Halfling Slinger

Tiberus Eborossa's page

No posts. Alias of Dave Herman.


About Tiberus Eborossa

CG Halfling Cleric of Caiden Caylean
Age 23

20 pt buy
STR 10 DEX 14 CON 12
INT 11 WIS 16 CHA 15

Male CE Goblin Warpriest of Zarongel 1
Age: 16 / Height: 2' 3" / Weight: 33 lbs.
Hair: Greasy patches that are mostly burned off / Eyes: Red

Abilities and Stats:

STR: 10 (+0) / DEX: 17 (+3)/ CON: 12 (+1)
INT: 13 (+1) / WIS: 14(+2)/ CHA: 8 (-1)
HP: 9
Initiative: +3
Move Rate: 30 ft (20 in armor)
AC: 19, Touch: 13, Flat Footed: 16 (Armor +5 , Dex +3, Shield +1)
BAB: +0
CMB: +0
CMD: 13
Saves: Fort +3; Reflex +3; Will +3
Senses: Darkvision 60ft, Perception +2

Combat:

Melee
Rapier +2; 1d6, 18-20 x2

Skills:

Escape Artist (1)
Knowledge (religion) (1) +4

Background Skills:
Lore (Chelax) (1)
Sleight of Hand (1)

Modifiers:
Languages:

Racial Abilities:

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.
Base Speed (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.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Character Traits:

Freedom Fighter: You gain a +1 trait bonus on any skill check or attack roll made during the process of escaping capture or in helping a slave escape bondage, and Escape Artist is always a class skill for you.
Conspiracy Hunter: You gain a +1 trait bonus on Perception and it is always considered a class skill for you.

Cleric Abilities:

Spell Casting (Divine):

Orisons: Clerics can prepare a number of orisons, or 0-level spells. These spells are cast as any other spell, but aren't expended when cast and can be used again.

Spontaneous Casting (Inflict): A good cleric (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn't an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with "cure" in its name.

Chaotic, Evil, Good, and Lawful Spells: A cleric cannot cast spells of an alignment opposed to his own or his deity's. Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Aura (Chaotic, Good): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil).

Domains:

Feats:

Selective Channel

Spells Prepared:

Gear and Property: