
Tiny Coffee Golem |

I heard an idea about a halfling
It's a work in progress. Hero lab is good, but i need to fineagle it for clarity, such as moving stuff to my familiars inventory instead of my own and I need to evaluate wealth, but here's what I have so far.
Basically he's a lazy halfling that took up wizardry. At 5th level (when it starts to get interesting) he found the perfectly shaped earth elemental and bound it as his familiar. The elemental is shaped like an easy chair with 4 legs that it walks around on. Though I figure the elemental's form is at least somewhat mutable. It's basically a pile of dirt and rocks.
He has a specially made amulet that shrinks him (per reduce person) when worn to make it easier on the elemental.
I'd need some DM permission for anything involving group earth glide, but that's another story.
If anyone has a level appropriate game the need an interesting character in let me know. Also, if it's higher level that's fine. I can always level him up. Leveling down means I have to get rid of the elemental and that's half the fun.
Male Halfling Wizard 5
N Tiny Humanoid (halfling)
Init +2; Senses Perception +4
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Defense
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Defense 12, flat-footed 10 (+2 Dex)
Armor DR: 5 (+4 armor, +1 HD bonus)
Critical Defense: +7 (+5 DR, +2 Dex)
hp 23 (5d6+5)
Fort +3, Ref +4, Will +6; +2 vs. fear
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Offense
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Speed 15 ft., shift (10') (7/day)
Melee Sawtooth Adamantine Dagger +3 (1d2-2/19-20/x2)
Ranged Light crossbow +4 (1d4/19-20/x2)
Space 2.5 ft.; Reach 0 ft.
Wizard Spells Prepared (CL 5):
3 (2/day) Shrink Item (DC 17), Summon Monster III, Summon Monster III
2 (3/day) Create Pit (DC 16), Create Pit (DC 16), Acid Arrow, Ant Haul, Extend (DC 15)
1 (4/day) Expeditious Retreat, Mage Armor, Grease (DC 15), Feather Fall (DC 15), Windy Escape
0 (at will) Acid Splash, Mage Hand, Prestidigitation (DC 14), Detect Magic
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Statistics
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Str 6, Dex 14, Con 12, Int 18, Wis 12, Cha 14
Base Atk +2; CMB +2; CMD 10
Feats Craft Wand, Evolved Familiar, Extend Spell, Improved Familiar, Scribe Scroll
Traits Antiquities Smuggler (Osirion) (Bluff), Well-Informed (Diplomacy)
Skills Acrobatics +1 (-7 jump), Appraise +8, Bluff +7, Climb +0, Craft (alchemy) +5, Craft (books) +10, Craft (gemcutting) +10, Craft (jewelry) +10, Craft (locks) +10, Craft (stonemasonry) +10, Diplomacy +6 (+7 to gather information.), Disguise +2 (+7 to simulate illness.), Escape Artist -1, Fly +7, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +9, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +10, Perception +4, Profession (scribe) +5, Ride -1, Spellcraft +11, Stealth +8, Survival +1 (+3 to avoid becoming lost when using a Mapmaker's Kit as you travel), Swim -5, Use Magic Device +7
Languages Abyssal, Auran, Common, Draconic, Dwarven, Elven, Halfling, Ignan, Terran
SQ arcane bonds (tbd [quadraped easy chair], elemental, earth, smal), arcane familiar nearby, deliver touch spells through familiar, empathic link with familiar, fearless, opposition schools (enchantment, necromancy), share spells with familiar, speak with familiar, specialized schools (teleportation), summoner's charm (+2 rds)
Combat Gear Wand of cure light wounds, Wand of Expeditious Retreat, Wand of summon monster II, Crossbow bolt, heartstake (5); Other Gear Crossbow bolt, heartstake (5), Crossbow bolts (50), Light crossbow, Sawtooth Adamantine Dagger, Amulet or Reduce Person, Bag of holding I (14 @ 96.5 lbs), Handy haversack (61 @ 18.93 lbs), Pathfinder pouch (1 @ 3 lbs), Alchemist's kit, Artisan's tools, masterworkCraft (books), Artisan's tools, masterworkCraft (gemcutting), Artisan's tools, masterworkCraft (jewelry), Artisan's tools, masterworkCraft (locks), Artisan's tools, masterworkCraft (stonemasonry), Artisan's tools, masterworkCraft (traps), Climber's kit, Dungeoneering kit, deluxe, Fishing kit, Mapmaker's kit, Portable alchemist's lab, Scrivener's kit, Shaving kit, Shrunken Concave metal Half Sphere (worn as a hat), Spell component pouch, Spellbook, Survival kit, masterwork, Symptom kit (10 uses), Thieves' tools, masterwork, Travelling spellbook, Umbrella, Undead slayer's kit, Vampire slayer's kit, Wizard's kit, 110 GP
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Special Abilities
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Antiquities Smuggler (Osirion) (Bluff) +1 to Bluff checks, Bluff is always a class skill for you.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evolved Familiar Familiar gains a summoner evolution
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fearless +2 racial bonus vs Fear saves.
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Pathfinder pouch (1 @ 3 lbs) This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet).
With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their nonmagical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.
Construction
Requirements Craft Wondrous Item, magic aura, secret chest; Cost 500 gp
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (10') (7/day) (Sp) Short-range teleport
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Summoner's Charm (+2 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Symptom kit (10 uses) +5 Disguise to simulate illness.
Teleportation Associated School: Conjuration
Well-Informed (Diplomacy) +1 Gather Information and Knowledge (Local), and one of these is a class skill.
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TBD (Quadraped Easy chair)
No Gender Elemental, Earth, Small
N Small Outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision, tremorsense; Perception +4
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Defense
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Defense 9, flat-footed 10 (-1 Dex)
Armor DR: 10/magic or Large (+10 natural armor)
Critical Defense: +9 (+10 DR, -1 Dex)
hp 11 (2d10+2)
Fort +4, Ref +0, Will +4
Immune bleeds, flanking, critical hits, paralysis, poison, precision damage, sleep, stunning
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Offense
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Speed 50 ft., burrowing (20 feet), earth glide
Melee Slam (Elemental, Earth, Small) +6 (1d6+4/x2)
Special Attacks earth mastery
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Statistics
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Str 16, Dex 8, Con 13, Int 8, Wis 11, Cha 11
Base Atk +2; CMB +4 (+6 Bull Rushing); CMD 13 (15 vs. Bull Rush, 13 vs. Overrun)
Feats Improved Bull Rush, Power Attack -1/+2
Skills Acrobatics -1 (+7 jump), Appraise +3, Bluff +4, Climb +7, Diplomacy +1, Escape Artist +0, Fly +2, Knowledge (dungeoneering) +3, Knowledge (planes) +3, Linguistics +2, Perception +4, Sense Motive +4, Spellcraft +3, Stealth +7, Use Magic Device +5
Languages
SQ ignore armor dr (50%), improved evasion
Other Gear Horseshoes of speed, You have no money!
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Special Abilities
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Burrowing (20 feet) You have a Burrow speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earth Glide Burrow through any earth or stone (except metal) as a fish through water.
Earth Mastery +1 to hit, dam, bull rush, and overrun if both self and foe are on ground, -4 otherwise.
Ignore Armor DR (50%) Ignore the listed percentage of Armor DR
Immune to Bleeds You are immune to bleeds.
Immune to Flanking You are immune to flanking.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Tremorsense (60 feet) Sense things and creatures without seeing them.
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Evolution: Climb speed = base speed.
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