| Full
Name |
Caspian Barefoot |
|
| Race |
Halfling |
|
| Classes/Levels |
Cleric of Desna 1 |
|
| Gender |
Male |
|
| Size |
Small - 3 feet 5 inches high |
|
| Age |
16 |
|
| Alignment |
CG |
|
| Languages |
Common, Halfling, Celestial |
|
| Strength |
11 |
|
| Dexterity |
16 |
|
| Constitution |
13 |
|
| Intelligence |
12 |
|
| Wisdom |
15 |
|
| Charisma |
12 |
|
About Caspian Barefoot
Appears very much like an overweight or pudgy human child with unkempt and unruly hair.
Currently at 20 point buy. Willing to change for any game.
Capian Barefoot
CG Halfling Male Cleric
Initiative [dice] 1d20+3[/dice]
Senses
Perception [dice]1d20+4[/dice]
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DEFENSE
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AC 18, touch 15, flat-footed 15 (+3 armor, +1 shield, +3 dex, +1 size)
Studded leather armor +3 +5 –1 15% 30 ft. lbs
Steel quickdraw spiked shield (+1 to AC)
hp 10 (xd8+1con+1FC)
Fort +4, Ref +4, Will +5
+2 vs. Fear
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OFFENSE
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Spd 30'
Aldori dueling sword (small)
[dice]1d20+1[/dice] Damage [dice]1d6[/dice]
Spiked shield [dice]1d20-1[dice] Damage [dice]1d4[/dice]
Morningstar [dice]1d20-1[dice] Damage [dice]1d6[/dice]
Spiked shield [dice]1d20-1[dice] Damage [dice]1d4[/dice]
Morningstar [dice]1d20+1[dice] Damage [dice]1d6[/dice]
Dagger [dice]1d20+1[dice] Damage [dice]1d3+1[/dice]
Ranged
sling [dice]1d20+4[dice] Damage [dice]1d3[/dice]
Space 5'; Reach 5'
Spells memorized:
0-Detect magic
0-Light
0-Spark
1-Command
b-true strike
Sacred Keepsake:
Vital Cup: This battered clay cup often commemorates tasks involving making the community a safer and more wholesome place. A halfling who uses this cup while casting bless water can pour the resulting water on one weapon or piece of ammunition to imbue it with the power of the holy water. The first creature the halfling strikes with this weapon during the next 24 hours takes additional damage as if it had been struck by a flask of holy water (assuming the creature is harmed by holy water).
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STATISTICS
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BAB +0; CMB +; CMD
Skills: 3 points
Acrobatics (+3 dex, +2 racial)
Climb (+2 racial, )
Handle Animal (+ Cha)
Heal
Intimidate ()
Knowledge (dungoeneering)
Knowledge (geography)
Knowledge (history) (+1 int, )
Knowledge (local) (+, )
Knowledge (nature) (+rank, +3 class, +1 int)
Perception 5 (+1 rank, +2 racial, +2 Wis)
Ride
stealth 8 (+1 rank, +3 dex, +4 racial)
survival (+k, s, +)
swim (+1 trait,
Special Abilities: Channel Positive energy [dice]1d6[/dice] 4 / day
Domains:
Luck & Travel
Bit of Luck (Sp): 5/day
You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Agile Feet (Su): 5/day
As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Traits: Helpful
Helpful (Halfling)
Campaign specific trait
Kingmaker: Sword Scion
You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city’s heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori.
Benefit You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.
Possessions 240(gold) :
Quickdraw spiked steel shield 6 lbs (69 gold)
Morningstar, cold iron (16 gold)
dagger (4)
studded leather 10 lbs(25 gold)
Sling (0 gold)
sling bullets 40 10 lbs (.4 gold)
Backpack .5lbs (2 gold)
Rations, 4 days (2 gold)
Whetstone 1 lb (.02 gold)
flint & steel -lbs (1 gold)
Chain 10 feet 30lbs (2 gold)
oil, lamp 2 2lbs (.2 gold)
tindertwig 2 -lbs (2 gold)
Holy symbol (3) -lbs (3 gold)
Pony, war trained (45 gold)
saddle bags (4 gold)
Potion/oil:
Oil of magic weapon (50 Gold)
Coin on hand:
10 gold
39 silver
100 copper
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Stat Math:
Str 13 (3 points, -2 racial) 11
Dex 14 (5 points +2 racial) 16
Con 13 (3 points)
Int 12 (2 points)
Wis 15 (7 points)
Cha 10 (0 poins, +2 racial)
Feat:
Two weapon fighting
History:
Caspian worked in the kitchens of a small Temple of Desna, often he had to throw the scraps and remains of foodstuffs into the river as it flowed past. When no one was paying attention he often played pirate, swimming out to boats as they sailed past, with a kitchen knife clentched in his teeth. At other times he would throw the knives or practice stabbing slabs of meat.
Eventually he came to actually study the tenants of the temple and was even accepted into the order, becoming a full cleric. Caspian always had fanciful ideas of being a sword wielding swashbuckler.
Caspian sees himself as part of a community and attempts to help others do the best they can, and is truly helpful. On the downside Caspian is a follower with little initiative.
Things Caspian says:
"What are you doing?....Can I help?"
"Let me give you a hand with that."
"What should we do?"