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About GambrinusGAMBRINUS: HALFLING PIONEER:
Male, Cleric Class and Level 1 Favoured Class: Cleric Alignment: Neutral Good Deity: Erastil Experience Points 0
DESCRIPTION:
3’ 5”. Sinewy and sprightly little Halfling. Gold touched brown hair. Brown skin. Deep, blue eyes. High cheekbones. Age: 20 years. Powerful, clear ringing voice. ATTITUDE:
under construction BACKGROUND:
under construction RECENT EVENTS:
ie. What brings the character here? - under contruction STATS:
ABILITIES ST 11 DX 15 CN 12 IT 12 WS 16 CH 16 Point Buy Elite 25= 3+3+2+2+10+5 Speed: 20’ Encumbrance: Light: 38 or less; Medium: 39-76; Heavy: 77-115 Initiative: +2 Perception:+5 (WS +3, Halfling Keen Senses +2) Hit Dice 1 : d8 + 1 (+ 1 optional) HD Count: (8+1) Hit Points: HD 9 Racial: Slow Speed, Halfling Luck, Fearless, Small, Keen Senses, Sure-footed SAVES:
RANKED SKILLS, FEATS AND TRAITS:
SKILLS: 2 Skills per cleric level (+1 fav class option); Armour Check Penalty –2 Handle Animal +7 (Rank +1, CH +3, Class +3)
LANGUAGES
FEATS
TRAITS
CLERIC OF ERASTIL: CLERIC ABILITIES:
Aura of Good Spontaneously Cast Cure Spells Channeling Positive Energy:
ANIMAL DOMAIN
COMMUNITY DOMAIN
SPELLCASTING
Typical Daily Spell Selection:
1st Level Bonus Domain Spell: Bless
COMBAT STATS:
BASE COMBAT STATS BAB: +0 CMB: -1 (ST +0, Size -1) CMD: 12 ( ST+0, Size -1, DX +3) DEFENSE
OFFENSE:
Melee:
GEAR:
(GP/LB) 225
Travelers Outfit 1 / 3 Backpack 2/2 Chain Shirt 100 /12.5 Buckler 15/ 3 Mace, Light * 5/ 4 (or small heavy mace) Dagger 2/1 Sling Staff 20 /2 Bullets 10 1/5 Oil 1 pint 0.1/1 Hemp Rope 50' 1 /10 Common Lamp -/1
RIDING DOG: FANG:
Breed:Apollo N Medium Animal Init +2; Senses Low-Light Vision, Scent; Perception +8 DEFENSE AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural) hp 13 (2d8+4) Fort +5, Ref +5, Will +1 OFFENSE Speed 40 ft. Melee Bite +3 (1d6+3 plus trip) STATISTICS Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Base Atk +1; CMB +3 (+5 on Trip maneuvers); CMD 15 (19 vs. trip) Feats Skill Focus (Perception) Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 Scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by Scent SPECIAL ABILITIES Trip Attacks (Ex) Apollos have so long been bred for combat that it is almost innate to them. These dogs receive a +2 bonus to their CMB when making Trip attempts. Carrying Capacity: A light load for an Apollo is up to 99 pounds; a medium load, 100-200 pounds; a heavy load, 201-300 pounds. An Apollo can drag 1,500 pounds. A typical Apollo stands around three feet at the shoulders, weighs about 200 pounds and has tan or light brown fur, though blue and white with black spots is not unknown.Apollos are bred as war or guard dogs and as working dogs. Many nobles and wealthy merchants own large kennels of these dogs, employing them to guard their estates, and farmers often use them to guard livestock. The Apollo has become increasingly popular as a war dog among various mercenary groups because of the breeds tenacity, resolve, and endurance in a fight. HOTTAY THE DONKEY:
Donkey Size/Type: Medium Animal Hit Dice: 2d8+2 (11 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 Base Attack/Grapple: +1/+1 Attack: Bite +1 melee (1d2) Full Attack: Bite +1 melee (1d2) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +4, Ref +4, Will +0 Abilities: Str 10, Dex 13, Con 12, Int 2, Wis 11, Cha 4 Skills: Balance +3, Listen +3, Spot +2 Feats: Endurance Environment: Temperate deserts Organization: Solitary Challenge Rating: 1/6 Advancement: — Level Adjustment: — These long-eared, horselike creatures are surefooted and sturdy. The statistics presented here could also describe burros. Carrying Capacity A light load for a donkey is up to 50 pounds; a medium load, 51-100 pounds; and a heavy load, 101-150 pounds. A donkey can drag 750 pounds. Combat A donkey bites only when it has no way to escape. Skills Donkeys have a +2 racial bonus on Balance checks. |
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