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About Halbarad of ArborFaction: Scarab Sages (formerly the Exchange, formerly Qadira, formerly Shadow Lodge, formerly Osirion) Stat Block:
Pasha Halbarad, the Trade Prince of Arbor Male Elf Ranger (Infiltrator) 13 CN Medium Humanoid (Elf) Init +5; Senses Low-light vision 60ft; Perception +23 (+2 vs undead/construct, +6 vs human) -------------------- Defense -------------------- AC 33, touch 18, flat-footed 28 (+10 armor, +5 shield, +5 Dex, +2 deflection, +1 insight) hp 117 (13d10 + 35) Fort +14, Ref +18, Will +13, Racial Modifiers +2 to saves against enchantment spells and effects Immune sleep Defensive Abilities evasion -------------------- Offense -------------------- Speed 30 ft. Ranged oathbow +23/+18/+13 (1d8+5/x3), or +1 Mighty (+2) Composite Longbow +22/+17/+12 (1d8+4/x3) Melee Scimitar +15/+10/+5 (1d6+2/19-20x2), or dagger +15/+10/+5 (1d4+2/19-20x2) Special Attacks Rapid Shot, Manyshot, Deadly Aim, Point Blank Shot, Favored Enemy Spells Prepared (CL 10): Level 4 (1/day) freedom of movement Level 3 (2/day) life bubble, mass featherstep Level 2 (3/day) barkskin, barkskin, barkskin Level 1 (4/day) aspect of the falcon, aspect of the falcon, resist energy, residual tracking -------------------- Statistics -------------------- Str 14, Dex 20, Con 13, Int 12, Wis 18, Cha 8 Base Atk +12; CMB +14; CMD 31 (32 vs. grapple) Feats Toughness, Precise Shot, Endurance, Rapid Shot, Manyshot, Deadly Aim, Mounted Combat, Point Blank Shot, Improved Precise Shot, Clustered Shots, Weapon Focus (Longbow) Traits Tomb Raider, Armor Expert Skills Acrobatics +6, Appraise +5, Bluff +0, Climb +10, Craft (traps) +5, Diplomacy +0, Disable Device +8, Handle Animal +6 (+19), Heal +10, Intimidate +3, Kn Dungeoneering +6, Kn Geography +5, Kn History +2, Kn Local +2, Kn Nature +5, Kn Religion +2, Linguistics +14, Perception +23, Profession (Trapper) +8, Ride +26, Sense Motive +5, Sleight of Hand +6, Spellcraft +5, Stealth +21, Survival +20, Swim +6 Languages Common (Taldane), Kelish, Elven, Goblin, Sylvan, Thassilonian, Azlanti, Ancient Osiriani, Osiriani, Undercommon, Aklo, Necril, Polyglot, Jistkan, Tekritanin, Shory SQ Animal Companion Other Gear alchemist's fire (x3), antiplague, antitoxin, arrows (793 cold iron, 20 silver, 54 adamantine, 100 blunt, 30 ghostsalt), belt of physical might (Dex/Con) +2, belt pouch, bladeguard, +4 buckler, candle, canteen, chalk, charcoal (2 sticks), clear spindle ioun stone (slotted), cloak of resistance +5, crowbar, cold iron morningstar, dagger, dusty rose prism ioun stone, earplugs, efficient quiver, elixir of hiding (2), explorer's outfit, feather token (floating feather) (2), feather token (swan boat), flint and steel, greater bracers of archery, headband of inspired wisdom +2, ioun torch, +4 jousting breastplate (mithral), masterwork backpack, masterwork thieves' tools, measuring cord, mess kit, +1 mighty (+2) composite longbow, mirror, mug, rope (silk), oathbow, parchment (10 sheets), potion of monkey fish (2), potion of touch of the sea, powder, ring of protection +2, scimitar, scroll of animal aspect, scroll of jump, scroll of remove curse, scroll of remove disease, signal whistle, smelling salts, smoked goggles, spring-loaded wrist sheath (2), talisman of freedom, trail rations (5 days), unguent of timelessness, universal solvent, wand of cure light wounds (27 charges), wand of gravity bow (46 charges), wayfinder (bone inlay as divine focus), whetstone, 879gp -------------------- Special Abilities -------------------- Favored Enemy (Ex) Hal gains a +6 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures with the humanoid (human) subtype, as well as a +6 bonus to attack and damage rolls against them. He also gains the same bonuses (at +2) against Undead and Constructs. Track (Ex) Hal gains a +6 bonus on Survival checks made to follow tracks. Wild Empathy (Ex) Can attempt to improve attitude of wild animal. Adaption (130 minutes/day) (Ex) Hal may adapt himself to the ways of his favored enemies, the undead and humans, gaining +2 natural armor, darkvision 60ft, Great Fortitude, Iron Will, or Skill Focus (Survival). This ability must be used in ten minute increments, but these need not be consecutive. Point Blank Shot (Ex) Hal gains a +1 bonus to attack and damage rolls made with his bow when within 30 feet of his target. Precise Shot (Ex) Hal does not suffer the typical -4 penalty for firing into melee. Rapid Shot (Ex) When making a full attack, Hal may take a -2 penalty on all attacks to make an additional attack at his highest base attack bonus. Manyshot (Ex) The first shot of a full attack fires two arrows instead of one. Deadly Aim (Ex) Can take a -4 penalty on ranged attack rolls for a +8 to damage. Mounted Combat (Ex) Can make one Ride check per round to negate attacks against mount. Woodland Stride (Ex) Nonmagical underbrush is no impediment to Hal. Swift Tracker (Ex) Hal can move his normal speed while tracking with no penalty, and can move double his normal speed while tracking at only a -10 penalty. Evasion (Ex) On an effect that permits half damage on a successful reflex save, Hal instead takes no damage from a successful save. Animal Companion - Hunter's Bond (Ex) Hal has a trusty animal companion, his mount Th'reiwa-don the Axebeak. Improved Precise Shot (Ex) Hal ignores anything but total cover or total concealment when making attacks. Clustered Shots (Ex) Hal is skilled at grouping his shots. He totals the damage for all successful hits in a full-attack before applying damage reduction. Quarry (Ex) Hal may designate a single target within line of sight as his quarry. He can track this quarry at full speed without penalties and take 10 on Survival checks to do so. He gains a +2 insight bonus on attack rolls against his quarry, and all critical hits are automatically confirmed. Stat Block (Th'reiwa-don):
Th'reiwa-don the Axebeak Male Axebeak N Large animal Init +4; Senses Low-light vision 60ft; Perception +4 -------------------- Defense -------------------- AC 26, touch 14, flat-footed 21 (+4 armor, +4 Dex, +8 natural, +1 dodge, -1 size) hp 76 (9d8 + 35) Fort +9, Ref +11, Will +3 (+6 vs enchantment spells and effects) Defensive Abilities evasion -------------------- Offense -------------------- Speed 50 ft. Melee Bite +12/+7 (1d8+9/x2) Special Attacks Sudden Charge -------------------- Statistics -------------------- Str 22, Dex 18, Con 17, Int 2, Wis 11, Cha 10 Base Atk +6; CMB +13; CMD 28 Feats Light Armor Proficiency, Dodge, Combat Reflexes, Toughness, Power Attack Skills Acrobatics +6, Intimidate +4, Perception +4, Stealth +8, Survival +4, Swim +9 SQ Animal Companion, share spells, Link, Devotion, Evasion Other Gear MW chain shirt barding, exotic military saddle, bit and bridle, saddle bags -------------------- Special Abilities -------------------- Sudden Charge (Ex) When making a charge attack, Th'reiwa-don makes a single bite attack. If successful, he may also attempt to trip his opponent as a free action without provoking an attack of opportunity. If the attempt fails, he cannot be tripped in return. -------------------- Background A gift of Aaqir al'Hakam himself, Th'reiwa-don was given--from the Padishah Emperor's own stock--to Halbarad for his role in putting down a notorious pirate that had significantly threatened several key Qadiran trading routes. Experience:
Experience: 30 Prestige: 44 Fame: 58 Active or Usable Boons:
Snowmask Induction (ACTIVE): Halbarad bears a partially hidden white tattoo in the shape of a hand across the left side of his face. It marks his alliance with the Snowmask Clan after returning Jedrek's Shard to its place of honor beside Ranulf's body. In thanks, Hal was ritually inducted into the Snowmask Clan with the tile Snowmask Brother. As part of this mystic ceremony, Hal gained the permanent benefits of endure elements, but only in cold and only to temperatures of 0 degrees Fahrenheit and above; Hal gains no bonuses in extreme heat. This is a supernatural ability. Dragonkiller (Usable): Hal defeated Aralantryx, the Shadow Lodge's enslaved white dragon, and gained special insight into how to kill others of her kind. Hal may add an extra 1d6 points of damage to a single damage roll made against a true dragon at any time in the future. This damage stacks with other bonus damage such as sneak attack and is not multiplied on a critical hit. Debauchery (Usable): While the faithful of Erastil slept, Hal indulged in private parties, drinking and trysting, and nothing can ruin his mood. Until the end of the scenario, Hal suffers a =1 penalty on saving throws against sleep effects that would make you fatigued or exhausted. Hal also gains a +2 bonus on saving throws against spells with the emotion descriptor, and on spells and effects that would make you shaken, frightened, or panicked. Axe Beak Companion (ACTIVE): As long as you have Chronicle sheets for all three parts of the Quest for Perfection campaign arc (I do), you may take an axe beak as a loyal mount or companion; the Chronicle sheets need not be consecutive or in order, but all three must be present in the same character's records (they are). If you possess a class feature which permits you to take an animal companion or a mount that progresses as an animal companion (I do), you may add the axe beak to your list of legal and available companions. Hydra's Fang Incident (USABLE): The Chelish Embassy of Absalom recognizes your contributions during the Hydra's Fang Incident and has granted you one free use of the divination spell from a Cleric of Asmodeus while in Egorian. Hydra's Fang Incident (ACTIVE): The Andoren Embassy in Absalom regards you as an upstanding citizen of the Republic. Nemesis of the Aspis (USABLE): You are an expert at sabotaging the Aspis Consortium's nefarious schemes. During any scenario in which you encounter the Aspis Consortium, you may, as an immediate action, force an enemy Aspis agent to reroll a single d20 and take the worse result. Smine Dagger (ACTIVE): +1 to intimidate checks made against creatures proficient with daggers. The Favor of Cartahegn (ACTIVE): While in a settlement of 5000 people or more anywhere on the continent of Garund, you may purchase mundane equipment (but not weapons or armor) through your favorable connections with House Cartahegn at a 10% discount. Expanding Trade Network (ACTIVE): You befriended Metella Raugar, and in doing so began to develop a stronger trade network with the Five Kings Mountains. You are able to leverage this connection to your advantage, gaining a +2 bonus on all Day Job checks. Spider's Captor (ACTIVE): Rather than simply kill the treacherous criminal mastermind and Shadow Lodge agent known as the Spider, you brought her in alive to stand trial for her crimes before the lawful authorities of Andoran. In thanks for your contribution to the process of bringing her to justice, you gain an official writ of appreciation from the People's Council granting you a +5 bonus on any Diplomacy check made to influence a government official within the nation of Andoran. Mutani Manual of Martial Master (ACTIVE): You retrieved the Mutani Manual of Martial Mastery and had a chance to look through it briefly as it was being translated in Farseer Tower. The sections you read were brief, but they nevertheless left an impression. You receive a +1 dodge bonus to CMD against grapple combat maneuvers.
Tactics and Play Style:
Type: Scout (mounted archer) Hal is best-placed near the head of the party as a scout, usually mounted on his trusty axe beak companion, Th'reiwa-don. In combat, his MO is to move in close so his mount can get in a bite and then shoot the living crap out of a single target until it dies. Only against a creature with large AoE attacks will he move himself and his mount away to attack from a safe distance. Unless having especial difficulty scoring a hit, he always employs a full attack making use of Manyshot, Rapid Shot, Deadly Aim, Point Blank Shot, and Precise Shot. He always activates his infiltrator ability in a combat (or, better yet, before) to bring his AC up to 30 and relies on Mounted Combat to keep his mount alive.
Background:
Halbarad spent his youth among the dunes and tombs of Osirion, where he developed distinct a hatred of the ever-pestilent undead. Tiring of the many ghouls and mummies that inhabited his native land but still fond of the desertlands, he later found a home in Qadira after a brief stint among the agents of Grandmaster Torch. Though he holds little love of Qadiran trade interests, preferring the natural world to men and commerce, Hal is not without vanity and accrued of number of titles (and many privileges associated therein) during his hunting forays in the forests south of Katheer. More recently, following Trade Prince al'Hakam's founding of the Exchange and the simultaneously resurrection of the Order of the Jeweled Sages, the Grand Lodge negotiated the sale of Halbarad's considerable expertise in dealing with Osirion ruins for the mutual profit of the Exchange, the Scarab Sages, and Hal himself. He thus now works as a tomb-raider adventurer for the revived order while maintaining rather cordial relations with his former faction. Vanities:
Master of Trade: once per game session, get 10% discount on one purchased item Hunting Lodge: membership in the Padishah's Hunting Lodge of Katheer, allows use of Survival for day job checks Bone (Wayfinder): wayfinder inlaid with axebeak bone usable as a divine focus Trade Prince: honorific Pasha: honorific Squire: the young elf T'leyia helps with donning/removing armor, handles mount (no need to pay for food or stabling) Attack Routine Checklist:
Attack: Base: +18 (+11 BAB, +5 Dex, +2 enhancement) Am I using Point Blank Shot? +1 Am I using Deadly Aim? -3 Am I using Rapid Shot? -2 Am I using Favored Enemy? +6 or +2 Am I using Aspect of the Falcon? +1 Am I making an iterative attack? -5, -10 DO I HAVE AN OATHBOW? +3 Are there other bonuses I should add (Bless, performance, etc.)? Damage:
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