Halfling

Vraxis Coldfire's page

260 posts. Alias of Nickadeamous.


Classes/Levels

Fang:
Fang: Hp 29/37 | AC: 20, T: 16, FF: 17, CMD: 17 | Saves F +5, R +5, W +2 | Init +3 | Perception +6, Sense Motive +1 | Status: Normal

Gender

Vraxis:
Vraxis: Hp 23/27 | AC: 20, T: 15, FF: 17, CMD: 18 | Saves F +7, R +6, W +8 (+2 vs. fear)| Init +3 | Perception +13, Sense Motive +2 | Status: Normal

About Vraxis Coldfire

Vraxis Coldfire
Male Halfling Divine Commander Warpriest of Chaldira Zuzaristan 5
CG Small Humanoid (halfling)
Init +3; Senses Perception +13
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Defense
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AC 20, touch 15, flat-footed 17
(+3 Dex, +3 Armor, +1 Size, +2 Natural, +1 Deflection)
Hp 27 (4d8+4+2)
Fort +7, Ref +6, Will +8 [+2 vs. fear]
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Offense
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Speed 20 ft.
Melee medium +1 dagger +5 (1d4+3/19+) [Piercing or Slashing]
Melee +1 lance +7 (1d6+3/x3) [Piercing] reach
Ranged sling +8 (1d6+2/x2) [Bludgeoning] {50 ft.}
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Statistics
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Str 15, Dex 16, Con 12, Int 13, Wis 14 Cha 8
Base Atk +3; CMB +4; CMD 18
Feats Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Shield Proficiency, Weapon Focus {sling}, Mounted Combat, Combat Reflexes, Tribe Mentality, Bodyguard,
Skills
[+8] Acrobatics (3 dex, 5 equipment)
[+0] Climb
[+6] Craft (leatherworking) (2 bg, 3 class, 1 int)
[-1] Diplomacy (-3 to gather information or improve attitude)
[+0] Disable Device (3 dex, 4 competence)
[+9] Escape Artist (3 dex, 6 competence)
[+7] Handle Animal (5 bg, 3 class, -1 cha)
[+7] Heal (1 rank, 3 class, 2 wis, 1 trait)
[+0] Intimidate
[+0] Knowledge (engineering)
[+2] Knowledge (nature) (1 int, 1 trait)
[+0] Knowledge (religion)
[+13] Perception (5 ranks, 3 class, 2 wis, 1 trait, 2 racial)
[+0] Profession
[+11] Ride (5 ranks, 3 class, 3 dex)
[+0] Sense Motive
[+4] Sleight of Hand (1 bg, 3 dex)
[+0] Spellcraft
[+9] Stealth (2 ranks, 3 dex, 4 size)
[+10] Survival (5 ranks, 3 class, 2 wis)
[+0] Swim
Languages Common, Dwarven, Halfling
Traits Helpful {Racial}, Frontier Healer {Campaign}, Seeker {Social}
Drawback Stigmatized
Favored Class Warpriest (+1 skill, +1 hit point)
Combat Gear small shortsword (2), small sling, small +1 lance (10), small studded leather (20), studded leather barding (20),
Other Gear 12 gp; warpriest kit (31); mw backpack (4) harness (2), vest of escape (from Qina), potion of cure light wounds x2, holy water x1, tanglefoot bag x1, thunderstone x1, alchemist fire x1, compass, signal whistle, healer's kit, amulet of natural armor +2, ring of protection +1, potion of bull's strength x2, boots of elvenkind, cloak of resistance +1,
Encumbrance 0 – 49.5 lbs; 49.6 – 99.75; 99.76 – 150; [Current Weight: Load]
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Magic
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Warpriest Spells Prepared [CL: 5th; concentration +7]
2nd - bull's strength, cure moderate wounds, ironskin
1st - ant haul, bless, cure light wounds, remove fear, shield of faith
Orisons - guidance, light, mending, stabilize
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Special Abilities
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Aura (Ex) - A warpriest 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).

Battle Tactician (Ex) - At 3rd level, a divine commander gains a teamwork feat as a bonus feat. She must meet the prerequisites for this feat. As a standard action, the divine commander can grant this feat to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 4 rounds, plus 1 round for every 2 levels beyond 3rd that the divine commander possesses. Allies do not need to meet the prerequisites of this bonus feat. The divine commander can use this ability once per day at 3rd level, plus one additional time per day at 9th and 15th levels. This ability replaces the bonus feat gained at 3rd level

Channel Energy (Su) - Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn’t provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability. A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil warpriest (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.

Fearless - Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Fervor (Su) - At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Focus Weapon - At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon).

Frontier Healer (Campaign Trait) - You gain a +1 trait bonus on all
Heal and Knowledge (nature) checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st.

Halfling Luck - Halflings receive a +1 racial bonus on all saving throws.

Helpful (Race Trait) - Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

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

Mount (Ex) - A divine commander gains the service of a loyal and trusty steed to carry her into battle. This mount functions as a druid’s animal companion, using the divine commander’s level as her effective druid level. The creature must be one that she is capable of riding and must be suitable as a mount. A Medium divine commander can select a camel or a horse. A Small divine commander can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. (The GM might approve other animals as suitable mounts.) A divine commander does not take an armor check penalty on Ride checks while riding this mount. The mount is always considered combat trained, and begins play with Light Armor Proficiency as a bonus feat. A divine commander’s mount does not gain the share spells special ability. Should a divine commander’s mount die, she can find another mount to serve her after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the divine commander gains a level. This ability replaces blessings.

Sacred Weapon (Su) - At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage. At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added. If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.

Seeker (Social Trait) - You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Stigmata (Drawback) - You take a –3 penalty on Diplomacy checks to gather information or improve a creature’s attitude.

Warslinger - Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity. This racial trait replaces sure-footed.

Weapon Familiarity - Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Fang:

Male Wolf
N Medium Animal (wolf)
Init +4; Senses Low-Light Vision, Scent; Perception +5
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Defense
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AC 21, touch 17, flat-footed 17
(+3 Dex, +3 Armor, +4 Natural, +1 Dodge)
Hp 37 (4d8+12)
Fort +7, Ref +6, Will +2
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Offense
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Speed 50 ft.
Melee bite +5 (1d6+2+trip/x2) [Slashing, Bludgeoning, Piercing]
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Statistics
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Str 14, Dex 16, Con 16, Int 2, Wis 12 Cha 6
Base Atk +3; CMB +5; CMD 19
Feats Light Armor Proficiency, Dirty Fighting, Improved Trip, Dodge,
Skills
[+6] Perception (2 ranks, 3 class, 1 wis)
[+7] Stealth (1 rank, 3 class, 3 dex)
[+5] Survival (1 rank, 3 class, 1 wis)
Tricks Attack, Attack, Defend, Down, Flee, Hunt, Track

Evasion (Ex) - If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Link (Ex) - A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Low-Light Vision - Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision.

Scent - This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent’s source, the creature can pinpoint the area that the source occupies, even if it cannot be seen. A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Trip (Ex) - A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.

Build Notes:

3 levels of Questioner Investigator
Effortless Aid at 3rd level, cast bard spells (qualifies for arcane strike gloves)
Equipment
Ring of Tactical Precision
Gloves of Arcane Striking

Feats
Harrying Partners
Bodyguard
Juggle Load
Ammo Drop
Arcane Strike
Slipslinger Style
Whip Slinger
Ride-By Attack
Spirited Charge
Power Attack