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About Plush Bell--------------------
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Character Crunch:
-------------------- Male Halfling Barbarian (Mad Dog) 1 Chaotic Good Small Humanoid Init +4; Senses Low Light Vision Perception +4 --------------------
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The hit is negated if your Ride check result is greater than the opponent's attack roll. --------------------
From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian. Beast Bond (Social)
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Rage (Ex):
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death. War Beast (Ex): At 1st level, a mad dog gains the service of an animal companion, using the barbarian’s level as her effective druid level. This ability replaces the rage powers gained at 2nd, 6th, 10th, 14th, and 18th level. --------------------
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Halfling:
+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. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Polyglot: Some halflings, especially those who spend a lot of time traveling, develop a talent for learning new languages. These halflings gain a +2 racial bonus on Linguistics checks, and it is always a class skill for them. Halflings with this racial trait also begin play with the ability to speak Common, Halfling, and any one other language of their choice (except for secret languages, such as Druidic) in addition to bonus languages due to high Intelligence. They still gain the normal list of halfling bonus languages. This racial trait replaces keen senses and alters the halfling language racial trait. Outrider: Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces sure-footed. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon. Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. --------------------
Plush Bell :
Found with a kitten bigger than him, Plush would not be seperated from his litter mate when hunters tried to pull him away. They soon found that Plush was an intelligent kid and his pet tiger a right terror without Plush around to bring it in hand. One hunter as a joke gave Plush a worn book with some Thassilonian words on it and the young Plush took to it with a surprising eagarness that surprised them, Paper did taste differently then. Expecially old ones. A passing priest of Desna, Father Brius met up with the hunters and Plush and took him under his wing. Teaching him not to steal, hunt like a wild beast was challenging but Father Brius manaaged it. Plush proved to be a natural with beasts and made easy friends with them and most thought that Plush would never outgrow his savage upbringing but little did they know that Father Brius succeeded in teaching Plush Ancient Language of Thassilonian. Parting ways with Plush in Sandpoint after 10 years on the road, Father Brius bade Plush to make his own way and find his own chosen path. Travelling where his feet and his friend would take him, hiring out as an animal trainer, he managed to make himself a living though always on the look out for something greater or mischief. -------------------- Appearance -------------------- Plush Bell Appearance:
Plush has a topknot tied above his head with a string causing his hair to take one the shape of an upside down bell. Wiry and with a ready grin, he and Nibblese are a matched pair with Plush in rough animal hide with scratches in some parts of it and missing sleeves revealing a travel stained look but the pair of reading glasses perched on his nose is odd and looks out of place. --------------------
Nibblese, The Kitten.......:
-------------------- Female Tiger () 1 Animal Companion Medium Big Cat Init +3; Senses Low-light Vision, scent Perception +2 --------------------
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Share Spells (Ex):
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The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location. A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. --------------------
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