Full Name |
Roger! |
Race |
Halfling! |
Classes/Levels |
Mad Dog 5/Unarmed Fighter 2 HP: 66/66 AC: 24/20 FF: 14, Touch: 18 Init:+2 F:+11, R:+5, W:+3(+4 vs fear) Perception+12 Sense Motive+2(effects: Shield) |
Strength |
17 |
Dexterity |
14 |
Constitution |
14 |
Intelligence |
7 |
Wisdom |
10 |
Charisma |
12 |
About Roger!
Roger!
Halfling Barbarian (Mad Dog) 5/Fighter (Unarmed Fighter) 2
CN Small humanoid (halfling)
Init +2; Senses Perception +12
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 18 (+6 armor, +2 Dex, +1 size +1 Deflection)
hp 66 (5d12+2d10+14)
Fort +11, Ref +5, Will +3; +1 vs. exhausted, fatigued, staggered, or temporary penalties to ability scores, +4 vs. fear
Defensive Abilities harsh training
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +11/+6 (1d2+4)
RangedJavelin +10 (1d4+3)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 7, Wis 10, Cha 12
Base Atk +7; CMB +9; CMD 21 (+10 to Grapple)
Feats Alertness, Boon Companion, Cautious Fighter, Crane Style, Improved Unarmed Strike, Risky Striker, Power Attack, Extra Rage
Traits courageous, heavy hitter
Skills Acrobatics +9, Climb +8, Handle Animal +7, Perception +12, Ride +9, Sense Motive +2, Swim +6; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
SQ fast movement, pack tactics, shared vigilance
Other Gear mithral breastplate, cloak of resistance +1, Ring of Protection +1, barbarian's kit, Potion(CLW)(x5), Oil(Magic Fang), Javelin(x6), Armbands of the Brawler, 985 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Cautious Fighter +2 AC when fighting defensively or using total defense.
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fearless +2 racial bonus vs Fear saves.
Harsh Training +1 (Ex) +1 Will save vs. effects that cause exhausted, fatigued, or staggered conditions or temporary penalties to ability scores
Helpful Aid another grants allies a +4 bonus (instead of usual +2).
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Pack Tactics (Ex) Both master and war beast gain +4 when flanking with each other.
Trap Sense +1: A barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps.
Risky Strike -1/+4 Subtract from your AC to add to damage vs foes 2 sizes larger.
Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells.
Rage 14 rounds/day:Roger can rage, gaining a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he 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.
Ferocious Beast (Ex) While Roger is raging, Roo also gains the benefits of rage (including greater rage, mighty rage, and tireless rage), Roger must spend 1 additional round of rage per round if his companion begins or ends its turn adjacent to him, and 2 additional rounds of rage per round if not.
Ferocious FetchRoo gains Improved Drag as a bonus feat. As a swift action, Roger can command Roo to move toward an opponent within 30 feet and attempt a drag combat maneuver to pull the target back toward Roger. Roo can move before and after performing the maneuver, but this movement counts toward Roo's total movement during its turn.
--------------------
Roo
Kangaroo (Bodyguard)
N Medium animal
Init +4; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 24, touch 14, flat-footed 20 (+4 armor, +4 Dex, +6 natural)
hp 22 (6d8+12)
Fort +8, Ref +10, Will +3 (+4 vs enchantments)
--------------------
Offense
--------------------
Speed 50 ft.
Melee kick +8 (1d4+6)
--------------------
Statistics
--------------------
Str 19, Dex 18, Con 15, Int 2, Wis 11, Cha 7
Base Atk +4; CMB +8; CMD 21
Feats Alertness, Combat Reflexes, Power Attack, Bodyguard
Tricks Attack, Attack, Attack Any Target, Come, Down, Fetch, Flank, Heel, Riding, Stay,
Skills Acrobatics +7 (+14 jump), Perception +9, Sense Motive +2
SQ attack, attack any target, down, fetch, flank, riding, shared vigilance, tenacious guardian, devotion
Other Gear +1 Studded Leather Barding, cloak of resistance +1, Masterwork Pouch(as per saddle)
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Down [Trick] The animal will break off combat on command.
Fetch [Trick] The animal will get a specific object.
Flank [Trick] Attempts to attack and flank indicated enemy.
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.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells.
Note: Activating the master's Shared Vigilance ability will activate this ability, too.
Tenacious Guardian (Ex) At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0 the bodyguard loses 1 hit point per round but gains a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to its Constitution score plus its master's class level.
Devotion: An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.