Halfling

Verko Ficolfate's page

3 posts. Alias of Black Dow.


About Verko Ficolfate

“Blessed is the one who aids a thief, hides a thief, revenges a thief, and remembers a thief, for they shall inherit the night.” ― Scott Lynch, The Republic of Thieves

“Fate is fickle, and the company of unwilling friends short lived.” ― Brian Jacques, The Ribbajack: and Other Haunting Tales

“For my part, if a man must needs be a knave I would have him a debonair knave... It makes your sin no worse as I conceive, to do it à la mode and stylishly.” ― Anthony Hope, The Prisoner of Zenda

Male Hobniz (Halfling) Bard (Archeologist archetype) 1

Neutral Small Humanoid (Halfling - Stout)

Favoured Class: Bard

Favoured Class Options:

+1 HP
+1 Skill Point
Add +½ on Bluff checks to pass secret messages, +½ on Diplomacy checks to gather information, and +½ on Disguise checks to appear as an elven, half-elven, or human child.

Speed: 20ft Unarmoured/20ft Armoured
Init: +0
Senses: Perception +0

DEFENSE:

AC 17 (10 Base, +4 Dex, +3 MW Studded Leather Armour)
Touch AC 14 (10 Base, +4 Dex)
Flat Footed AC 13 (10 Base, +3 MW Studded Leather Armour)
HP 32 (4d10 [28]; +4 Con)
SAVES*: Fort +5 Ref +8 Will +2**
* Racial immunity to magic sleep effects & +2 racial saving throw bonus against enchantment spells and effects.
** +1 Feat bonus on all Will saves made to resist enchantment effects.
CMD: 19 (10+BAB+STRMod+DEXMod+SizeMod+MiscMods)

OFFENSE*:

* All weapon attacks against her Favoured Enemy (Humans) gains +2 class bonus to attack & damage rolls

BAB +4
Melee: MW Rapier +8 (1d6+1/18-20) or MW Starknife +8 (1d4+1/x3)
Ranged*: Darkwood Composite Longbow (+1 STR) +8 (1d8+1/x3) Range: 110ft. or MW Starknife +8 (1d4+1/x3) Range: 20ft.
CMB: +5 (BAB+STRMod+SizeMod)

* +1 to hit and damage if within 30ft (Point Blank Shot feat)

STATS

STR 11 (+0); DEX 17 (+3); CON 13 (+1); INT 14 (+2); WIS 12 (+1); CHA 16 (+3)

25 Point Character Build:

STR 3 points - 13
DEX 7 points - 15
CON 3 points - 13
INT 5 points - 14
WIS 2 points - 12
CHA 5 points - 14

-2 STR (Race Mod)
+2 DEX (Race Mod)
+2 CHA (Race Mod)

RACE ABILITIES

Ability Score Racial Traits: 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.
Base Speed: Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Defense Racial Traits
Fearless: Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
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.
Feat & Skill Racial Traits
Shiftless: Halflings have a reputation for larceny and guile—and sometimes it’s well deserved. Halflings with this racial trait gain a +2 racial bonus on Bluff and Sleight of Hand checks, and Sleight of Hand is always a class skill for them. This racial trait replaces sure-footed.
Offense Racial Traits
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Senses Racial Traits
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

SWASHBUCKLER (DARING INFILTRATOR) CLASS FEATURES

Whereas many warriors brave battle encased in suits of armor and wielding large and powerful weapons, swashbucklers rely on speed, agility, and panache. Swashbucklers dart in and out of the fray, wearing down opponents with lunges and feints, all while foiling the powerful attacks against them with a flick of the wrist and a flash of the blade. Their deft parries and fatal ripostes are carnage elevated to an art form. Some may be arrogant and devil-may-care, but behind this veneer lie people deeply dedicated to their craft. Those of smaller races are particularly driven to prove that the right mix of discipline and daring is the perfect counter to size and strength, and enjoy nothing more than taking down lumbering brutes and bullies.

No stodgy researcher, this archaeologist meets his research head-on in the field. Archaeologists sacrifice the bard’s inspirational performance for a smattering of rogue talents.

Weapon & Armour Proficiency:

Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.

Bardic Performance:

Archaeologists do not gain the bardic performance ability or any of its performance types.

Deeds:

Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Swashbuckler Panache (Ex):

At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

FEATS

Harrowed (General) - Starting Character Feat:

Numerous Harrow readings early in your life seem to have hit the mark precisely, increasing your belief that you are destined for a specific purpose in life.

Benefit: You get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not.

Skill Focus (General) - Bonus Racial Feat:

Choose a skill. You are particularly adept at that skill.
(Sense Motive chosen)

Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Special:: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Daring Exploit (General):

Your determination allows you to accomplish great things, at a risk of great failure.

Prerequisites: Dare, deeds, or inspiration class ability.

Benefit(s): Once per day before using the derring-do deed, a dare, or a similar ability that allows you to roll a die and add the result to a d20 roll, you can roll the bonus die twice and take the higher result. If rolling a high result would allow you to roll the bonus dice additional times, you gain the benefits of this feat only on the first roll. You can use this feat one additional time per day for every 4 character levels you have.

Endurance (General) - Bonus Class Feat:

Harsh conditions or long exertions do not easily tire you.

Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

Weapon Finesse (Combat) - 3rd Level Character Advancement Feat:

You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

TRAITS

Criminal (Social):

You spent your early life robbing and stealing to get by.

Benefits: Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you. (Disable Device chosen)

Fate's Favoured (Faith):

The fates watch over you.

Benefit(s): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Seeker (Social):

You are always on the lookout for reward and danger.

Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

SKILLS

Bard Class Skills:

The bard’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Disable Device (Dex) added through trait.

BARD: 7 Skill Ranks per level (6 Class; + 1 Int)
+1 Rank @ 1st Level (Favoured Class)

Bluff +9: 1 Rank; +3 CHA; +3 Class; +2 Race
Disable Device +8: 1 Rank; +3 DEX; +3 Class; +1 Trait
Knowledge (Local) +5: 1 Rank; +1 INT; +3 Class
Perception +5: 1 Rank; +1 WIS; +3 Class
Sleight of Hand +9: 1 Rank; +3 DEX; +3 Class; +2 Race
Stealth +5: 1 Ranks; +1 WIS; +3 Class

Languages: Common, Elven, Varisian, Sylvan

GEAR/EQUIPMENT

Combat Equipment: MW Studded Leather Armour; Darkwood Composite Longbow (+1 STR); 20 arrows; MW Rapier; MW Star-knife; Weapon Blanch (Silver); Grappling Arrow; Elixir of Hiding (2 doses); Potion of Barkskin (+2AC); Potion of Hunter's Howl; Potion of Aspect of the Falcon.

Mundane Equipment: MW Backpack - holds following; Blanket & Bedroll, Silk Rope, Moonrod (3), Healer's Kit (10 uses remaining), MW Bowyers Tools; Elven Trail Rations (5 days), Canteen (water), Mess Kit, Flask of Applejack, Sack; Wooden Holy Symbols of Cernunnos and The Green Faith; Explorer's Outfit (worn); Scarf (worn - head); Tattoos (worn); Belt Pouch #1 (holds - coin); Belt Pouch #2 (holds - Flint & Steel, Harrow Deck - Her Mother's)

Encumbrance: 32.05lbs (Light Load)

Light Horse: Stín Brevic: "Shadow"

Gear: Riding Kit (bit and bridle, a Riding saddle, a saddle blanket, saddlebags, and 2 days' worth of feed); 20 arrows; 20 pronged arrows,

Encumbrance: 60.00lbs (Light Load)

WEALTH

Platinum Dragons:
Gold Crowns: 101
Silver Links: 19
Copper Bits: 17
Treasure:

APPEARANCE

Age: 25 Height: 5'9 Weight: 127 lbs.

BACKGROUND

Littleburrow: This village, located where the Veluna High Road crosses the Clearwater, is the home of about 150 halflings of Stoutish blood. They dwell in small burrows, hence the village name, which typically have only one door, a shuttered window, and a chimney. They are very carefree, working only as much as they need to, and rarely interact with the other communities of the Kron Hills. This is as much due to laziness and disinterest as for any other reason. They prefer to let the world come to them via the High Road, than to travel it themselves.

There is one inn in Littleburrow, The Galloping Pike, on the east bank of the Clearwater beside the Greenway Ford. Prices are quite low, and the quality and entertainment grand. Since travelers are the village's main source of news, the halflings attempt to make their stay as enjoyable as possible.

There is no official mayor of Littleburrow, but each year the inhabitants elect a Sheriff. His job is to judge legal matters, of which there are few. He is also the liaison with the gnomes of the Greenway Valley. As such he is constantly shuttling back and forth between the two communities, sometimes even traveling to Verbobonc itself. This allows some of the more adventurous halflings a chance to 'see the world' without too much danger.

The halflings are very friendly with a tribe of centaurs which lives to the southeast. The grain they raise is traded to the centaurs for their hornwood bows and a variety of fruits, particularly karafruit, which the hoofed folk gather in sheltered glades.