LG Small Humanoid (Halfling), Paladin of Sarenrae level 1 (Divine Hunter)
Init +3 Senses low-light vision; Perception +0
DEFENSE AC 18, touch 13, flat-footed 15 (+3 Dex, +5 armour)
hp 12 (10 + 2)
Fort +5, Ref +4, Will +3; +2 vs Fear
Defensive Abilities ;
Speed 20 ft.,
Melee Longsword + 0 (1d6-1/19-20)
Ranged Longbow → + 4 (1d6/x3)
Str 8 (10-2), Dex 16 (14+2), Con 14, Int 10, Wis 10, Cha 16 (14+2);
Base Atk +1; CMB +0 ; CMD 13 (BAB +1, Str -1, Dex +3)
Feats: Lucky Halfling (1st), Precise Shot (1st Bonus)
Skills: Perform (Violin) 1 rank (+5), Ride 1 rank (+7, +3 in armour)
Languages: Common, Halfling
Combat Gear: Longbow, Scale Mail
Encumbrance: lbs; Light Load, (Light Load up to 26lbs, Medium up to 53lbs)
Carrying capacity: 15 lbs Light Load
Money Left: 50 gp
Traits: Student of Faith: While you have personally dedicated your life to a single deity, you study all religions and mortal faiths. Upon hearing that the town of Sandpoint recently completed a cathedral dedicated to the six deities most popular in the area, you had to see the place for yourself, and have arrived in time for the consecration of this holy edifice. Because of your strong faith and broad range of study, you cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Ear for Music: You gain a +1 trait bonus on one category of Perform checks and a +2 trait bonus on Knowledge (local) checks that deal with the local art or music scene.
Smite Evil: 1/day: +3 att +1 damage, +3 AC vs target
Base Speed 30 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.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Low Blow: Some halflings train extensively in the art of attacking larger creatures. Halflings with this racial trait gain a +1 bonus on critical confirmation rolls against opponents larger than themselves. This racial trait replaces keen senses.
Favored Class Bonus (1x ½ lay on hands/day)
Sonas's Background expanded:
Sonas is good-natured, merry and trusting, quite alike the stereotype people have of halflings. Though Sonas might have it maybe even more exaggerated. He does not fight for the glory or the kill, more he fights to protect and to free. He doesn't boast of his kills or assistance, he knows it always is a group's effort.
Having never been a servant to others, but grew up in freedom among the Varisian traders, who actually were given him in Korvosa by his mother when he was just born. The group acepted him as one of their own, especially because having a halfling more along would be considered lucky. They were heading a caravan down the Dawn Shadow Path towards Kaer Maga. During this time Sonas grew up, listening to the joy and hardship that befell the caravan, music and song, teamwork and struggle. Eventually he was given his name at the age of two as his adoptive parents wanted a fitting name for him. He began to hum and softly sing as the music seemed to start at nights when the violins came out and the dancing began. Laughter and joy seemed to radiate within the little halfling boy as well as among the caravan travellers. They called him Sonas, referencing to the Varisian word for sound, indeed a fitting name.
Eventually the caravan made their way to the Cinder Road, travelling up and down the road from Wartle to Riddleport. There were dangers there as well, more giants, more goblins, but even so, through comradery the caravan survived. Sonas learned to contribute at an early age, helping others first before seeking shelter himself when the caravan was under attack or when storms were blowing overhead. It was no wonder that Sonas became a paladin in service to Shelyn, protecting the wonder of song and music. Halflings were considered a good luck charm, but none more so as Sonas himself. When he was around, accidents along the way tended to have less disastrous consequences. Someone was able to barely jump aside from a sudden mudslide before he got carried away. A sick person miraculously didn't get worse from a serious disease.
Though he has loved the years of travel and belonging to a group and family, something tugs at him now they were getting close to Wartle again. Perhaps the news coming from Sandpoint about the cathedral being completed, the option of hearing other people perform or the need for protection for travellers there. To Sonas, it seemed like perhaps it was now time to leave the caravan, to help others. Truth be told, the caravan did grow since he grew up, so they might not miss him that much.