>Horse, light (combat-trained)   110 gp   900 lbs.<br/><br/>Saddle, military   20 gp   30 lbs.<br/>Notes:A military-style saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If the rider is knocked unconscious while in a military saddle, he has a 75% chance to stay in the saddle.<br/><br/>Bit and bridle   2 gp   1 lb.<br/><br/>Brush, dandy   2 sp   2 lbs.<br/><br/>Barding Medium(leather):  40 gp AC:+2 ACP-1    Speed: 35 ft.    weight:30<br/><br/>Artisan Tools MW:  55 gp   5 lbs.<br/>Masterwork Artisan’s Tools: These tools serve the same purpose as artisan’s tools, but masterwork artisan’s tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.<br/><br/>Kit, Grooming<br/>Price 1 gp; Weight 2 lbs.<br/>This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.<br/>Kit, Cavalier’s<br/>Price 23 gp; Weight 112 lbs.<br/>This includes animal feed (5 days), a backpack, a bedroll, a belt pouch, a bit and bridle, a flint and steel, an iron pot, a mess kit, a riding saddle, rope, saddlebags, soap, torches (10), trail rations (5 days), and a waterskin<br/><br/>1 group of 30 bullets 1/2lbs<br/>3 powder horns 3 lbs<br/><br/>6 months  of trained hireling services( A caravan guard with porter and grooming skills)<br/><br/>Donkey: Price 8 gp; Weight 600–800 lbs.<br/>Pack saddle 5 gp   15 lbs.<br/><br/><br/>1 months worth of feed 300 lbs of feed (8 days of feed for each horse, 7 days of feed for the donkey)<br/>Tent, medium   15 gp   30 lbs<br/>5 days of trail rations Price 5 sp; Weight 5 lb<br/>Bedroll   1 sp   5 lbs.<br/>Blanket   5 sp   3 lbs<br/>Outfit, Explorer’s   8 lbs.1<br/>Outfit, Noble’s   175 gp   10 lbs.1(w/jewelry)<br/>Outfit, Cold-Weather   8 gp   7 lbs.1<br/><br/>Currency:<br/>GP: 3-2 gold for meals<br/>Sp:2<br/>Cp:5<br/><br/>History:<br/><br/>Michelle is the youngest daughter of 6 children in the noble family the smiths. She  stands to gain very little inheritance. So when she became an adult she sought out a path of her own. This path was that of the outriders, There she could build her own way into a knightly order of the empire and make her own way in life.<br/><br/>She joined the outriders and  learned and excelled to the point where should her willingness to learn and grow and the path she choose this attitude drew a mentor among the outriders, His name is Sam Masterson, he taught her how to be a blacksmith and the use of other weapons and even how to fight unarmed. Sam believed teaching more the just the use of pistols the battlefield was an unpredictable place and having more the one way to fight was the best way to find yourself going home after a battle.<br/><br/>After sometime of serving in the outriders she received orders to go and report to  take part in a alliance wide operation.