Halfling

Renli Rumblebelly's page

156 posts. Organized Play character for wanderer82.


Full Name

Renlius Rumblebelly

Race

Halfling Archaeologist 1 / Trapper 1

Classes/Levels

HP 14/14, In +3, Per +6, AC 18, T 14 ,FF 15, Fort +2, Ref +7, Will +1; CMB +1, CMD 14; sword +4, 1d6+1, bow +5, 1d6; Acr +6, App +6, Blf +7, Dip +8, Dsb +7, Kn(arc,loc) +7, Kn(oth) +3, Prf +7, SoH +6, Stl +10, Sur +3, UMD +8

Gender

Male

Size

small

Age

35

Alignment

CG

Deity

Desna

Languages

Common (Taldane), Halfling, Varisian, Draconic

Strength 13
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 8
Charisma 16

About Renli Rumblebelly

Renli Rumblebelly
Male Halfling Bard (Archeologist) 1 / Ranger (Trapper) 1
NG Small Humanoid (human)
Init +3; Senses Perception +5

Stats:

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Defense
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AC 18, touch 14, flat-footed 15 (+3 armor, +3 dex, +1 shield, +1 size)
hp 14 (1d8+1d10)
Fort +2, Ref +7, Will +1;

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Offense
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Speed 30 ft.
Melee Mstrwk Longsword +4 (1d6+1, 19-20/x2),
Melee Dagger +3 (1d4+1, 19-20x2),
Melee Club +3 (1d4+1, x2),
Ranged Short Bow +5 (1d4, x3)
Special Attacks archaeologist's luck (+2 att/dmg/sav/skl)

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Statistics
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Str 13, Dex 16, Con 10, Int 14, Wis 8, Cha 16
Base Atk +1; CMB +1; CMD 14
Feats Lingering Performance
Traits Maestro of the Society, Fate's Favored
Skills Acrobatics +6, Appraise +6, Bluff +7, Diplomacy +8, Disable Device +7, Knowledge (arcana, local) +7, Knowledge (other) +3, Perception +6, Perform (orate) +7, Sleight of Hand +6, Stealth +10, Survival +3, Use Magic Device +8
Languages Common (Taldane), Halfling, Varisian, Draconic
SQ bardic knowledge, cantrips, archaeologist's luck (10 rds/day, +2 att/skill/abil, 1 rd swift = 3 rd duration)
Spells (unl/2) 0th - daze, light, lullaby, mage hand; 1st - cure light wounds, sleep

Combat Gear scroll of cure light wounds (3), alchemist's fire (3); Other Gear studded leather, masterwork longsword, masterwork buckler, dagger, club, shortbow with 20 arrows, backpack, bandolier, belt pouch, bedroll, whistle, flint & steel, canteen, wandermeal x5, candle x20, chalk x5, silk rope 50', grappling arrow, thieves' tools, 952 gp, 7 sp

Abilities:

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Abilities
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TRAITS
Fate's Favored Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Maestro of the Society You may use bardic performance 3 additional rounds per day.

FEATS
Lingering Performance The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

RACE ABILITIES/QUALITIES
Small +1 size bonus AC, +1 size bonus attack rolls, –1 penalty CMB and CMD, +4 size bonus Stealth.
Fearless +2 racial bonus saving throws against fear.
Keen Senses +2 racial bonus Perception.
Adaptable Luck Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action.
Fleet of Foot Base speed of 30.
Weapon Familiarity proficient with slings, treat any weapon with the word “halfling” in its name as a martial weapon.

CLASS ABILITIES/QUALITIES
Bardic Knowledge (Ex) A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Cantrips (Sp) Bard's learn a number of cantrips, or 0-level spells." These spells are cast like any other spell, but they do not consume any slots and may be used again.
Archaeologist’s Luck (Ex) Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
Archaeologist's Luck rounds per day: 10
- single round activation last for 3 rounds
- +2 bonus because of Fate's Favored

Favored Enemy: Human (Ex) +2 attack, damage, Bluff, Knowledge, Perception, Sense Motive, Survival
Track (Ex) A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex) The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
- ranger and animal must be within 30 feet; takes 1 minute
Trapfinding(Ex) A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.

FAVORED CLASS BONUS (bard)
+1 skill point

Fluff:

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Profile
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Appearance

Personality

Background