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Cooper, Captain of the Griffin Cavaliers

Cooper was raised among Torman outriders and joined the defense of Hollow Valley after raiders burned several remote settlements. Though only twenty-four years old, he earned command by leading a doomed rescue mission through a winter storm and returning with every civilian alive. General Adrina appointed him captain of the cavalier platoon at Wayward Keep, a decision some veteran officers questioned until Cooper saved the keep's eastern gate during the Red Ravine assault. He has sworn that no enemy will pass the griffin standard while he still draws breath.

LargeMonstrous humanoid(Torman centaur)CR CR 14lawful good

Cooper, Captain of the Griffin Cavaliers

centaurTormancavalierknightcaptainmounted combatantmilitary commanderHollow ValleyWayward Keepgriffin heraldry
HP188AC+14SPD50 feet, Mounted cavalry movement, Cooper can charge through difficult terrain that would normally slow his mount only if he succeeds at the appropriate Ride checkCRKeen lance critical range 17-20/x3DiplomacyHandle AnimalIntimidateKnowledge (local)Knowledge (nobility)PerceptionProfession (soldier)RideSense Motive
STR
18
DEX
24
CON
18
INT
12
WIS
15
CHA
18
Captain of the Griffin Cavaliers. Cooper gains a bonus on initiative checks while within 60 feet of his displayed banner. He is never flat-footed while mounted.
Mounted Mastery. Cooper gains a bonus on Ride checks, does not take armor check penalties on Ride checks, and can fight while mounted without penalty. His mount is treated as combat trained.
Knight's Challenge. Cooper's Challenge provides a +4 morale bonus on attack rolls against the challenged target while he is mounted. In addition, once per day he can issue a Knight's Challenge. For that challenge, he adds his Charisma bonus to attack and damage rolls against the target and gains a +4 circumstance bonus on critical confirmation rolls.
Greater Banner. Allies within 60 feet who can see Cooper's banner gain a +2 morale bonus on saving throws against charm and compulsion effects. Cooper can wave the banner as a standard action to grant an affected ally another saving throw against one spell or effect.
Griffin's Reach. Cooper can make up to five attacks of opportunity per round. He gains a bonus on attacks of opportunity made with his lance.
Driving Lance. Cooper deals points of bleed damage with a successful lance charge against a creature of his size or smaller. The bleed damage ends if the target receives magical healing or succeeds at a Heal check.
Cavalier Formation. Cooper gains a bonus on attack rolls and damage rolls when he begins his turn adjacent to at least one ally who is not helpless. This bonus increases to +3 against creatures that are flanked by Cooper and an ally.
War-Centaur Trample. Cooper has the trample ability of a centaur trained for war. As a full-round action, he can move up to twice his speed and attempt a hoof attack against each creature at least one size category smaller than himself whose space he enters. Targets can attempt a Reflex save for half damage.
Unbroken Standard. Cooper gains a +4 racial bonus on saves against effects that would cause him to become frightened or shaken. If an ally within 60 feet fails such a save, Cooper can use Rallying Banner as an immediate action instead of a standard action, once per round.
Challenge 5/day. Cooper issues a challenge against one creature within 60 feet that he can see. Against that creature, he gains a +4 morale bonus on melee attack rolls and deals an additional 14 points of damage with melee attacks. Cooper takes a -2 penalty to AC against creatures other than the challenged target. The challenge lasts until the target is dead, unconscious, or the encounter ends.
Griffin Banner Charge. Cooper makes a mounted charge with his +2 lance. Because of his cavalier abilities, he gains a bonus on the attack roll, does not take the normal charge penalty to AC, and deals double lance damage. On a successful hit, he may attempt a free trip, bull rush, disarm, or sunder combat maneuver without provoking an attack of opportunity.
Lance. Melee +2 keen lance +27, damage , plus 14 against the target of Cooper's challenge. If Cooper charges while mounted, the lance deals damage before challenge damage. Cooper's lance has reach 10 feet while he is mounted.
Hooves. Melee hoof +22, damage . Cooper can make two hoof attacks as a full-attack action, but he cannot use hoof attacks during the same round in which he uses his lance for a charge.
Composite Longbow. Ranged mwk composite longbow +21, damage , range increment 110 feet. Cooper carries arrows tipped with blunt, silvered, and fire-forged heads as needed.
Greater Tactician. As a swift action, Cooper grants one teamwork feat he knows to all allies within 30 feet who can see and hear him. The benefit lasts for 10 rounds. Cooper can use this ability 4/day. He usually grants Outflank or Precise Strike.
Rallying Banner. As a standard action, Cooper waves his griffin banner, granting all allies within 60 feet an additional saving throw against one spell or effect currently affecting them. The save uses the original DC. An ally cannot benefit from this ability more than once per day.
Combat Reflexes. Cooper makes one melee attack against a creature that enters or leaves a square within his reach. He can make up to 5 attacks of opportunity per round.
Hold the Line. When a creature within 60 feet is hit by an attack, Cooper directs an ally to move up to 10 feet without provoking attacks of opportunity. The ally must be able to hear Cooper and must end this movement closer to the attacker or the creature it is protecting. Cooper can use this reaction once per round.
Griffin Guard. When an adjacent ally is targeted by a melee attack, Cooper makes a melee attack against the attacker if the attacker is within his reach. If the attack hits, the ally gains a +2 circumstance bonus to AC against that attack.
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