Full Name |
Seamus Fleetfoot |
Race |
Halfling |
Classes/Levels |
5 Polearm Fighter:AC 21 HP 43/43 {Int }+4: {Perc }+5: [Fort] +6 [Ref]+4 [Will]+3 [CMD]20 [CMB]7/9 Trip |
Gender |
Male |
Size |
Small |
Age |
30 |
Alignment |
NG |
Deity |
Desna |
Strength |
16 |
Dexterity |
14 |
Constitution |
12 |
Intelligence |
13 |
Wisdom |
10 |
Charisma |
12 |
About Seamus Fleetfoot
SEAMUS FLEETFOOT CR 1/2
Male Halfling Fighter 5
NG Small Humanoid (Halfling)
Init +4; Senses Perception +5
Appearence
An impish grin, mutton chop side burns, and ice blue eyes set on a some what childlike frame often leave Seamus' marks with their defenses down. Olive skin kissed by the sun and a gate which hints at the extreme grace possessed by the small man. Of larger build than the average halfling,Seamus is no stranger to putting it to use in his profession.
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Defense
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AC 21, touch 14, flat-footed 18 (+7 armor, +2 Dex, +1 size, +1 dodge)
hp 43 (5d10+9)
Fort +6, Ref +4, Will +3; +2 vs. fear
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Offense
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Speed 20/15 ft.
Melee light shield bash +9 (1d2+3/×2) and
. . +1 hooked lance +11 (1d6+6/×4) and
. . gladius +9 (1d4+3/19-20/×2)
Ranged sling +8 (1d3+3/×2)
Special Attacks pole fighting, steadfast pike
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Statistics
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Str 16, Dex 14, Con 12, Int 13, Wis 10, Cha 12
Base Atk +5; CMB +7 (+9 trip); CMD 20 (21 vs. grapple, 23 vs. trip)
Feats Combat Expertise, Dodge, Improved Trip, Mobility, Spring Attack, Whirlwind Attack
Traits indomitable faith, reactionary
Skills Acrobatics +4 (-4 jump), Climb +2, Intimidate +5, Knowledge (dungeoneering) +8, Perception +5, Stealth +5, Survival +5; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Elven, Halfling
SQ fearless
Combat Gear Alchemist's fire (2), Sunrod; Other Gear +1 Breastplate, Light steel quickdraw shield, +1 Hooked lance, Gladius, Sling, Sling bullets (10), Muleback cords, Backpack, masterwork (4 @ 6.5 lbs), Crowbar, Mirror, Waterskin, Weapon cord
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Special Abilities
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Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Fearless +2 racial bonus vs Fear saves.
Improved Trip You don't provoke attacks of opportunity when tripping.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Muleback cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.
Construction
Requirements Craft Wondrous Item, bull’s strength; Cost 500 gp
Pole Fighting -4 (Ex) Use a spear or polearm against adjacent targets with a -4 penalty.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Steadfast Pike +1 (Ex) +1 to hit on readied attacks and AoO with polearms & spears.
Weapon cord Attached weapon can be recovered as a swift action.
Whirlwind Attack Instead of making a full attack, you attack all foes in reach.