Halfling

Barham Topperbush's page

224 posts. Organized Play character for Zahmahkibo.


Full Name

Barham Topperbush

Race

Halfling

Stats:
HP 19/19, NL 0 | AC 18, T 14, FF 15 | CMB +0, CMD 13 | F +3, R +4, W +4 | Init +3 | Perc +2, SM +0 | Melee: Morningstar +1/1d6-1/19-20/x2; Ranged: Crossbow +5/1d6/x3

Classes/Levels

Summoner 2

Eidolon:
HP 13/13, NL 0 | AC 16, T 12, FF 14 | CMB +4, CMD 16 | F +4, R +5, W +0 | Init +2 | Perc +4, SM +4 | Melee: Bite +4/1d6+2/x2/reach 10 ft., Claw (x2) +4/1d4+2/x2

Gender

Male

Size

Small

Age

24

Alignment

Chaotic Good

Deity

Chaldira Zuzaristan

Languages

Common, Halfling

Strength 8
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 10
Charisma 18

About Barham Topperbush

PFS #103589-3

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Barham Topperbush
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Male halfling summoner 2
CG Small humanoid (halfling)
Deity Chaldira Zuzaristan
Init +3; Senses Perception +2
Favored Class Summoner
XP 5; Fame 10; PP 8

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DEFENSE
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AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 19 (2d8+6)
Fort +3, Ref +4, Will +4; +2 vs. fear

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OFFENSE
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Speed 30 ft.
Melee morningstar +1 (1d6-1) or cold iron dagger +1 (1d3/19-20)
Ranged light crossbow +5 (1d6/19-20)
Summoner Spell-like Abilities (CL 2nd)
6/day-summmon monster I
Spells Known (CL 2nd)
1st (3/day) grease (DC 15), enlarge person, shield
0 (at will) detect magic, guidance, mage hand, open/close, read magic

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Statistics
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Str 8, Dex 16, Con 14, Int 10, Wis 10, Cha 18
Base Atk +1; CMB +0; CMD 13
Feats Resilient Eidolon
Traits Second Chance, Helpful
Skills Knowledge (arcana) +4, Knowledge (planes) +4, Knowledge (Religion) +4, Spellcraft +4
Languages Common, Halfling
SQ bond senses, eidolon, fearless*, fleet of foot*, halfling luck*, keen senses*, life link, summon monster, weapon familiarity
Combat Gear alchemist's fire, morningstar, light crossbow, bolts (16), masterwork chain shirt, cold iron dagger
Other Gear powder (2), chalk (10), antiplague, summoner's kit, wand of infernal healing (43 charges), spring-loaded wrist sheath (with wand), potion of touch of sea, scrolls (endure elements, mage armor, shield, unseen servant, protection from evil), smelling salts, vermin repellant, silver weapon blanch, antiplague, earplugs, pathfinder chronicle (arcana), traveler's outfit, masterwork backpack, 1843.85 gp

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Special Abilities
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Eidolon Barham has the ability to summon to his side a powerful outsider called an eidolon. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. Due to its tie to him, a summoner's eidolon can touch and attack creatures warded by effects that prevent contact with summoned creatures.
Barham can summon his eidolon, Scrumpy, once per day in a ritual that takes 1 minute to perform. The eidolon’s hit points are unchanged from the last time it was summoned (unless the eidolon was slain, in which case it returns with half its normal hit points). It remains until dismissed by you (a standard action). If the eidolon is sent back to its home plane due to damage, it cannot be summoned again until the following day.
The eidolon bears a glowing rune that is identical to a rune that appears on Barham's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
Life Link (Su) Barham's life and his eidolon’s are closely bound.
Whenever the eidolon takes enough damage to send it back to its home plane, Barham can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.
In addition, Barham and Scrumpy must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. Current hit points lost in this way are not restored when the eidolon gets closer to you, but its maximum hit point total does return to normal.
Summon Monster I (Sp) Barham has summon monster I as a spell-like
ability. Using this ability is a standard action, and the summoned creature remains for 1 minute (instead of 1 round). He cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster spell immediately ends. This spell is considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
Bond Senses (Su) Barham can, as a standard action, share the senses of Scrumpy, hearing, seeing, smelling, tasting, and touching everything the eidolon does for up two rounds per day. There is no range to this effect, but Barham and Scrumpy must be on the same plane. He can end this effect as a free action.

Weapon Familiarity Barham is are proficient with slings, and treats any weapon with the word "halfling" in its name as a martial weapon.
Helpful Whenever Barham successfully performs an aid another action, he grants his ally a +4 bonus instead of the normal +2.
Second Chance Once per day, when he fails a saving throw, Barham can reroll the saving throw. He must take the second result even if it is worse.

Resilient Eidolon If Barham is knocked unconscious, falls asleep, or is killed, Scrumpy remains for two rounds before it is banished. If Barham is brought back to consciousness before this duration expires, the eidolon is not banished. If the duration expires before Barham is brought back to consciousness, the eidolon is banished normally.

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Special Boons
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Siege-Hardened Barham survived the Siege of Nerosyan, and has have learned some impressive tricks for fighting demons. He gains a +1 bonus on weapon damage rolls against creatures of the demon subtype. Before rolling a caster level check to overcome a demon's spell resistance, he may cross this boon off his Chronicle sheet to gain a +3 damage bonus on the roll.
Defender of Nerosyan (Overwhelming Victory) While in Mendev or the Worldwound, Barham may reduce the cost of purchasing a Prestige Award while outside a settlement of 5,00 residents or more by 4. Barham gains a 10% discount on any magic items that require spell with the Good descriptor as a prerequisite. This discount does not stack with other discounts.

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Scrumpy, Eidolon
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CG outsider (quadruped base form)
Init +2; Senses darkvision 60 ft.; Perception +4

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Defense
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AC 16, touch 11, flat-footed 13 (+2 Dex, +4 natural armor)
hp 13 (2d10+4)
Fort +4, Ref +5, Will +0

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Offense
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Speed 40 ft.
Melee bite +3 (1d6+4), two claws +3 (1d4+4)
Reach 10 ft. (bite only)
Pounce (Ex) An eidolon gains quick reflexes, allowing it to make a full attack after a charge.
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Statistics
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Str 15, Dex 15, Con 13, Int 7, Wis 10, Cha 11
Base Atk +2; CMB +4; CMD 16
Feats Power Attack*
Skills Acrobatics +6, Escape Artist +6, Heal +4, Intimidate +4, Knowledge (places) +2, Perception +4, Sense Motive +4, Stealth +6; Bonus class skills: Acrobatics, Escape Artist, Heal, Intimidate
Languages Common
SQ evolutions, evasion, link
Other Gear Grappling hook, Summoner's kit (-1 torch), Rope 50 ft (silk), piton x10, powder x2, backpack, dominoes (wood)
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Special Abilities
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Evolutions bite, limbs (legs) (2), pounce, claws, improved natural armor, reach (bite)
Darkvision (Ex) The eidolon has darkvision out to a range of 60 feet.
Link (Ex)
Share Spells (Ex) The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself, even if the spells normally do not affect creatures of the eidolon’s type (outsider).
Evasion (Ex) If an eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Additional Class Skills The summoner has chosen Acrobatics, Escape Artist, Heal, and Intimidate as bonus class skills for this eidolon.
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