Carousing Champion

Billin's page

126 posts. Organized Play character for sarpadian.


Full Name

Billin

Race

Halfling

Classes/Levels

Barbarian 1/Oracle of nature 1 Init. +0; Per. +7 (Remue:+5); AC: 20, touch 15, ff 16 (Remue: 17, touch 12, ff 15); HP: 20/20 (Remue: 14/14); Fort/Reflex/Will: 5/2/4 (Remue: 5/5/1)

Gender

Male

Size

Small

Age

25

Alignment

Neutral

Languages

Common, Halfling

Strength 13
Dexterity 10
Constitution 12
Intelligence 10
Wisdom 10
Charisma 19

About Billin

Init +0; Perception +7
DEFENSE
AC 20, touch 15, flat-footed 16 (+5 armor, +4 Cha, +1 size)
hp 20 (d8+d12+3);
Fort +5; Ref +2; Will +4; +2 racial vs. fear
OFFENSE
Speed 20 ft. (15 ft. in armor)
Melee mwk longsword +3 (d6+1/19-20), morningstar +3 (d6+1)
Ranged sling +2 (d3+1)
Special Attacks rage (5 rounds/day)

Spells:
Oracle Spells Known (CL 1st; concentration +5)
1st (4/day)—cure light wounds, divine favor, magic stone
0 (at will)-create water, detect magic, light, stabilize
Mystery Nature

STATISTICS
Str 13, Dex 10, Con 12, Int 10, Wis 10, Cha 19
Base Atk +1; CMB +1; CMD 15
Feats Extra Revelation
Skills Heal +5, Knowledge (nature) +5, Perception +7, Ride +1, Survival +4; Racial Modifiers +2 Perception
Languages Common and Halfling
SQ fast movement, oracle’s curse (lame), revelations (bonded mount, nature's whispers), warslinger.
Combat Gear alchemist’s fire, antiplague (1), sling bullets (50), wand of cure light wounds (50); Other Gear animal feed (4 days), cloak of resistance +1, exotic military saddle, mwk longsword, morningstar, oracle’s kit, mwk scale mail, sling, 1068 gp, 3 sp
SPECIAL ABILITIES:

Fast Movement (Ex)
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he 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.
Oracle’s Curse—Lame (Ex)
One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.
At 5th level, you are immune to the fatigued condition (but not exhaustion).
At 10th level, your speed is never reduced by armor.
At 15th level, you are immune to the exhausted condition.
Rage (Ex)
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. 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. A barbarian can enter rage as a free action. 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, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes 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.
A barbarian can end her 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.
Revelations
Bonded Mount (Su): You gain the service of an unusually intelligent, strong, and loyal mount. The creature must be one that you are capable of riding and is suitable as a mount. A Medium oracle can select a camel or a horse. A Small oracle can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. This mount functions as a druid’s animal companion, using your oracle level as your effective druid level. Bonded mounts have an Intelligence score of at least 6.
Nature’s Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.
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.

Remue, wolf companion:

N Medium animal
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE
AC 17, touch 12, flat-footed 15 (+3 armor, +2 Dex, +2 natural)
hp 14 (2d8+4);
Fort +5; Ref +5; Will +1;
OFFENSE
Speed 50 ft.
Melee bite +2 (1d6+1 plus trip).
STATISTICS
Str 13, Dex 15, Con 15, Int 6, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14
Feats Power Attack
Skills Acrobatics +6, Perception +5
SQ link, share spells
Other Gear mwk studded leather barding
SPECIAL ABILITIES
Link (Ex)
A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex)
The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Adventures:

Mists of Mwangi (1 XP, 2 PA)
Glass River Rescue (1 XP, 2 PA)
Master of the Fallen Fortress (1 XP, 1 PA)
Citadel of Flame (1 XP, 2 PA)
Pallid Plague (1 XP, 2 PA, spent 2 PA)

[spoiler=Boons]