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Full Name

Plush Bell

Classes/Levels

Nibblese

Stats:
HP: 12/12 | AC: 15/14/11 | Fort: +4| Ref: +6| Will: +5| Init: +2| Perc: +2| CMB: -1| CMD: 11| Bite: +2 1d6+1| Claw: +2 1d4+1|

Gender

Male Halfling Barbarian (Mad Dog) 1

Size

Small

Age

16

Special Abilities

Rage

Alignment

Chaotic Good

Location

Sandpoint

Languages

Common, Halfling, Elven, Goblin, Thassilonian

Occupation

Messenger

Strength 16
Dexterity 15
Constitution 14
Intelligence 12
Wisdom 10
Charisma 10

About Plush Bell

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Plush Bell

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Character Crunch:

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Male Halfling Barbarian (Mad Dog) 1
Chaotic Good Small Humanoid
Init +4; Senses Low Light Vision Perception +4

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Defense
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AC 17 (15), touch 13 (11), flat-footed 15 (13) (+4 armor, +0 Shield, +2 Dex, +0 natural, +0 Dodge, +1 Size)
hp 14 (16) (1d12+2)
Fort +5 (7), Ref +3, Will +1 (3)
Resist None

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Offense
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Offenses
Speed 30 ft.
Ranged Halfling sling staff +3 (1d6+3 (5) 20/x3) (80 Ft)
Melee Shortsword +4 (+6) (1d4+1 (2) 19-20/x2) ()
Melee Greataxe +4 (+6) (1d10+4 (6) 20/x2) ()
Special Attacks
Spell-Like Abilities

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Statistics
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Str 16 (20), Dex 15, Con 14 (18), Int 12, Wis 10, Cha 10
Base Atk +1; CMB +4 (-1); CMD 16 (-1)
Languages Common, Halfling, Elven, Goblin, Thassilonian
SQ None (dc XX)

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Feats
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Mounted Combat (1)
Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit.

The hit is negated if your Ride check result is greater than the opponent's attack roll.

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Traits
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Scholar of the Ancients (Campaign)
Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon.

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)
You share a close bond with animals. You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you. (Handle Animal as class skill.)

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Class Features
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Fast Movement (Ex):
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage (Ex):
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

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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Skills
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Acrobatics +3 (+1 Rank, +3 trained, +2 Ability, -3 Armor)
Appraise +1 (+0 Rank, +0 trained, +1 Ability)
Bluff +0 (+0 Rank, +0 trained, +0 Ability)
Climb +0 (+0 Rank, +0 trained, +3 Ability, -3 Armor)
Craft +1 (+0 Rank, +0 trained, +1 Ability)
Diplomacy +0 (+0 Rank, +0 trained, +0 Ability)
Disable Device +0 (+0 Rank, +0 trained, +2 Ability, -3 Armor)
Disguise +0 (+0 Rank, +0 trained, +0 Ability)
Escape Artist -1 (+0 Rank, +0 trained, +2 Ability, -3 Armor)
Fly -1 (+0 Rank, +0 trained, +2 Ability, -3 Armor)
Handle Animal +9 (+1 Rank, +3 trained, +0 Ability, +1 Trait, +2 Feat, +2 Racial)
Heal +0 (+0 Rank, +0 trained, +0 Ability)
Intimidate +0 (+0 Rank, +0 trained, +0 Ability)
Knowledge (Nature) +5 (+1 Rank, +3 trained, +1 Ability)
Knowledge (Arcana) +0 (+0 Rank, +0 trained, +1 Ability, +1 Trait)
Knowledge (History) +0 (+0 Rank, +0 trained, +1 Ability, +1 Trait)
Linguistics +0 (+0 Rank, +0 trained, +1 Ability, +2 Racial)
Perception +4 (+1 Rank, +3 trained, +0 Ability)
Ride +8 (+1 Rank, +3 trained, +0 Ability, +1 Trait, +2 Feat, +2 Racial, -3 Armor)
Sense Motive +0 (+0 Rank, +0 trained, +0 Ability)
Spellcraft +0 (+0 Rank, +0 trained, +1 Ability)
Stealth +6 (+1 Rank, +0 trained, +2 Ability, +4 Size, -1 Armor)
Survival -1 (+0 Rank, +0 trained, +2 Ability, -3 Armor)
Swim +0 (+0 Rank, +0 trained, +3 Ability, -3 Armor)
Use Magic Device +0 (+0 Rank, +0 trained, +0 Ability)

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Magic
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Bonus Spells (1st: 1, 2nd: 1, 3rd:0)
Caster Level: 0
Spells Known (0) Level 0 DC 0

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Special Abilities
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Equipment
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Equipment list]
Melee Weapons Greataxe, Shortsword
Ranged Weapons Halfling sling staff, 20 Sling bullets
Armor Hide
Other Gear Cavalier’s kit :This includes aanimal feed (5 days), a backpack, a bedroll, a belt pouch, a bit and bridle, a flint and steel, an iron pot, a mess kit, a riding saddle, rope, saddlebags, soap, torches (10), trail rations (5 days), and a waterskin.
Smelling salts
Explorer's Clothes
Magic Item
Wealth 66gp 8sp

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Racial Traits
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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.

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Background Story
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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.


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Appearance
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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.

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Nibblese, The Kitten.......:

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Female Tiger () 1
Animal Companion Medium Big Cat
Init +3; Senses Low-light Vision, scent Perception +2

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Defense
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AC 15, touch 14, flat-footed 11 (+0 armor, +0 Shield, +3 Dex, +1 natural, +1 Dodge, +0 Size)
hp 12 (2d8+2)
Fort +4, Ref +6, Will +5
Resist None

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Offense
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Offenses
Speed 40 ft.
Melee Bite +2 (1d6+1 20/x2)
Melee Claw +2 (1d4+1 20/x2)
Special Attacks Rake (1d4)

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Statistics
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Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +1; CMB +2; CMD 15
Languages Common Growls and purrs
SQ None (dc XX)

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Feats
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Dodge (1)
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

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Class Features
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Link (Ex):
An oracle can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The orcale gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex):
The oracle may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A oracle may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

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Skills
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Acrobatics +3 (+0 Rank, +0 trained, +3 Ability)
Climb +1 (+0 Rank, +0 trained, +1 Ability)
Escape Artist +3 (+0 Rank, +0 trained, +3 Ability)
Fly +0 (+0 Rank, +0 trained, +3 Ability)
Intimidate +0 (+0 Rank, +0 trained, +0 Ability)
Perception +2 (+0 Rank, +0 trained, +2 Ability)
Stealth +6 (+1 Rank, +3 trained, +3 Ability)
Survival +6 (+1 Rank, +3 trained, +2 Ability)
Swim +1 (+0 Rank, +0 trained, +1 Ability)

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Special Abilities
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Scent (Ex):
This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

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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Special Attacks
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Rake (Ex):
A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature's description. A monster with the rake ability must begin its turn already grappling to use its rake—it can't begin a grapple and rake in the same turn.