About Lord PenvilleFaction: (Silver Crusade) Appearance
Why in the Pathfinders
How he plays:
Halfling Racial Traits:
* Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength. * Size: 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 CMB and CMD, and a +4 size bonus on Stealth checks. * Base Speed 30ft due to Fleet footed below. * Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages. * 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. * Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. * Keen Senses: Halflings receive a +2 racial bonus on Perception checks. * Fleet of Foot Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed. Feats and Traits:
* Trait (faith): Fate's Favoured (Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1) * Trait (Race): Helpful (Halfling) (Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2). * Feat 1: Endurance (You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued). * Feat 3: Diehard (When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die). * Feat 5: Resilient Eidolon (If you are knocked unconscious, fall asleep, or are killed, your eidolon remains for a number of rounds equal to your summoner level before it is banished. If you are brought back to consciousness before this duration expires, your eidolon is not banished. If the duration expires before you are brought back to consciousness, your eidolon is banished normally).
Summoner Class Abilities:
Summoner
Spirit Summoner - NOT ALLOWED IN PFS! Spirit (Su)
Eidolon
Hex
Spirit Summoner NOT ALLOWED IN PFS! Possible Class Abilities:
Bloodrager (Celestial) * Weapon and Armor Proficiency: Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components. * Bloodline: Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
* Bloodrage (Su): The bloodrager's source of internal power grants him the ability to bloodrage.
* Fast Movement (Ex): A bloodrager's land speed is faster than is normal for his 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 bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.
Progression:
Feat (5?) - Resilient Eidolon - Eidolon last longer when unconscious - class level rounds. Feats > Racial Feats >
Benefit: When you are killed by hit point damage, your soul lingers in your body for a number of rounds equal to your Constitution bonus. You are still dead, but a creature can make a DC 10 Heal check as a standard action to realize that you can still be saved. You can be healed by magic as if you were alive. If you are healed enough hit points that you would no longer be dead, you are alive again, but you gain one permanent negative level. Bigby the St Bernard
Bigby stats:
Size Medium Speed 40 ft. AC +2 natural armor Saves Fort (good), Ref (good), Will (bad) Starting ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11 Attack
Power Attack
Ability Scores Str 15, Dex 15, Con 13, Int 7, Wis 10, Cha 11 Free Evolutions
Bought Evolutions
HD 2 (2D10+2 = 13 hp)
Recently made a Lord! |