User: Alan
Race: Human
Gender: Male
Kase Worynn
Male human (taldan) bard (arcane duelist) 1/cavalier (emissary) 3 (Pathfinder RPG Advanced Player's Guide 32, 80; Pathfinder RPG Ultimate Combat 36)
LN Medium humanoid (human)
Init +3; Senses Perception +4
AC 17, touch 11, flat-footed 16 (+6 armor, +1 dexterity)
hp 32 (3d10+1d8+5)
Fort +4, Ref +4, Will +4; +2 trait bonus vs. divinaton effects
Speed 30 ft.
Melee greatsword +7 (2d6+10/19-20) or
lance +7 (1d8+10/×3) or
lucerne hammer +7 (1d12+10) or
mwk longsword +8 (1d8+7/19-20) or
whip +7 (1d3+7 nonlethal)
Ranged sling +4 (1d4+5)
Special Attacks bardic performance 6 rounds/day (distraction, fascinate [DC 12], inspire courage +1, rallying cry), cavalier's charge, challenge
Bard (Arcane Duelist) Spells Known (CL 1st; concentration +3)
1st (2/day)—tap inner beauty, unseen servant
0 (at will)—dancing lights, detect magic, prestidigitation, read magic
Str 19, Dex 13, Con 12, Int 10, Wis 10, Cha 14
Base Atk +3; CMB +7; CMD 18
Feats Arcane Strike, Furious Focus[APG], Mounted Combat, Power Attack, Ride-by Attack
Traits carefully hidden, reactionary
Skills Acrobatics +1, Appraise +5, Diplomacy +9, Handle Animal +6, Intimidate +9, Perception +4, Perform (oratory) +9, Profession (soldier) +5, Ride +2, Sense Motive +4, Spellcraft +4, Stealth +1, Survival +4 (+5 to provide food and water for allies or to protect allies from harsh weather); Racial Modifiers ride mount, dragon's skills
Languages Common
SQ aid allies, order (order of the dragon)
Combat Gear potion of cure light wounds; Other Gear agile breastplate, greatsword, lance, lucerne hammer, mwk longsword, sling, whip, backpack, blanket, candle (3), canteen, dice, flint and steel, 2 pp, 489 gp, 426 sp, 1,101 cp
Special Abilities
+4 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -4 while riding your mount.
Aid Allies +3 (Ex) Aid Another grants +3
Animal Companion Link (Ex) You have a link with your Animal Companion.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (standard action, 6 rounds/day) Your performances can create magical effects.
Carefully Hidden You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Cavalier's Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
Dragon's Challenge +3 (1/day) (Ex) +3 to damage target, -2 AC vs. others when used, allies gain +1 to hit the target of your challenge.
Dragon's Skills +1 (Ex) +1 to Survival checks for allies.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Leto Dattar Use this option to add a custom contact of your choice.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Ride-By Attack You can move - attack - move when charging mounted.
Kase Worynn's father was a stable master for a lesser member of House Medvyed, where his mother served in the kitchens. Kase spent his younger years growing up in a very small cottage near the Medvyed manor. Every day, he would work with his father taking care of the horses. At the age of eleven, his parents were murdered and his home destroyed by a bandit group led by a man named Vade. Although he swore to avenge his parents, Kase was never able to locate Vade. After the loss of his parents, he survived the chaotic life of an orphan by living off the streets. At the age of sixteen, he was caught trying to steal bread. Realizing that Kase needed order in his life, the local Judge commanded that he be drafted into the army where he was eventually assigned to the famous cavalry unit, Arrisa's Lancers. The unit commander, a stoic woman named Arrisa, saw potential in the green recruit and assigned him to bear the company banner while riding at her side. He rode with Arrisa's Lancers for a time until a particularly nasty battle known today as the Stonefall Stand. A large group of stone giants was spotted by scouts marching to attack an undefended village. Arrisa's force rode to intercept the giants while the villagers escaped. Arrisa, with Kase at her side, charged the Stone Giant leader. Although she injured him, the giant crushed her horse, knocking Arrisa to the ground. As the giant brought down a large stone on her, she stoically gave her last order "Ride now! Our banner shall never fall!". As he was ordered, Kase withdrew from the battle. Arrisa's Lancers had bought the time needed for the villagers to escape safely and done enough damage to the giants that they were later dispatched by a second force. As the last survivor of his company, Kase was honorably discharged. The banner of Arrisa's Lancers was placed in the village square, where it still stands today in honor of those who fought to defend the village. Seeking a new form of order in his life, Kase returned once more to House Medvyed seeking hire as a mercenary. Kase has lost many friends and family and has sworn a personal oath to defend his companions and to bring order to chaos.

- Role: Purchase supplies for the party and monitor their use and distribution. Track Build Points in conjunction with the Treasurer.
- Possible Skills: Knowledge (local), Profession (innkeeper)
- Personal Bonus: +1 on Appraise checks; once a week, given 10 minutes and access to the party’s supplies, the quartermaster can find almost anything.
He or she may “find” any one mundane tool or item costing no more than 99 gp. This item must be paid for when "found" by someone – either the character or the party – as it is assumed that it was actually purchased beforehand.
- Party Bonus: Successful DC 15 skill check per shopping trip means the party can “purchase” mundane gear at a 10% discount. As the designated purchaser, the quartermaster is assumed to have contacts and is able to get good deals due to buying in bulk.

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I plan to eventually make Kase a Battle Herald.