Halfling

Boram Tuffot's page

5 posts. Alias of dathom.


Full Name

Boram

Race

Halfling (Caracter retailoring in the works)

Classes/Levels

Alchemist

Languages

Common, Halfling, Dwarven, Gnome, Goblin

Strength 10
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 10
Charisma 11

About Boram Tuffot

You gain a +2 trait bonus on Knowledge (engineering) checks, and that skill is always a class skill for you. In addition, you gain a +2 trait bonus on Perception checks to find concealed or secret doors in ancient structures.

Height: 4'8"
Weight: 195 lbs
Hair: dark brown
Skin: ruddy tan
Eyes: brown

Max HP: 11 Current HP: 11

AC: 14= 10 + 3[armor] + 1[dex] + 0[shield]
Touch: 11
Flat footed: 13
Speed: 20'

Combat:
sickle +1 1d4+1 20/x2 slashing 1 lb 10ft 2gp
H. pick +1 1d6+1 /x3 Piercing 4 lb

CMB: +3
Combat Maneuver DC: 11{15} = 10 + 1 + 1 {+ 4 vs bullrush and trip}

Initiative: +3
Fort: +2+3= +5 Reflex: +0+1= +1 Will: +2+3= +5
Situational: +2 vs poison, spells and spell-like abilities

Skills: Skillpoints gained/level (7) 4+3(int)

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Acrobatics: +2 (0 ranks; ; +3 Dex; -0 armor)
*Appraise: +4 (0 ranks; +0 trained; +3 Int)
Bluff: +0 (0 ranks; +0 trained; +1 Cha)
Climb: -1 (0 ranks; +0 trained; -1 Str; -0 armor)
*Craft (Alchemy): +8 (1 ranks; +3 trained; +3 Int;+1 class)
Diplomacy: +0 (0 ranks; +0 trained; +1 Cha)
Disguise: +0 (0 ranks; +0 trained; +1 Cha)
Escape Artist: +2 (0 ranks; +0 trained; +2 Dex; -0 armor)
*Fly: N/A (0 ranks; +0 trained; +2 Dex; -0 armor)
*Heal: +1 (0 ranks; +0 trained; +1 Wis)
Intimidate: +0 (0 ranks; +0 trained; +1 Cha)
*Know (arcana): +7 (1 ranks; +3 trained; +3 Int)
Know (local): +3 (0 ranks; +0 trained; +3 Int)
*Know (nature): +7 (1 ranks; +3 trained; +3 Int)
Know (religion): N/A (0 ranks; +0 trained; +3 Int)
Know (planes): +3 (0 ranks; +0 trained; +3 Int)
*Linguistics: +7 (1 ranks; +3 trained; +3 Int)
Perform (): +0 (0 ranks; +0 trained; +0 Cha)
*Perception: +1 (0 ranks; +0 trained; +1 Wis)
*Profession (): +0 (0 ranks; +0 trained; +1 Wis)
Ride: +2 (0 ranks; +0 trained; +2 Dex; -0 armor)
Sense Motive: +1 (0 ranks; +0 trained; +1 Wis)
Stealth: +2 (0 ranks; +0 trained; +2 Dex; -0 armor)
*Spellcraft: +7 (1 ranks; +3 trained; +3 Int)
*Survival: +1 (0 ranks; +0 trained; +1 Wis)
Swim: -1 (0 ranks; +0 trained; -1 Str; -0 armor)

Feats:

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Additional Traits (1st)

Traits

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Pioneer: Gain a horse and +1 to Handle Animal

Lettered: +1 to Linguistics checks made for the purpose of deciphering writing in an unfamiliar language. You never draw a false conclusion if you fail your Linguistics check; instead, you simply realize you cannot make sense of the writing. It becomes a class skill

Reactionary: +2 trait bonus to initiative

Strength of the Land (Dwarf): You gain a +1 trait bonus on caster level checks while touching the ground or unworked stone. This includes dispel checks and checks to overcome spell resistance. (Dwarves of Golarion)

Racial

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Darkvision
Defensive training: +4 dodge ac vs Giant subtype
Greed: +2 to appraise gems and metals
Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.
Hardy: +2 vs poison,spells & spell like abilities
Stability:+4 racial bonus fo CMD vs bullrushing and trips
Stone Cunning: +2 Perception to notice unusual stonework. Automatic check when within 10 feet of such stonework
Weapon Familiarity: proficiant with heavy picks, warhammers

Class Abilities
Weapon and Armor Proficiency:
Nature Bond (Ex):

Spoiler:
The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
"Pip" -- Bear
Size Small; Speed 40 ft. HP: 11/11
AC 15 = 10 + 2 dex + 2 nat + 1 size
Attack: bite +4(1d4+2), 2 claws +4 (1d3+1)
CMB: +2= +1 +2 str -1 size CMD: 13=10 +1 +2 str +1 dex -1 size
Str 15, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Fort: +4=3+1 Ref: +5=3+2 Will: +1=0+1
Special Qualities: low-light vision, scent, link, share spells
Feats: Power Attack
Skills: Climb +6 Swim +6
Tricks: fetch, attack, come, defend, down, guard, and heel

Nature Sense (Ex)

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A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex)

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A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Magic

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Orisons (3)
Detect Magic, Guidance, Spark
Level 1 (2)
Cure Light Wounds, Magic Fang
Equipment (lbs)

Sickle 6gp 2 lb
Heavy Pick 8gp 6 lb
Traveler's clothing (worn) 5 lb
Hide Armor 15gp 25 lb
light wooden Shield 3gp 5 lb
L. cross bow 35gp lb
10 arrows 1gp 3 lb

backpack 2gp 2 lb
Silk rope 10gp 5 lb
2 pints of oil 2sp 1 lb
2 days Trail rations 2gp 2 lb
Flint and steel 1gp
Spell Componenet pouch 5gp 2lb
Equipment Cost and Weight 151gp 2sp 53 lb

3 gp 8 sp

Capacity:
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Favored bonus distribution:
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Background
[spoiler]Like many halflings, Boram Tuffot was born into slavery. Raised the son of a widowed seamstress, Boram never knew his father, who died before he was born from a horse that had trampled him underfoot. Raised in the house of Berent Housant, a rather merciful noble in Westcrown, he was free to do much on his own, so long as he completed his tasks. Taken by Boram’s affable, easy going nature, his Master even taught him the intracies of his trade, that of the wizard. Never taking to it enough to cast spells, he none-the-less learned the characteristics of different magical devices and enough of the fundamentals to identify its use. Becoming his Master’s close assistant, Boram entertained and assisted that man in keeping his study cleaned and organized. In truth, Boram was set to find a place for himself that was the closest to freedom he had ever felt.
It was not meant to be.

Three months after his 25th birthday, when he was out purchasing essential alchemical items for Berent his master’s house was devastated by influential enemies. Returning to the house to his master’s body spread out on the yard, he was uncertain what to do, until his mother pulled him out of sight, shoving some bread and cheese into his hand and begging him to leave the city before the man found him. In tears, he rushed from the property, making for the docks, where he was able to barter passage by offering the captain of the Peraled Maiden, a man named Feld Blake, the most valuable of the alchemical components in his possession. Not knowing where they sailed, Boram did his best to befriend the crew, helping to run messages and prepare meals. In that time, he learned to enjoy cooking, though many of the sailors learned to discard their food when he was on duty. Seeing the halfling’s love of brewing but inability to concoct an edible meal, Feld sent him to the ship’s alchemist, a man names Leonard Stake. A stooped man with a gimp leg and a mean glare, Boram was frightened of the man at first. But as he did the man’s bidding, he learned more of the alchemy he practiced. As he learned, he earned the respect of the crotchety old man, who began to smile at the exuberant halflings manner and jokes. Pretty soon, after several accidents that left patches of dark hair seared away, Boram learned to create his own bombs and other concoctions. In alchemy, the Halfling found something he could devote his intellect and nimbleness to. This new passion even helped fend the ship form pirates as it made its way through the Shackles.

Upon arriving in Garund, Boram bid farewell to the merchant crew that had been his family the past several months. Setting out on his own with a few supplies and a small alchemy lab that Leonard had gifted him, Boram traveled from city-to-city, hearing more about the wonders that could be found in Wati. Heading in that direction, he continued to practice his craft as he attempted to assimilate to the different weather and culture. Still quite out of place in the more arid climate, he sold his alchemical creations, and took on jobs when needed, to survive. By the time he arrived in Wati, he had learned much about the strange half city, one part live and bustling with trade and a mixing pot of races and the other half still and silent as the grave. Intrigued with the city, Boram checked in to a local inn so he could set up shop and see what the Necropolis had to offer.

Personality

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Smart and dexterous, Boram is friendly and has a carefree attitude that is pretty normal for halflings. His free spirit is what drew him to the experimental nature of the alchemist as he continuously likes to try new things in both his experimentation and in his daily life. However, his life under Berent and his mother’s care instilled in him an understanding of good and evil he carries with him today. As such, he often finds himself stepping in to help those in need, even if it means pitting his skill against a creature many times his size. Fortunately, he has leaned that this bombs and concoctions make for a good equalizer and he loves his bomb making as much as he does his cooking.

Description

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