Halfling

Amris Lazuli's page

68 posts. Alias of BloodWolven.


Race

Vital:
HP: 48/48 | AC: 18 _ T: 14 _ FF: 15 | Perception: +6 _ SM: +3 | Initiative: +3 | F: +9 _ R: +1 _ W: +2(+4) _ CMB: +6, CMD: 19 Speed: 10

Classes/Levels

Skills:
Acrobatics -1, Bluff -1|Climb +7|Diplomacy +0|Escape Artist -1|HandleAnimal+6|Heal+5|Intimidate +5|K eering+9|Linguistics +2|Ride +5|Stealth -1|Survival +7|Swim +8

Strength 18
Dexterity 17
Constitution 18
Intelligence 14
Wisdom 10
Charisma 17

About Amris Lazuli

Amris Lazuli (Laz-u-lie)

Barbarian 2/ Artificer 1
---------

Vital:
HP: 48/48 | AC: 18 _ T: 14 _ FF: 15 | Perception: +6 _ SM: +3 | Initiative: +3 | F: +9 _ R: +1 _ W: +2(+4) _ CMB: +6, CMD: 19 Speed: 15

active modifiers and such:

0 DR used, 10 total
lesser vigor on for 0 more rounds.

Physical description:

Amris is a strange figure with a 4 foot tall body, lithe and strong, he appears to be a stocky halfling but ripped. He has a simple air about him.

Traits:


Crunch:

Male stone warped halfling Artificer 1/Barbarian 2
N small humanoid (native outsider)
Init +3; Senses Perception +?, low-light vision?

DEFENSE
Resist Acid 3
AC 18 (Scale mail Armor +3, Dex +3, natrual +1, Size +1) ACP -?, touch 13, flat-footed -
hp 48/48 (12+10+8)[12](3+3) 42 hp. (levels)[con mod](favored bonus hp, imp. toughness. )

Fort +9 _ (+3 base barb, +2 base artificer, +4 Con, magical +0)
Ref +1 _ (+0 base barb, +0 base artificer, +3 Dex, magical +0, Iron skinned -2)
Will +2 _ (+0 base barb, +2 base artificer, +0 Wis, magical +0)

immune: fear

__________________________

OFFENSE
Speed 10 ft.
Base Attack +2; CMB: +6, CMD: 19

[dice=+1 greatsword, PA] 1d20 + 8-1[/dice] [dice=damage] 1d10 +7+3[/dice]

[dice=+1 greatsword, Rage, PA] 1d20 + 8+2-1[/dice] [dice=damage] 1d10 +7+3+3[/dice]

PA -1 attack, +3 damage

(3) MC Javelin

Dagger + (1d4+4) (19-20/x2)
Warhammer + (1d8+4) (x3)

Ranged Sling + (1d4+4) Range 50 ft. [27 bullets]

Combat Options:

Whetstone: first strike does another point of damage for the item being honed to a sharper point.

Feats:
1 - Weapon Focus (Heavy Blades)
1 F - Power Attack
2 F - Cleave
3 - Finishing Cleave

4 - Great Cleave

STATISTICS final, racial, start, items
Str 18, -2, 18, +2 Zod Family
Dex 17, +2, 15,
Con 18, +2, 14, Formed from stone +2
Int 14, +0, 14,
Wis 10, +0, 10,
Cha 17, +2, 15,

Trained Skills: class skills*
Acrobatics -1 (Ranks 1, Dex +2, ACP -4)
*Climb* +7 (Ranks 2, +6 Str, +3 CS, ACP -4)
*Craft* (weapons) +12 (Ranks 4, Int +2, MC tools +3, +3 CS)
Diplomacy +0 (Ranks 0, 0 cha)
*Handle Animal* +6 (Ranks 3, +0 Cha, +3 CS)
Healing +5, (ranks 1, wis +2, belt +2)
*Intimidate* +5, (Ranks 2, cha +0, CS +3)
*Knowledge (dungeoneering) +9 (Ranks 3, Int +3, CS +3)
*Knowledge (engineering) +9 (Ranks 3, Int +3, CS +3)
Perception +6 (Ranks 1, wis +2, racial +2, +1 ioun)
*Profession (weaponsmith) +9 (Ranks 4, Wis +2, CS +3)
*Ride* +5 (Ranks 4, +2 Dex, +3 CS, -4 ACP)
Sense Motive +3 (rank 0, +2 Wis, +1 ioun)
Stealth -1 (rank 1, +2 Dex, -4 ACP)
Survival +7 (Ranks 2, Wis +2, +3 CS)
*Swim* +8 (Ranks 3, +6 str, +3CS, -4 ACP)
Languages: Common, Elven, Dwarven, Giant

Skills:
Acrobatics -1, Bluff -1|Climb +7|Diplomacy +0|Escape Artist -1|HandleAnimal+6|Heal+5|Intimidate +5|K eering+9|Linguistics +2|Ride +5|Stealth -1|Survival +7|Swim +8

Gear:

Backpack, Bedroll, flint and steel, silk rope 50 ft. with knots attached to grappling hook, 1 leather sack, 1/2 lb. of soap, 1 waterskin, whetstone, cold weather outfit.

On person: Scroll case, belt pouch (1 chalk, potions, signal whistle), belt pouch (6 sp, 10 cp), Explorer’s Outfit.

Scale mail

Waist:

Torso:

Hands:

Loot:

copper : 8
silver: 2
gold: 1
platinum:

value of gems: 0 _ worth 10 gp

3 potions of cure light, 1d8+1

Cover Background:

Get later:

check document for campaign.

His background, the truth and the harder to confront:

DM notes on bonues:

Ironskinned (+1 CR)
Special Defenses: Ironskinned creatures gain acid resistance, natural armor, a boost to Constitution and damage reduction based on their level or hit dice as shown on Table: Ironskinned Creature Defenses.

Speed: Ironskinned creatures move at half the rate of normal versions of the same creature due to their weight and thick builds. However, they suffer no reduction in movement from medium or heavy encumbrance or any kind of armor.

Skills: Ironskinned creatures suffer a –4 penalty to all Swim checks due to their weight and thick builds.

Saves: Ironskinned creatures suffer a –2 penalty to all Reflex saves as a result of their thick hides slightly slowing them.

Vulnerabilities: Ironskinned creatures are vulnerable to sonic damage.

Hit Dice Resist Acid DR Natural Armor Constitution
0-5 3 – +1 +2
6-10 5 1/adamantine +2 +4
11-20 10 2/adamantine +3 +6
21+ 15 3/adamantine +4 +8