Halfling

Perrik's page

1,046 posts. Alias of John Woodford.


Full Name

Perrik

Race

Halfling

Classes/Levels

Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2

Gender

Exploration Activity: Search

Size

S

Alignment

N

Deity

Pharasma

Languages

Common, Halfling, Gnomish, Goblin

Strength 0
Dexterity 2
Constitution 1
Intelligence 0
Wisdom 4
Charisma 2

About Perrik

Male halfling (nomadic) cleric 4
N humanoid (halfling)
Init/Perception +10T

DEFENSE
AC 18/19 (trained bonus +6; +2 Dex, +1 mystic armor)
hp 46 (6 halfling + 32 cleric + 4 CON + 4 toughness)
Fort +9E, Ref +8T, Will +12E
Resistances/Immunities

OFFENSE
Speed 25 ft.
Melee dagger +8T (1d4 P) (agile, finesse, thrown 10', versatile S)
Ranged sling +8T (1d6 B) (propulsive)
Special Attacks

STATISTICS
Str 0, Dex +2, Con +1, Int 0, Wis +4, Cha +2

Spells Prepared:
Cantrips (7) daze, vitality lash, shield, light, divine lance (3d4), guidance, stabilize
1st Level (3) bless (cast), mystic armor (cast), runic weapon
2nd Level (3+4) heal (cast), heal (cast), heal, heal, dispel magic, sound body, water breathing

Focus Points: [ ]
Focus Spells: Death's Call

Nomadic Halfling Your ancestors have traveled from place to place for generations, never content to settle down. You gain two additional languages of your choice, chosen from among the common and uncommon languages available to you, and every time you take the Multilingual feat, you gain another new language.

Ancestry Feats
Halfling Lore: You've dutifully learned how to keep your balance and how to stick to the shadows where it's safe, important skills passed down through generations of halfling tradition. You gain the trained proficiency rank in Acrobatics and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Halfling Lore. (L1)

General Feats
Toughness (L3) Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1 (page 411).

Class Feats
Domain Initiate (death) (specialty bonus) Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity’s list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Each domain’s theme and domain spells appear in Table 8–2: Domains on page 441.
Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.
Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear on page 300.
Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell.

Medic Dedication (L2) You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use Battle Medicine on a creature that's temporarily immune. If you're a master in Medicine, you can do so once per hour.

Cantrip Expansion (L4) You study a wider range of simple spells. You can prepare two additional cantrips each day.

Skill Feats
Battle Medicine (background bonus) ◆ You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and provide the corresponding amount of healing. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Ward Medic (L3) You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.

Skills
Lore (Undead) +8 T
Athletics +0
Medicine +12 E
Performance +8 T
Religion +12 E
Diplomacy +8 T
Intimidation +2
Crafting +0
Arcana +0
Occultism +0
Society +0
Lore (Halfling) +6 T
Survival +10 T
Nature +4
Acrobatics +8 T
Thievery +2
Stealth +8 T
Deception +2

Background
Once Bitten: After an altercation with an undead creature, you feared you might be infected. Either through medical intervention, luck, or misunderstanding how undeath spreads, your fears abated. However, your brush with living death taught you the value of life. You do whatever you can to avoid the end you thought you'd been fated.

Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost (Charisma).

You're trained in the Medicine skill, and the Undead Lore skill. You gain the Battle Medicine skill feat.

Racial Modifiers none

Languages Halfling, Common, Gnomish, Goblin

SQ

Combat Gear Dagger (2/L), sling(0/L), 10 sling bullets (0.1/L), adventurer's pack (7/1), bandolier (1/0), healer's tools (50/1), religious symbol (wooden) (1/L) 6 gold 8 silver 9 copper Encumbrance 3B 4L