Friendly Fighter

Orryn Quattlebaum's page

458 posts. Organized Play character for thunderspirit.


Full Name

Orryn Quattlebaum

Race

Male Halfling Ftr (Dragoon)2/Drd4 | hp 11/48 | Init +2 | AC 18, T 13, FF 16 | CMB +6, CMD 18 |

Classes/Levels

F +10 R +5 W +7 | Prcptn +10, SM +2 | Stellah hp 27/27 | AC 24, T 15, FF 19 | F +5 R +11 W +6 (+4 vs. Ench)

About Orryn Quattlebaum

Retired

Standing just over three feet tall, Orryn is a muscular halfling dressed in green and brown with a serious, soldierly demeanor but possessing of a willing laugh. To his side is a sizable brownish-red bird with an ornate saddle and a hooded cloak that barely covers its avian head, absently gnawing at a recent kill.

Orryn Quattlebaum (PFS #3601-6)
Halfling Druid 4 Fighter (Dragoon) 2
NG Small Humanoid (halfling)
Init +2; Senses Perception +10
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Defense
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AC 18, touch 13, flat-footed 16 (+4 armor, +2 Dex, +1 natural, +1 size)
hp 48 (4d8+2d10+12)
Fort +10, Ref +5, Will +7; +4 vs. confusion, daze, feelbemind, and insanity effects, +4 vs. extraordinary, spell-like, and supernatural abilities of creatures with shapechanger subtype, +2 vs. fear
Immune disease; Resist resist call of the wild
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Offense
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Speed 20 ft.
Melee +1 lance +9 (1d6+4/x3) and
. . club +8 (1d4+2/x2) and
. . sickle +8 (1d4+2/x2)
Druid Spells Prepared (CL 4; concentration +8):
2 barkskin, carry companion, lesser restoration
1 liberating command, magic fang, obscuring mist, speak with animals
0 (at will) detect magic, flare (DC 12), guidance, stabilize
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Statistics
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Str 14, Dex 14, Con 14, Int 10, Wis 14, Cha 13
Base Atk +5; CMB +6; CMD 18
Feats Boon Companion, Mounted Combat (1/round), Ride-by Attack, Skill Focus (Ride), Spirited Charge, Wheeling Charge
Traits deft dodger, focused mind
Skills Acrobatics +2 (-2 jump), Fly +4, Handle Animal +12, Heal +6, Knowledge (nature) +6, Perception +10, Ride +16, Stealth +6, Survival +10
Languages Common, Druidic, Halfling
SQ armor training 1, animal companion link, fearless, low-light vision, nature bond abilities (Stellah, roc), nature sense, night sight, share spells with companion, spontaneous casting, trackless step, wild empathy
Gear +1 leaf armor, +1 lance, club, sickle, feather token (lance) (x2), amulet of natural armor +1, ring of feather falling, sash of the war champion, wayfinder, ioun torch, handy haversack (12 @ 14.14 lbs), acid (x2), alchemist's fire (x2), alkali flask (2), antiplague, antitoxin, holy water (x2), liquid ice (x2), smokestick (x2), tanglefoot bag (x2), thunderstone, wand of cure light wounds, wand of endure elements, wand of faerie fire, wand of goodberry; 872 gp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Boon Companion +4 levels to calc familiar/animal comp abilities (max of your HD).
Fearless +2 racial bonus vs Fear saves.
Focused Mind +2 to Concentration checks
Immunity to Disease You are immune to diseases.
Low-Light Vision (Ex) See twice as far as a human in low light, distinguishing color and detail.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Resist Call of the Wild (Ex)
Ride-by Attack You can move - attack - move when charging mounted.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spirited Charge Double damage when making a mounted charge (triple with a lance).
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wheeling Charge When you are mounted and use the charge action, your mount can make one turn of up to 90 degrees as part of the move, as long as each part of the move is at least 10 feet.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (1/day) (Su) Shapeshift into a different creature one or more times per day.

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Stellah
Roc
N Medium Animal
Init +5; Senses low-light vision; Perception +5
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Defense
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AC 24, touch 15, flat-footed 19 (+5 Dex, +9 natural)
hp 27
Fort +5, Ref +11, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 20 ft., flight (80 feet, average)
Melee bite +7 (1d6+3) and 2 talons +7 (1d4+3)
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Statistics
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Str 17, Dex 21 Con 9, Int 2, Wis 13, Cha 11
Base Atk +4; CMB +7; CMD 22
Feats Iron Will, Skill Focus (Fly), Toughness +3
Tricks Attack [Trick], Attack Any Target [Trick], Cinderbrave [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Acrobatics +5 (+1 jump), Fly +16, Perception +5
Languages
SQ attack any target [trick], cinderbrave [trick], combat riding [trick], devotion, evasion, riding [trick]
Gear belt of giant strength +2, exotic military saddle
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Cinderbrave [Trick] The animal will carry or follow its master into an area enshrouded with flames, even if placed at risk.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Flight (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.