Halfling

Gunfindal's page

2 posts. Alias of Merck.


Age

23

Alignment

CG

Deity

Pharasma

Languages

Common, Halfling

About Gunfindal

Halfling
Male
Small Size
Cavalier, Order of the Cockatrice lvl 1

STR 15, DEX 12, CON 14, INT 10, WIS 10, CHA 14

Combat Stats
BaB +1
Init +3; Senses: Perception +2
CMB +2 (+1BaB +2strength -1small sized)
CMD 13 (+1BaB +2strength +1dexterity -1small sized +10)
Favored class Cavalier, Order of the Cockatrice

Defense
AC 19, touch 12 , flat-footed 18 (+ 5 Armor, + 1 Dex, +2 Shield, +1 Small sized)
HP 13 (1d10+2)(+1 Favored Class)
Fort +5
Ref +2
Will +1

Offense
Speed 20 ft, 15 ft Armored
Melee: Longsword +3 (1D6+2/19-20x2)
Melee: Dagger +3 (1D3+2/19-20x2)
Space 5 ft; Reach 5 ft

Racial Traits::

+2 Dexterity, +2 Charisma, –2 Strength

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.

Outrider: Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This replaces the sure-footed racial trait.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Traits:

Indomitable Faith (+1 on will saves)
Reactionary (+2 trait bonus on initiative checks)

Feats:

Power Attack

Skills:

Appraise(cha)
Bluff
Climb
Diplomacy (cha) 5 [1Rank]
Intimidate (cha) 5 [1Rank]
Handle Animal (CHA) 7(11) [1Rank](+4 Link)
Perception +2
Ride (DEX) 7 [1Rank]
Sense Motive
Swim (STR)

Equipment::

Scale Mail (+5/+3/-4), 50gp, 15 lbs
Heavy Wooden Shield, 7gp, 7 lbs
Longsword(S), 1D6 dmg, crit 18-20 x2, 15gp, 4 lbs
Dagger (P or S), 1D3 dmg, crit 19-20 x2, 2gp, 1 lbs
Backpack, 2gp, 2 lbs
Bedroll, 0.01gp, 5 lbs
Flint and Steel, 1gp, - lbs 49
Bull's Eye Lantern, 12gp, 3 lbs
5x Oil (1 pint flask), 0.05gp, 5 lbs
Belt Pouch, 1gp, 1/2 lbs
Grappling Hook, 1gp, 4 lbs
Hemp Rope (50ft.), 1 gp, 10 lbs 68
Waterskin, 1gp, 4 lbs
Explorer's Outfit, - gp, 8 lbs
Riding Saddle, 10gp, 25lbs
Bit and Bridle, 2gp, 1lbs
Studded leather armor barding (+2/+6/-), 20gp, 25lbs
3x Trail Rations, 0.15gp, 3 lbs

Money spent:$143.2
Money left:$ 31gp
$ 80sp
Total equipment weight: lbs
Equipment carried on his body: lbs
Equipment carried on backpack: lbs
Equipment carried by mount:

Order of the Cockatrice:

Edicts: The cavalier must keep his own interests and aims above those of all others. He must always accept payment when it is due, rewards when earned, and an even (or greater) share of loot. The cavalier must take every opportunity to increase his own stature, prestige, and power.

Challenge: Whenever an order of the cockatrice cavalier issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the cockatrice cavalier adds Appraise (Int) and Perform (Cha) to his list of class skills. In addition, an order of the cockatrice cavalier adds his Charisma modifier to the DC on another creature’s attempt to demoralize him through Intimidate (in addition to his Wisdom modifier, as normal).

Order Abilities: A cavalier that belongs to the order of the cockatrice gains the following abilities as he increases in level.

Braggart (Ex)
At 2nd level, the cavalier can spend a standard action to extol his own accomplishments and battle prowess. He receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets.

Steal Glory (Ex)
At 8th level, the cavalier can steal the glory from another creature’s successful strike. Whenever a creature other than the cavalier scores a critical hit against a target that the cavalier is threatening, he can make an attack of opportunity against the same target.

Moment of Triumph
At 15th level, the cavalier can, as a free action, declare a moment of triumph. For 1 round, the cavalier receives a competence bonus equal to his Charisma modifier on all ability checks, attack rolls, damage rolls, saving throws, and skill checks. This bonus is also added to his AC. In addition, any critical threats he makes are automatically confirmed. The cavalier can use this ability once per day.

Special Class Abilities::

Weapon and Armor Proficiency
Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).

Challenge(Ex)
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Mount
A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability.

A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.

Order (Ex)
At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.

Members of these orders are not necessarily bound together, but some organizations do exist that are comprised of cavaliers that all belong to one specific order.

Tactician (Ex)
At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Backstory::

Gunfindal doesn't remember his parents or either been sold in Egorian's slave market. His first memories are of the life as a slave apprentice in the training house that brought him and how he hated it all. Foul mouthed and impertinent, mischief and trouble were his best friends and he would never lose an opportunity to sabotage his masters. The harsh punishments he got in retribution didn't seem to quench his fire.

One day they decided to "give him what he deserved" and he got sold as cannon folder to the slave pits where gladiators fought to the death. On sheer luck he survived his first couple of matches until they pitted him together with a group of other halflings against a pack of wolves. From the savage fight that played on he was the sole halfling survivor, but one of the bigger wolves also made it to the bitter end. They circlet each other for what felt like ages until coming to a silent compromise. From that moment on they were no longer enemies. Gunfindal named his new friend "Biter". Seeing a good business opportunity his owner lock him with the beast and they started to perform together as a duo.

As they manage always "not to die" the difficult level of their matches become increasingly higher as the money bet on them. He was now famous in this circle, having been traded multiple times his current owner decide to train him for the big league fights. For that he hired a disgraced drunken former hellknight called Matheus Rosebud.

Under his new teacher the small warrior became a true master of the melee. His overlord, Duke Elliogar, got richer and the halfing got more scars. As time went by he and the old knight became good friends. Two years later Gunfindal was at the peak of his career, but he knew that his luck would eventually ran out. One day he would get a cold before a fight, slip when he should have ducked or just face a better and younger opponent. Nobody lived forever in the fighting pits.

So he cut a deal with Matheus and the owner of his next adversary . He would deliberately lose his next fight in which he was the favorite by far. The old knight would bet his savings in his opponent Grok the Half-Ogre and Lord Byron, the beast owner would get a small part of this money as long as the other gladiator would spare his and the wolf's lifes. Rosebud would then buy the duo from his master using a 3rd party and keep the rest of the money. They both skip town on the next morning.

Everything went according to the plan but there was a conceptual flaw in the scheme. Gunfindel needed to make it look convincing and also be in a bad shape by the end of the match so he would be sold cheap. Ogres are not very smart and hit like sledgehammers, in the end it was the beating of his life.

On the next day he came very close to dying on the road to Westcrown. Luckily Matheus managed to purchase the help of a cleric of Asmodeus. At old capital they parted ways, the old knight went back home to Korvosa with his money and Gunfindal, with his new freed halfing papers, set off to make a life for himself.

Currently he and his wolf "Biter" sell their talents as combatants for the best price. It took him a while to get used to "living in society" and his manners are still crude but he have done well for himself. Wherever there is a need for body-hunters and mercenaries thats where he can be found.

Wolf Mount:

Biter
N Medium animal
Init +2; Senses: low-light vision, scent; Perception +8

DEFENSE
AC 16, touch 12, flat-footed 14 (+2 Dex, +2 natural, +2 leather barding)
hp 13 (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 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats: Skill Focus (Perception), light armor proficiency, medium armor proficiency
Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking);
Racial Modifiers +4 Survival when tracking by scent
Combat Trained Combat trained tricks: attack, come, defend, down, guard, and heel.
Animal Companion extra trick: Track.
Learned tricks:
Link: 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.