Halfling

Eldon Goodbarrell's page

201 posts. Organized Play character for Mr Tea.


Full Name

Eldon Goodbarrell

Race

NG Male Halfling Psyschic 3 | AC 18 | HP 27/27 | P +6 F +6 R +8 W +8 | Def. Expl.: Search|

Classes/Levels

Hero Points: 1/3 | Active conditions: none | ◆ | ◇ ◈ | ↺ |

About Eldon Goodbarrell

Eldon is a handsome, charming Halfling man. He is confident in his actions and likes to be appreciated. He will always have time for a drink and a chat with friendly folk.

He hates slavery and views it as an abomination forced upon his people.

He is always looking for his next adventure, be it romantic or otherwise.

He takes pride in his appearance.

Eldon is an adherent of Arshea and quite passionate as a result.

Home Region: Kintargo/Ravounel
Background: Barkeeper

Perception +6; Low-Light Vision
Languages None selected
Skills Acrobatics +8, Arcana +6, Athletics -1, Deception +11, Diplomacy +9, Lore: Alcohol +6, Lore: Halfling Lore +6, Nature +6, Occultism +6, Society +6, Stealth +8, Survival +6, Thievery +8

Str 8 -1, Dex 16 +3, Con 12 +1, Int 12 +1, Wis 12 +1, Cha 18 +4

Items Explorer's Clothing, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Caltrops, Sling Bullets (20), Cookware, Mirror, Thieves' Tools, Wayfinder, Feather Token (Ladder), Bolts (20), 1st level scroll of Soothe, 135.4gp
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AC 18; Fort +6, Ref +8, Will +8
HP 27
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Speed 25 feet
Melee Dagger +8 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4-1 P
Ranged Crossbow +8 (Crossbow), Damage 1d8 P
Bon Mot
Halfling Luck
Unleash Psyche
Restore the Mind
Wayfinder
Occult Known Spells DC 19, attack +9; 2nd Invisibility, Heat Metal (1 slots); 1st True Strike, Soothe ☆, Burning Hands (2 slots); Cantrips Shield, Read Aura, Prestidigitation
Arcane Innate Spells DC 19, attack +9; Cantrips Detect Magic
Focus Spells (2 points) Produce Flame (Amped) Range 30 feet; Targets 1 creature A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range. Make a spell attack roll against your target's AC. This is normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach. On a success, you deal 1d4 plus your spellcasting ability modifier fire damage. On a critical success, the target takes double damage and 1d4 persistent fire damage. Heightened (+1) Increase the damage by 1d4 and the persistent damage on a critical hit by 1d4. You can drastically increase the heat against adjacent targets. When using produce flame as a melee attack, increase the damage dice of the initial damage from d4s to d6s. Your produce flame also gains the following amp. Amp You project pure heat that causes a target to combust. The initial damage changes to 1d10 fire damage plus 1 fire splash damage. When using amped produce flame as a melee attack, increase the damage dice of the initial damage from d10s to d12s. You are not harmed by splash damage from amped produce flame. Amp Heightened (+1) Instead of using produce flame's normal heightened entry, the initial damage increases by 1d10 and the splash damage increases by 1. The persistent fire damage on a critical hit increases by 1d4.
Ray of Frost (Amped) Range 180 feet; Targets 1 creature You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier. Critical Success The target takes double damage and takes a -10-foot status penalty to its Speeds for 1 round. Success The target takes normal damage. Heightened (+1) The damage increases by 1d4. Your ray of frost reaches even further. The range increases to 180 feet. Your ray of frost also gains the following amp. Amp You drain thermal energy at a distance, using what you plunder to replenish yourself. The ray deals 1d10 cold damage. You gain temporary Hit Points equal to half the damage the target takes. You lose any remaining temporary Hit Points after 1 minute. Amp Heightened (+1) The initial damage increases by 1d10 instead of 1d4.
Thermal Stasis Range 60 feet; Targets 1 creature Duration until the start of your next turn The same abilities that let you raise or lower thermal energy also let you keep it at a safe medium. The target gains resistance 2 against fire damage and resistance 2 against cold damage. Heightened (+1) Each resistance increases by 2. Amp The spell's duration becomes 1 minute.
Additional Feats Arcane Sense, Halfling Lore, Hobnobber, Twilight Halfling
Additional Specials Conscious Mind (The Oscillating Wave), Keen Eyes, Psi Cantrips And Amps, Psychic Spellcasting, Signature Spells, Subconscious Mind (Emotional Acceptance), Surprise Attack