Jamus Hainard

Tarrow Harfoot's page

204 posts. Alias of Therenger.


Full Name

Tarrow Harfoot

Race

Halfling

Classes/Levels

M Halfling Vivisectionist (1) | HP:10/10 AC:16 (FF:13/T:15) | BAB:0 CMD:14 CMB:1 FO:3 RE:5 WL:0 | Init:+3 Perc:+6 Spd:30 | Shortspear: +3/1d4+2 | Adaptable Luck: 2/3

Alignment

Lawful Neutral

Languages

Halfling, Common, Dwarven, Elven

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

About Tarrow Harfoot

Personality: Having lost his family and friends when his home town was destroyed by a dragon, Tarrow is harrowed but eager to prove he can survive in the world by his own wits and skill. He exhibits bravery to the point of foolishness, determined never to cower in the face of evil. Occasionally, his wit and tongue are sharp for those with whom he loses patience, but he is quick to forgive and to beg forgiveness.

Description: A shock of unruly chestnut hair crowns a youthful face that belies his personal tragedy. Tarrow is stocky but stronger and quicker than he looks. 3'1", 36 lbs.

HP 10 (Favored class bonus)
GP 17
BAB: 0
Saves: F+3 R+5 W+0
Spd: 30' (Fleet of Foot trait)
Encumberance: 58 lbs (light load)

Lvl 1 Feat: Two-Weapon Fighting

Skills:
Skill ranks / lvl: 4+2 + Background 2/lvl

(Ranks+Class+Ability+Background+Trait)
3/*8 (0+0+3+0+5) Acrobatics *Underfoot Dodger
0 (0+3+2+0+0) Appraise (Int)
6 (0+3+2+1+0) Craft (Alchemy) (Int)
7 (1+3+3+0+0) Disable Device (Dex)
3 (0+3+3+0+0) Fly (Dex)
0 (0+3+0+0+0) Heal (Wis)
7 (1+3+2+0+7) Knowledge (arcana) (Int)
6 (1+3+2+0+0) Knowledge (nature) (Int)
6 (1+3+0+0+2) Perception (Wis)
4 (0+3+0+1+0) Profession (Wis)
3 (0+3+3+0+0) Sleight of Hand (Dex)
0 (0+3+2+0+0) Spellcraft (Int)
7 (0+0+3+0+4) Stealth (Dex)
4 (1+3+0+0+0) Survival (Wis)
7 (1+3+2+0+1) Use Magic Device (Int)

Class Special Abilities:
Alchemy, Brew Potion, Mutagen, Throw Anything, Sneak Attack 1d6

Extracts per Day: 1 + 1
Known Formulas: 2 + 2
- Adhesive Spittle
- Cure Light Wounds
- Enlarge Person
- Shield

Weapon and Armor Proficiency:
Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Racial Traits:
Ability Score Modifiers: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.

Size: 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.

Type: Halflings are humanoids with the Halfling subtype.

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.

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.

Underfoot Dodger: City-dwelling halflings do not treat crowd squares as difficult terrain and they gain a +5 bonus on Acrobatics checks to move through the spaces of larger foes. This racial trait replaces fearless and weapon familiarity.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Adaptable Luck: Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. 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. This racial trait replaces halfling luck.

Character Traits:
Pragmatic Activator: While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic.
Benefit: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Campaign Trait: "You've got Local Connections" (+1 Kno:Arcana, UMD)

Equipment:
Alchemist's Kit
Price 40 gp; Weight 24 lbs.
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a formula book because an alchemist begins play with a formula book and does not need to purchase one.

Leather Armor
Cost 10 gp Weight 15 lbs.
Armor Bonus +2; Max Dex Bonus +6; Armor Check Penalty 0; Arcane Spell Failure Chance 10%; Speed 30 ft./20 ft.
Leather armor is made up of multiple overlapping pieces of leather, boiled to increase their natural toughness and then deliberately stitched together. Although not as sturdy as metal armor, the flexibility it allows wearers makes it among the most widely used types of armor.

Shortspear
Cost 1 gp Weight 3 lbs.
Damage 1d4 (small), 1d6 (medium); Critical x2; Range 20 ft.; Type P; Special —
Category One-Handed; Proficiency Simple; Weapon Groups Spears; Thrown; Tribal
A shortspear is about 3 feet in length, making it a suitable thrown weapon.

Sickle
Cost 6 gp Weight 2 lbs.
Damage 1d4 (small), 1d6 (medium); Critical x2; Range —; Type S; Special trip;
Category Light; Proficiency Simple; Weapon Groups Blades, Light
Originating as a farming tool used for reaping grain, this one-handed weapon has a blade with a strong curve that can easily catch an opponent’s limb or armor. Its blade can be either smooth or serrated, and some fighting sickles are sharpened on both sides near the point, making it easier to hook into an opponent’s flesh.

Thieves' tools
Price [PFS Legal] 30 gp (common); Weight 1 lb. (common)
This kit contains lockpicks and other tools you need to use the Disable Device skill. Without these tools, you must use improvised tools, and you take a –2 circumstance penalty on Disable Device checks.

Caltrops
Price 1 gp; Weight 2 lbs.
A caltrop is a four-pronged metal spike crafted so that one prong always faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2-pound bag of caltrops covers an area 5 feet square.

Explorer's outfit
Price 10 gp; Weight 8 lbs.
This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.

Formula book
Price 15 gp; Weight 3 lbs.
A formula book has 100 pages of parchment, and each alchemical extract formula takes up one page per extract level. A newly purchased formula book contains no extract formulas. An alchemist character begins play with a formula book containing the extract formulae he knows (Advanced Player’s Guide 32). This is the alchemist equivalent of a spellbook for wizards (a spellbook and a formula book are essentially the same item).

Tarrow's Story:
"Have a look at this, lad. Now see how it turns from murky brown to clear amber?" The elder halfling plucked the glass carafe from a perch above a small coal fire, then swirled it with his gloved hand.

Tarrow watched his uncle work, astute to the process and mindful of his place so as not to disturb the many bottles and containers of alchemical ingredients crammed onto every shelf and table.

"What is it?" asked the younger halfling.

Uncle Gannor elevated the concoction to the sunlight filtering through a crack in the shutter. It gleamed and bubbled, still very hot. Satisfied, he poured the contents of the carafe into a copper mug and set it to cool. "Beer, my boy! This one we can drink, but not yet."

Gannor settled into a wooden chair covered by a threadbare blanket and folded his hands. "Now, have you gathered the ingredients I sent you to look for?"

Tarrow unslung the sack from across his shoulder and opened it. A fluff of milkweed burst into the room. "Mostly. Dry rot had got most of the grape leaves over spring, and then there were the locusts."

"Ill omens," replied his uncle. The old halfling looked wistfully around his laboratory. "We are the last true craftsmen of our clan, Tarrow. And one day soon we may be forced to leave these plains which have been our home now for twenty summers. When that happens, you will need to be prepared to carry on the tradition as Master of Potions."

"Why are you telling me this, uncle?"

Gannor smiled at his nephew and turned his gaze to the shard of light which pierced the room from the window, dust floating in space. "We've been lucky. Twenty years on the plains is a very long tenure indeed. Eventually our luck will run out." The old halfling reached for the copper mug and tipped the warm beer past his lips. "Hmm," he mused. "Here, you try it."

--------------

The attack came at night.

Autumn fields of dried corn stalks burned with the ferocity of wildfire caught in the wind. The small community of halflings could do little but grab themselves up and flee with the few precious belongings which could be scooped up on the way out of their thatched hovels. But the dragon was on them before they could get far, with monstrous wings and breath like a stoked forge, killing every one in sight.

Tarrow had fallen asleep beneath the big table in his uncle's lab when the screams of his clan roused him to the horror. Gannor was already at work, but instead of gathering the most valuable treasures in the room, he was mixing ingredients in small cistern and stoking coals beneath it, moving with frenetic efficiency that belied his years.

He kicked his nephew. "Now run lad! Run from this night, and do not stop until the sun breaks above the eastern hills. Go!" Gannor kicked him again, with terrifying urgency.

Tarrow obeyed, and burst forth into the inferno. Pillars of flame seared the sky, the dragon swooped down and circled around, and halflings - young and old alike - were knocked down and turned to ash where they lay. He could hear it coming, and he turned to face his death. It was a black thing in a black sky, with only the searing light of flame marking its descent.

But then the lab exploded! A blue fireball billowed out, consuming everything within twenty paces and causing the dragon to veer away. The force of it knocked Tarrow backward half as far as he could throw a stone. With the last of his wits he gathered himself and ran for the hills, and he did not stop running until the first rays of the sun warmed his face.

Tarrow collapsed and raised his eyes back toward his home. All that remained was a thick plume of smoke rising out of the distance. Everything he had ever known was gone. The next weeks he scavenged scraped to survive, his weary legs drawing him toward the sea, where he knew other halflings lived.

--------------

Eventually his flight took him to Cassomir. There he learned to blend in, to become unseen when necessary, even as he walked casually among the humble people who made the town their home. Tarrow would do the same, copping the few alchemical formulas he remembered for coin, and in this way he managed to survive. Five years passed. He made friends, earned his keep as brewmaster for several local pubs, and acquired a few precious possessions: a simple spear to fit his hand, worn but trustworthy leather armor, and the basics for setting out into the world. He intended to return home to pay his respects, but before he could venture out he heard of a man named Silas Gribb recruiting for what sounded like simple protection work out into the country. Tarrow made his acquaintance and expressed his interest; might as well get paid to travel! What could go wrong?