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Nobwin Underbelly's page

2 posts. Alias of Draconas (RPG Superstar 2013 Top 32, RPG Superstar 2010 Top 16).


About Nobwin Underbelly

NOBWIN UNDERBELLY CR 1
Male Halfling Swashbuckler (mouser) 1
NG Small Humanoid (gnome)
Init +4; Senses Perception +5
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DEFENSE
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AC 20, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 shield, +1 size, (+1 vs foes larger than self; +2 vs giant subtype) dodge)
hp 12/12 (1d10+2)
Fort +1, Ref +6 (plus 1 vs trample), Will +1 (plus 2 vs fear);
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OFFENSE
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Spd 20 ft.
Melee rapier +6 (1d4-1, 18-20/x2)
Melee dagger +6 (1d3-1, 19-20/x2, 10ft)
Ranged sling +6 (1d4, x3, 60ft)
Special Attacks
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STATISTICS
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Str 9, Dex 18, Con 12, Int 10, Wis 12, Cha 18
Base Atk +1; CMB -1; CMD 14
Feats Weapon Finesse(bonus), Step Up(1st)
Traits Call For Help, Dwarf-trained, Orc Impaler
Trained Skills Acrobatics +10(+8) (1 rank), Escape Artist +8 (1 rank), Intimidate +8 (1 rank), Perception +5 (1 rank)
Untrained Skills Bluff +4, Climb +1(-1), Diplomacy +4, Ride +4(+2), Sense Motive +1, Swim -1(-3)
Languages Common(Taldane), Halfling
SQ panache(4 points), deeds(derring-do, dodging panache, underfoot assault)
Combat Gear chain shirt, buckler, rapier, dagger x2, sling w/ 10 bullets
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SPECIAL ABILITIES
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Weapon and Armor Proficiency Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.

Panache (Ex) More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.

Deeds Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser's is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker's space. This movement does not count against the mouser's movement the next round, and it doesn't provoke attacks of opportunity. While the mouser is within a foe's space, she is considered to occupy her square within that foe's space. While the mouser is within her foe's space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser's allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe's space and leave the foe's space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.

Swashbuckler Finesse (Ex) At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
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RACIAL TRAITS
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+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
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 CMB and 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.
Low Blow Some halflings train extensively in the art of attacking larger creatures. Halflings with this racial trait gain a +1 bonus on critical confirmation rolls against opponents larger than themselves. This racial trait replaces keen senses.
Underfoot Halflings must train hard to effectively fight bigger opponents. Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces halfling luck.
Favored Class Swashbuckler (+1 hp).
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CHARACTER TRAITS
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Call For Help Offering your devotion to and modeling your life on Desna’s impetuous companion, Chaldira Zuzaristan, means you frequently find yourself in a jam but also ensures that you can always rely upon your friends to bail you out. When you take the total defense action, allies gain a +1 trait bonus on rolls made against a creature threatening you.

Dwarf-trained Dwarves are well acquainted with the threats posed by giants and orcs, and they have spent centuries honing their techniques for fighting these foes. You have trained with the dwarves and have learned some of the tactics they use against their hated enemies. You gain a +2 dodge bonus to AC against creatures with the giant subtype (this does not stack with the bonus granted by the defensive training racial trait of dwarves and gnomes) and a +1 trait bonus on attack rolls against creatures with the orc subtype (this does not stack with the bonus granted by the dwarf hatred racial trait). Dwarves and gnomes can’t choose this trait.

Orc Impaler You gain a +2 trait bonus on rolls to confirm critical hits made as part of a charge. This bonus increases to +3 if the critical hit is made against a creature with the orc subtype.
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EQUIPMENT
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Worn

  • Explorer's outfit
  • Chain shirt
  • Buckler
  • Rapier
  • Dagger x2
  • Sling
  • Nodachi
  • Backpack
  • Belt pouch

Weight w/o containers: 23 lb.

Inside Backpack

  • Bedroll
  • Iron pot
  • Mess kit
  • Rope, silk (50ft)
  • Torches x10
  • Trail rations, dwarven (5 days)
  • Waterskin
  • Cold weather outfit

Backpack Weight: 26.875 lb.

Inside Belt Pouch

  • Bullets, sling x10
  • Bullets, groaning x10
  • Soap
  • Flint and steel
  • Mother's scarf
  • Funds (14 gold, 7 silver, 9 copper)

Belt Pouch Weight: 5.875 lb.

Total Weight: 55.75 lb.

Description:
With a head topped by sandy-colored locks and a face creased with a few more frown lines than ones made by smiles, and though the right height, Nobwin possesses little in the way of the bearing of your average halfling. His sense of style is more akin to a dwarf with durability and practicality given more emphasis then flare or comfort.

Personality:
Nobwin has little of the joviality of your typical halfling though possesses plenty of the reckless abandon to his own safety that is a common trait amongst his race. He has a sense of humor like a dwarf, which is to say little unless it pertains to funny ways an orc can die.

Background:
Nobwin’s tale begins in far off Taldor, a land choking upon the glory of old and filled with frivolous nobility. Born the only child of Wenton and Jilara Underberry, Nobwin’s parents were simple folk of strong moral character. Wenton trained in the Taldan army in one of its phalanx legions but was constantly overlooked for promotion because of his size and race while Jilara served as a housekeeper for a minor noble lord. When Nobwin was only a few years old, his parents, having stomached enough of their present situation, moved the family to Lastwall.

In Lastwall, they found a land that appreciated their contributions but tragedy would strike when their village near the Kestrel River was overrun by an orc raiding party from across the river in the Hold of Belkzen. The defenders gave it their all but eventually succumbed to numbers. Most of the buildings of the village were looted then razed along with similar circumstances for most of the non-combatants.

Barely old enough to be off his mother’s apron; Nobwin was trapped in his family’s root cellar by the wreckage of their home above. After a day and a half, dehydration began to take a toll as his cries for help started becoming a croak. As luck would have it, however, just as his voice was turning into a raspy whisper, a dwarven merchant caravan, returning down the river to the Mindspin Mountains after selling their wares in Vigil, came upon the wreckage and one amongst them heard his pleas of aid.

With no family left within hundreds of miles, a dwarven couple took the young orphan into their home, raising them with their own children. Growing up in a dwarven community, Nobwin began to mimic the attitudes and habits of his adoptive family. As an affectionate joke, they called him ‘Underbelly’ as a play on his real surname and his habit of always being underfoot or in the case of the more rotund members of the settlement, underbelly.

Nobwin learned to hate orcs and the other monstrous creatures that proved an ever present danger in their slice of the world. This hatred was reinforced each time he contemplated the last bits of his old life rescued from the wreckage all those years ago; a very long sword-like polearm that a family friend from the other side of the world had gifted to his father and his mother’s soot-stained scarf. He trained with his ‘fellow’ dwarves, learning the art of war at the hands of battle-hardened greybeards and years later when the chance presented itself, Nobwin joined up with a friends to guard a caravan making a supply trip to a small settlement called Trunau in the fringes of the orc-infested Hold of Belkzen.