Male NG Halfling Fighter 4 | HP: 54/54| AC: 22 |F: +10, R: +12, W: +10| Perc: +12 | Speed 25ft | Hero Points 1/1 | Active conditions: None
About Varook Fist
Male halfling fighter 4
NG, Small, Halfling, Humanoid Perception +12; keen eyes
Languages Common, Halfling, Varisian
Skills Acrobatics +11, Athletics +7, Intimidate +8, Society +7, Stealth +11, Survival +8, Thievery +3, Warfare Lore +7
Str 10 (+0), Dex 18 (+4), Con 14 (+2), Int 12 (+1), Wis 14 (+2), Cha 10 (+0)
Other Items studded leather, shortsword, +1 shortsword, backpack, bedroll, belt pouch, belt pouch, chalks (10), flint and steel, rations (1 week)s (2), rope (foot)s (50), soap, torchs (5), waterskin, purse (9 gp; 5 sp)
AC 22; Fort +10; Ref +12; Will +10 (Success vs fear effects are treated as a critical success instead., If you succeed at a saving throw against an emotion effect, you get a critical success instead.)
HP 54 Hero Points 1
Speed 25 feet
Melee  +1 shortsword +12 (versatile S, agile, finesse), Damage 1d6+1 piercing/slashing
Melee  shortsword +13 (versatile S, agile, finesse), Damage 1d6+1 piercing/slashing
Feats Cat Fall, Double Slice, Forager, Halfling Weapon Familiarity, Shield Block, Forager, Twin Perry
Other Abilities attack of opportunity, bravery, gutsy halfling, shield block
Cat Fall (Background, Feat)
Prerequisites: Trained in Acrobatics
Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.
Double Slice (Class, Class Feats, Feat, Fighter)
Requirements: You are wielding two melee weapons, each in a different hand. You lash out at your foe with both weapons. Make two Strikes, one with each of your two melee weapons, each using your current multiple attack penalty. Both Strikes must have the same target. If the second Strike is made with a weapon that doesn’t have the agile trait, it takes a –2 penalty. If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.
Shield Block (Class, Feat, Fighter)
Traits: General Reaction
Trigger: While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Gutsy Halfling (Ancestry Heritage, Halfling, Race)
Your family line is known for keeping a level head and staving off fear when the chips were down, making them wise leaders and sometimes even heroes. When you roll a success on a saving throw against an emotion effect, you get a critical success instead.
Keen Eyes (Halfling, Race)
Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.
Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear and keep on fighting. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1.
While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.
Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living.
Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.
You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.
Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.
You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat’s requirement.