Jolis Raffles

Tribble Padfoot's page

91 posts. Alias of The Wise Fox.


Full Name

Tribble Padfoot

Race

Halfling

Classes/Levels

Level 3 Life Oracle of Desna (Seeker) - hp 24/24 , AC 19, Touch 14, FF 16, CMD 12, Fort +4, Ref +5, Will +5, Init +3, Perception +10 (+11 vs traps)

Gender

Male

Size

Small

Age

58 years old

Alignment

Chaotic Good

Deity

Desna

Languages

Common, Halfling, Goblin, Gnome

Occupation

Doctor

Strength 6
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 12
Charisma 16

About Tribble Padfoot

Background:

Tribble Padfoot has always been an adventurous halfling. A native of Absolom, he had the complete package: good looks, smart, agile, and strong (for a halfling). He was once a little known but underestimated thief of some skill, and often used his charm and skills for the local thieves guild as one of their primary trapfinders.

However, when he was 39 years old, he and a few of his buddies were hired by a someone to steal some jewelry from some noble. It was supposed to be their biggest heist to date, and was supposed to set him up for life. Unfortunately, his team was unfortunately caught red handed by the owner in the middle of the heist. It ended very badly for his team, as they were all killed by the noble’s hired guards. Tribble managed to escape with the jewelry, and completed his side of the contract. However, because his group was discovered, his employer tried to kill him. Tribble managed to once again escape, but did not escape unscratched. The employer turned out to be a powerful witch, who placed a powerful curse on poor Tribble, stealing his strength away; his legs became withered and maimed. This ended his thievery career prematurely.

Seeking to cure his legs and his curse, he sought help from the local church of Desna. The clerics agreed to help him, but as penance he had to learn the healing arts and serve the community. He eventually came to enjoy his work as a healer, finding more reward in grateful mothers and smiling children than he had stealing other people’s money. Over the next 8 years, Tribble worked hard, studying medicine and exercising his crippled legs. He eventually regained much of his former mobility despite the condition of his legs through personal training and hard work.

As a devout worshiper of Desna, he eventually decided to take his medical skills on the road, seeking out temples of good gods and learning as much about medicine as he can from them.

He eventually met Spivey, a lyrakien azata folower of Desna, in Brinewall during his travels. She got stranded on the Material Plane 10 years ago. He couldn't stay with the tiny cleric, but agreed to infiltrate Brinewall every few months to bring her some supplies.

His latest infiltration didn't go so well however. A careless mistake by Tribble got him caught by a patrol, and he was imprisoned by its evil defenders. Now thrown into a cell with two ulfen humans, he preys to Desna that Spivey could somehow mount a rescue before it was too late.

Why do I follow Desna, when fate seemingly took away my legs? It was actually my bad decisions that took my legs away from me. I barely escaped because a random cat decided to drop some containers in another room and distracted that witch. Desna gave me some luck, and I made the most of it. Now, I make my own luck, and hopefully give some of that luck to others.

Description:

Though Tribble Padfoot is no longer the young, vibrant halfling of his rougish days, he still maintains a handsome face. He is still quite tall for a halfling at 3' 2", but most of his muscles has atrophied under the curse placed on him long ago. Still, he has stayed relatively healthy all things considered. He tends to wear baggy clothes that blend into the background, which hides his weak body and lets him sneak up on his friends when he feels like trolling them. Though he uses a reinforced cane to help him move around, he can hobble around without it. An avid enthusiast of Desna, he prays regularly to her, and goes on and on about the wonders of Desna, much to the deterrent of his friends.

Stats:

Male Halfling Level 3 Oracle of Life (Seeker)
CG Medium Humanoid (Halfling)

Defense
AC 19, touch 14, flat-footed 16 (Armor +4, Shield +1, Dex +3, Size +1)
HP 24 (3d8+6)
Fort +4, Ref +5, Will +5

Offense
Speed 20ft. (Fleet of Foot, Lame)
Melee: Cane (Club) +1 (1d6-2, x2)
Ranged: Masterwork Crossbow +5 (1d6, 19-20 / x2)
Channel Positive Energy 2d6 damage (4x/day, DC 14, 1 used)
Oracle (Life) Spells Prepared (CL 3, Concentration: +10):
1 (6x/day) Cure Light Wounds, Detect Undead, Liberating Command, Summon Monster I, Shield of Faith - 1 used
0 (at will) Detect Magic, Light, Read Magic, Stabilize, Detect Poison

Statistics
Str 6, Dex 16, Con 14, Int 14, Wis 12, Cha 16
Base Atk +2, CMB -1, CMD 12

Traits
Eyes and Ears of the City - +1 Perception, and Perception is always a class skill for you)
Silent Hunter - +1 Stealth, and Stealth is always a class skill for you

Feats: Lucky Halfling, Selective Channelling

Skills: Diplomacy +9, Disable Device +10 (+12 with kit), Heal +7 (+9 with kit), Perception +10 (+11 vs. traps), Sense Motive +9, Knowledge (Religion) +8, Stealth +14

Languages: Common, Halfling, Goblin, Gnome

SQ: Oracle Curse (Lame), Oracle Revelations, Tinkering, Halfling Luck, Fearless

Fearless: +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by Halfling luck.

Oracle Curse (Lame): One of your legs is permanently wounded, reducing your base land speed by 10 feet. Your speed is never reduced due to encumbrance.

Tinkerer (Ex): Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their oracle mysteries. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his oracle level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps. If the seeker also possesses levels in rogue or another class that provides the trapfinding ability, those levels stack with his oracle levels for determining his overall bonus on these skill checks.

Lucky Halfling: Once per day, when one of your allies within 30 feet makes a saving throw, you may roll the same saving throw as if you were the one subject to the effect requiring it. You may use this ability after your ally has rolled, but before the GM declares if the roll was a success or failure. Your ally may choose to use your saving throw in place of his own.

Oracle Revelations:

Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Seeker Lore: By 3rd level, a seeker has already learned much about his mystery, and is more comfortable using the bonus spells gained by that mystery. He gains a +4 bonus on all concentration checks, on caster level checks made to overcome spell resistance, and on all Knowledge (arcana) and Spellcraft checks made on topics associated with his bonus spells.

Other Gear: Masterwork Chain Shirt, Masterwork Thieves Tools, Oracle’s Kit, Cold-weather outfit, Traveler’s Outfit, Doctor’s Outfit, Sleeves of many garments, Holy Text of Desna, Vetinarian’s Kit, Healer’s Kit, Pack Mule, Large Tent, Wand of CLW (15 Charges), Wand of Bless (44 Charges), Ioun Torch, Ink, Paper, Holy Water (x3), Alkali Flask (x2), Antitoxin (x2), Antiplague (x1), Smelling Salts, Smokestick, 28 gp.

XP: 7370