|DeathQuaker RPG Superstar 2015 Top 8|
Here's a rough draft of my submission; elements possibly subject to change. Halfling barbarian. Yeah, not exactly optimal, and I don't typically play martials so I have a lot to learn there--a notable disclaimer. I hope the concept works though.
If accepted I'll throw this into an alias.
CG Halfling Barbarian (Superstitious) 7
Senses Low-light vision; Perception +8
Init +5 (Dex 2 + Trait 1 + Sixth Sense +2); Speed 20 ft. (Medium armor, fast mvt)
(18/19 while raging)
hp 105 (7d12+14 + 7 favored class) (119 while raging)
Fort +8 (Base 5 + Con 2 + cloak 1) Ref +5 (Base 2 + Dex 2 + cloak 1) Will +4 (Base 2+ Wis 1 + cloak 1) (+6 while raging)
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear.
Underfoot: Gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces halfling luck.
Sixth Sense (Ex): (+2) At 3rd level, the superstitious barbarian gains a +1 bonus on initiative and a +1 insight bonus to AC during surprise rounds. This bonus increases by +1 for every three levels after 3rd. This ability replaces trap sense. ((I am interpreting this as the bonus to initiative is all the time and the bonus to AC is during surprise rounds)
Uncanny Dodge (Ex): Cannot be caught flat-footed, nor does he lose Dexterity bonus to AC if the attacker is invisible. Still loses Dexterity bonus to AC if immobilized or if successfully feinted against.
Improved Uncanny Dodge (Ex): Can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.
+1 Falchion +13/+8 (1d6+6)/18-20 x2
Power Attack: +1 Falchion +13/+6 (1d6+12)/18-20/x2
While raging, +1 Falchion +15/+10 (1d6+9)/18-20/x2
While raging, Power Attack: +1 Falchion +15/+8 (1d6+15)/18-20/x2
Mwk staff sling +10/+4 (1d6+4)/x3
While raging, Mwk staff sling +10/+4 (1d6+4)/x3
See also feats and traits below
To confirm crits: +1, +3 vs Medium or larger creatures
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Low Blow: Gain a +1 bonus on critical confirmation rolls against opponents larger than themselves. This racial trait replaces keen senses. (+2 with Improved Low Blow feat, see below)
Warslinger: Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity. This racial trait replaces sure-footed.
Rage (Ex): (16 rounds/day) As a free action, Rage for a number of rounds per day equal to 4 + Constitution modifier +2 rounds after 1st level. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves; plus a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
Can end rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Rage Powers (Ex): A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once. (3 rage powers)
- Superstition (Ex): The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
- Witch Hunter (Ex): While raging, the barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by +1 for every four levels the barbarian has obtained.
- Boasting Taunt (Ex): While raging, the barbarian can incite a creature to attack her by making an Intimidate check to demoralize. If the check succeeds, the target is also shaken as long as the barbarian is visible and raging or until it makes a melee attack against the barbarian. The barbarian receives a +2 circumstance bonus on this check for every alcoholic drink she has consumed during this rage. This is a language-dependent mind-affecting effect, and it relies on audible components.
===Statistics and Other Abilities===
(20 point buy, halfling racial bonuses, +1 to Str at 4th level, belt of giant strength)
BAB +7/+2, CMB +9, CMD 21
Weapon and Armor Proficiency: Proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields); treat “Halfling” weapons as martial.
Power Attack (Lv 1): (-2 penalty for +4 bonus to damage (+6 two-handed)—ignore this penalty on first attack, see below). Can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Point-Blank Shot (Lv 3): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Improved Low Blow (Lv 5): Your bonus to confirm critical hits against opponents larger than yourself improves to +2. Furthermore, once per day, after you fail to hit with a critical hit confirmation roll, you can reroll the confirmation roll, but must take the new result even if it is worse.
Furious Focus (Lv 7): When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
Favored Son: Sherriff (Campaign): The no nonsense arm of the law, is like the uncle you never had. The benefits of being close friends with the town sheriff are extensive, and you can call in favors from him once per game session. A favor can either get you out of a legal jam, hook you up with a town guard for help, or give you a one-time +10 bonus on a Bluff, Diplomacy, or Intimidate check made against any local person.
Anatomist (Combat): You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs. You gain a +1 trait bonus on all rolls made to confirm critical hits.
Veteran of Battle (Religious): You have fought in several battles, and each time felt the presence of Gorum guiding your sword-arm, making you ready to act at a moment's notice. You gain a +1 trait bonus on initiative checks, and if you are able to act during a surprise round, you may draw a weapon (but not a potion or magic item) as a free action during that round.
==Skills and Skill-Related Abilities==
Skill points: 4 + 0 Int/level (28)
Climb +10 (7 ranks + 4 Str -1 ACP)
Handle Animal +2 (2 ranks + 0 Cha)
Intimidate +7 (7 ranks + 0 Cha)
Knowledge (nature) +5 (5 ranks + 0 Int)
Perception +8 (7 ranks + 1Wis)
Languages: Halfling, Common
Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
Keen Sense (Ex): At 7th level, the superstitious barbarian gains low-light vision (triple normal vision range in dim light if she already has low-light vision). At 10th level, she gains darkvision 60 feet (or adds 60 feet to the range of any darkvision already possessed). At 13th level, she gains scent. At 16th level, she gains blindsense 30 feet. At 19th level, she gains blindsight 30 feet. This ability replaces damage reduction.
=Sheathed on back=
+1 falchion (1d6 18-20/x2 S) (2, 375 gp, 4 lbs)
=Strapped to back on other side=
Mwk Halfling Slingstaff (1d6 damage, x3 80 ft.) (320 gp, 1.5 lbs)
Soldier’s Uniform (free; guard uniform)
+ 1 agile breastplate (+7 armor, +3 max dex, -3 ACP, 20 ft. mv) (1,550 gp, 12.5 lbs)
(The armor check penalty for Climb checks and jump checks is only –1. )
Belt of giant strength +2 (4,000 gp, 1 lb)
Cloak of resistance +1 (1,000 gp, 1 lb)
Mwk Backpack (50 gp, 1 lb)
x50 Sling bullets (5 sp 25 lbs) (bag of)
1x tanglefoot bag (50 gp, 4 lb)
Belt pouch (1 gp, 0.125 lb)
Hip flask (human size) (1 gp, 1/2 lb)
=In belt pouch=
5 x Acid flasks (50 gp, 5 lb)
1 x thunderstones (30 gp, 1 lb)
1 x oil of keen edge (750 gp)
1 x oil of magic weapon (50 gp)
1 x cure light wounds (50 gp)
Bedroll (1sp, 1.25 lbs)
Blanket (5 sp 0.75 lbs)
Crowbar (2 gp 5 lbs)
everburning torch (110 gp, 1 lb)
Flint and steel (1 gp)
Gear maintenance kit (5 gp, 2 lbs)
Grooming kit (1 gp, 0.5 lbs)
Manacles, masterwork (50 gp, 2 lbs)
Mess kit (2 sp, 1 lb)
Signal whistle (8 sp - )
Silk rope (50 ft) (10 gp, 5 lbs)
Stove can (10 gp, 1 lb)
Teapot (1 sp, 1 lb)
Mug (2 cp, 1 lb)
Whiskey (2 quarts) 8 sp, 4 lbs
Waterproof bag (5 sp 1/2 lb)
==Inside waterproof bag, inside backpack==
= 1 week's halfling trail rations (2 gp + 0.125 lb per, x7 = 14 gp, 0.875 lb)
= Tea (1 lb) (4 cp, 1 lb)
=Coinage (half in belt pouch, half in boot)=
16 gp, 8 sp, 4 cp
Total weight carried: 84.625 lbs
Max light load (with belt + mwk backpack): 87 lbs
Dekklan Springwall’s family escaped slavery from Cheliax when he was but a young lad, and he learned early on to fight ferociously to protect his precious freedom and his even more precious loved ones. Fueling early years of pain and shame into a terrifying rage that drove his weapon’s blows, he grew quickly into a formidable warrior. However reckless his style appeared to be, he deftly protected his family and friends from all that threatened them as they moved into Varisia for freedom. He learned a few special tricks fighting folk with magic-gifts, to defend his family from Cheliaxan wizards and their summoned spawn, and he knows how to use his small stature to his advantage when catching larger opponents off guard.
Eventually, he joined as a caravan guard for a traveling circus show, the “Flying Suncatchers” comprised largely of his own distant cousins and associates. The troupe was well known for taking in strays, including a human lass Kizzy, who shared with Dek a love of swordplay. Always on the alert for all manner of assailants, thieves, he is sometimes accused of being paranoid, but one cannot argue that he failed to keep his charges safe.
When the Suncatchers decided to settle in Sandpoint, Dek took it as an opportunity to settle as well, eager to finally gain a sense of belonging, of home in one place after many years of travel. Still eager to use his fighting skills to protect those around him, he signed up for the constabulary and quickly befriended the town’s sherriff, who appreciated Dek’s willingness to get things done fast and thoroughly. Dek has been busy since goblins have been raiding Sandpoint, and he’s getting tired of pounding the ferocious little buggers, and looks forward to dealing with more substantial foes.