Beltias Kreun

“Moonshadow”'s page

48 posts. Organized Play character for Mitch.


Full Name

Male Halfling Champion

Race

HP 28/28 | AC 19/21 \ F +7 R +7 W +7 | Perc +5 | Stealth +7 |

Classes/Levels

speed 25| Hero 1/1 | focus 1/1

About “Moonshadow”

Male Halfling
Champion 2 (Cayden Cailien)
Background: Street Urchin
CG
Faction: Radiant Oath
School: Swords
XP: 15
Hero Points: 1

Str 10-2+2+2+2: 14
Dex 10+2+2+2: 16
Con 10+2: 12
Int 10
Wis 10+2: 12
Cha 10+2+2: 14

HP: 6+10+1=28 / 28
AC: 10+3+2+3=19 (21)
Rapier: +7, 1d6+2, Deadly d8, disarm, finesse
Sling: +7, 1d6+1, 50’, Propulsive
Dagger: +7, 1d4+2, Agile, finesse, thrown 10 ft., versatile S
Shield: +7, 1d4+2

Size: Small
Speed: 25’
Languages: Common, Halfling

Athletics T 6
Intimidation T 8 (Intimidating Glare)
Lore (Absalom) T 4
Perception T 5 (Keen Eyes)
Religion T 5
Stealth T 7
Thievery T 7 (Pickpocket)
(Halfling Luck: reroll skill or save, 1/day)
Fort E 7
Ref T 7
Will E 7 (Gutsy Halfling: emotion save Success = Crit, Marshal Aura: +1 vs fear 10’r)

Unarmed T
Simple T
Martial T

Unarmored T
All armor T

Keen Eyes
Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

Gutsy Halfling
When you roll a success on a saving throw against an emotion effect, you get a critical success instead.

Ancestry Feat: HALFLING LUCK [free-action]
Frequency once per day
Trigger You fail a skill check or saving throw.
You can reroll the triggering check, but you must use the new result, even if it’s worse than your first roll.

Background Skill Feat: PICKPOCKET
Prerequisites: trained in Thievery
You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.

The Tenets of Good
All champions of good alignment follow these tenets.
• You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell.
• You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn’t force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.

Edicts: drink, free slaves and aid the oppressed, seek glory and adventure
Anathema: waste alcohol, be mean or standoffish when drunk, own a slave

Liberator
You’re committed to defending the freedom of others. You gain the Liberating Step champion’s reaction and the lay on hands devotion spell. After the tenets of good, add these tenets:
• You must respect the choices others make over their own lives, and you can’t force someone to act in a particular way or threaten them if they don’t.
• You must demand and fight for others’ freedom to make their own decisions. You may never engage in or countenance slavery or tyranny.

LIBERATING STEP [reaction]
Trigger: An enemy damages, Grabs, or Grapples your ally, and both are within 15 feet of you.
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.

Focus Pool: 1

LAY ON HANDS
Cast [one-action] somatic
Range touch; Targets: 1 willing living creature or 1 undead creature
Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round.
Heightened (+1) The amount of healing increases by 6, and the damage to an undead target increases by 1d6.

ATHLETIC RUSH
Domain: might
Cast [one-action] somatic
Duration: 1 round
Your body fills with physical power and skill. You gain a +10- foot status bonus to Speed and a +2 status bonus to Athletics checks. As a part of Casting this Spell, you can use a Stride, Leap, Climb, or Swim action. The spell’s bonuses apply during that action.

Class Feat: Deity’s Domain - Might (Athletic Rush)

SHIELD BLOCK [reaction] 5 Hardness
Trigger: While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Marshal Dedication Feat (Intimidation)
You’ve combined your social skills and combat training to become a talented combat leader. Choose Diplomacy or Intimidation. You become trained in that skill or become an expert if you were already trained in it.
In addition, you’re surrounded by a marshal’s aura in a 10-foot emanation. Your aura has the emotion, mental, and visual traits and grants you and allies within the aura a +1 status bonus to saving throws against fear.
Special: You can’t select another dedication feat until you have gained two other feats from the marshal archetype.

Skill Feat: Intimidating Glare
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

Equipment: 15 gp, 7B
Hide armor 2 gp, 2B
Steel shield 2 gp, B
Rapier 2 gp, B
Dagger 0.2 gp, L
Sling w/ 10 bullets 2L
Adventurer’s pack 0.7 gp, 2B
backpack
bedroll
two belt pouches
10 pieces of chalk
flint and steel
50 feet of rope
2 weeks’ rations
soap
5 torches
waterskin
Grappling hook 0.1 gp, L
Thieves’ tools 3gp, L
Crowbar 0.5 gp, L
Caltrops 0.3 gp, L / 11.1 gp, 6.7B
Five more belt pouches 0.2 gp
Bandolier 0.1 gp
Pet mouse
Cold weather gear. 4sp, L

Minor healing potion

Fergal Greenbrook grew up on the mean streets of Absalom. His family was poor, and they had to struggle to survive. Stealing, fighting, more stealing, whatever it took. He saw firsthand how the downtrodden get troddened, while the rich and powerful get away with murder. With a grimmer outlook than the typical Cayden Cailien devotee, he forged himself into a weapon of justice, using his urchinly skills to bring hope to the hopeless. He also found a partner: a pet mouse that he keeps in one of his many pouches, who joins him on his nightly missions. When night falls, he brings vengeance against evildoers, as “Moonshadow” (and Moonmouse)!