| Full Name |
Wayne Zuzaristan |
| Race |
Halfling |
| Classes/Levels |
3: Paladin (Divine Hunter) 1 / Rogue (Sniper) 1 / Fighter (Archer) 1 |
| Gender |
Male |
| Size |
Small 3'1" 35 lbs |
| Age |
25 |
| Alignment |
Lawful Good |
| Deity |
Erastil |
| Location |
Absalom |
| Languages |
Common Goblin Elven Halfling |
| Homepage URL |
http://www.unseelie.org/assorted-rpg/Wayne/Wayne.pdf |
| Strength |
12 |
| Dexterity |
17 |
| Constitution |
10 |
| Intelligence |
14 |
| Wisdom |
12 |
| Charisma |
15 |
About Wayne, the short longbowman
Wayne grew up in the Halfling village of Brownstone (population about 400). Brownstone is situated in the Western bay of Kortos island, nestled among the hills and due North of Diobel.
Wayne grew up being referred to as "the Zuzaristan boy." By practice, Halfling foundlings are named for the godess Chaldira Zuzaristan, regardless of where and how they are raised. Wayne doesn't advertise the fact that he has no family, so is reluctant to give the surname.
In Brownstone, no one family took sole responsibility for Wayne. Instead, he lived variously with several separate families. Through most of his childhood Wayne was alternately living with the Trevok, Faramin and Barcon families. After Mrs. Faramin caught Wayne and Shellin Faramin playing Paladin (a game that involves the laying on of hands), Wayne was no longer welcome in the Faramin home.
Wayne made a basic living hunting small mammals with his bow, and selling them to butcher Huckins. Over time, his reliance on the kindness of the local families diminished, and he was able to feed and clothe himself, and even pay back some of the kindness shown him as a child (though he asked intermediaries to bring his gifts to Mrs. Faramin).
By the time he was a young man, Wayne began to ask around about who had abandoned him. Nobody really knew for sure, but with such a small population, it was fairly certain that the two-year-old foundling had not been born to any local halfling, and had not been in town before. The best lead Wayne got, is that some people remember a lone Pathfinder named Jona Clay passing through Brownstone in 4689 just around when Wayne was found.
On questioning Venture Captain Drendle dreng at the Absalom chapter of the Pathfinder society, Wayne learnt that Jona Clay had disappeared about a decade before.
Wayne decided that he would need to travel with the Pathfinders, if he was to ever cross paths with Jona Clay. And, besides, Wayne has an interest in trade, and considers the Pathfinders to be a good organization from which to make contacts before starting a caravan. So
Wayne joined the world's most renowned travel agency -- the Pathfinder society.
After meeting the Tian venture captain, Amara Li, Wayne joined her lodge. He liked Amara Li's style, as a by-thebook person who was a friend to travel.
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Small:
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 Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
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.
Low Blow:
Some halflings train extensively in how to attack larger creatures. Halflings with this racial trait gain a +1 bonus on critical confirmation rolls against opponents larger than themselves.
Swift as Shadows:
Halflings possess incredible stealth even while moving through obstructed areas. Halflings with this racial trait reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10.
Weapon Familiarity:
Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Languages:
Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Helpful (racial Halfling):
Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
Provider (faith Erastil):
You gain a +1 trait bonus on any d20 roll to acquire food or water for others. Though this bonus most often applies to Survival checks, it could also apply to attacking monsters that are safe and nutritious to eat (mainly animals and plants). However, Erastil takes a dim view of waste and of those who scorn his favor, and if you abuse this gift (for example, by using the bonus to defeat a bear, then only eating one bite of it), he punishes you with a –2 penalty on attacks, checks, and saves for 24 hours.
Point Blank Shot:
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Weapon and Armor Proficiency:
Proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Aura of Good (Ex)
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su)
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Precise Shot:
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Sneak Attack +1d6:
If a character can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
Accuracy:
At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow. This ability replaces trapfinding.