Hit Points |
109 |
19d10+0 |
Initiative |
+5 |
+4+1 dex |
ATTACKS |
Base A. B. |
+19/14/ 9/ 4 |
Melee
Attack |
+23/18/13/8
(26/21/16/11) |
Ranged
Attack |
+24/19/14/9
(25/20/15/10) |
Maneuver |
+21 (24) |
DEFENSES |
Armor Class |
+18 (20) |
Touch AC |
+10 (12) |
Flat-footed |
+14 (15) |
Maneuvers |
+30 (35) |
ABILITY |
trait |
mod |
Strength |
16
(22) |
+3
(+6) |
Dexterity |
18
(20) |
+4
(+5) |
Constitution |
10 |
+0 |
Intelligence |
12 |
+1 |
Wisdom |
8 |
–1 |
Charisma |
12
(16) |
+1
(+3) |
SAVES |
Fortitude |
+17 |
Reflex |
+16 (17) |
Will |
+11 |
SKILL |
Roll |
Calculating |
Acrobatics |
+20 |
dex 5 |
+rank 13 |
|
+race 2 |
Bluff |
+25 |
cha 3 |
+rank 19 |
+class 3 |
|
Climb |
+12 |
str 6 |
+rank 1 |
+class 3 |
+race 2 |
Diplomacy |
+7 |
cha 3 |
+rank 1 |
+class 3 |
|
Handle
Animal |
+15 |
cha 3 |
+rank 9 |
+class 3 |
|
Intimidate |
+20 |
cha 3 |
+rank 18 |
+class 3 |
size -4 |
Knowledge
(local) |
+15 |
int 1 |
+rank 11 |
+class 3 |
|
Perform
(dance) |
+4 |
cha 3 |
+rank 1 |
|
|
Profession
(sailor) |
+4 |
wis -1 |
+rank 2 |
+class 3 |
|
Ride |
+32 |
dex 5 |
+rank 19 |
+class 3 |
+item 5 |
Sense
Motive |
+10 |
wis -1 |
+rank 8 |
+class 3 |
|
Stealth |
+20 |
dex 5 |
+rank 11 |
|
+size 4 |
Survival |
+3 |
wis -1 |
+rank 1 |
+class 3 |
|
(
add +4 to Handle Animal if it involves his Mount)
(
add +9 to Survival to avoid getting lost)
(
add +4 to Ride if it involves Naranek)
Nature: Player Character
Player: (
anyone)
User: Lankin the Mad Mage
Race: Hobbit
Origins: Talenta Plains
Residence: Little Plains
Class: Cavalier 19
Archetype: Beast Rider
Cavalier Order: Order of the Land
Alignment: Chaotic Good
Religion: Sovereign Host
.
Description
Gender: Male
Age: 30 years, 6 months
Hair: Black, wiry, wears it in a high ponytail
Eyes: Brown, kind
Height: 3 feet, 1 inch
Weight: 33 pounds
Body:
Clothing: Home tribe's colours & style
Oher traits:
.
Information
Motivations:
●Defeat the Boromar Clan
●Honor his tribe and people
Likes:
●Music & dancing .
●Physical sports
●Playing fetch
●Chess
●Satire
.
Fears:
●Losing Naranek .
●The undead
●Settling down
●Looking foolish
Dislikes:
●Bullying
●Extortion
●Organized crime
●Boring "mundane" work
●Vegetables
.
Speed: 20 feet.
Small: ●Gets +1 size bonus to AC & attack rolls
●Suffers –1 penalty to Combat Maneuvers & Maneuver Defense
●Adds a +4 size bonus on Stealth checks.
Hobbit Luck: Receive a +1 racial bonus on all saving throws.
Fearless: Get a +2 racial bonus on all saving throws against fear.
Sure-Footed: Get +2 racial bonus on Acrobatics & Climb skill checks.
Low Blow: Get +2 racial bonus to confirm crits on foes larger than them.
Proficiencies: ●Slings, ●treat "talenta" weapons as martial type.
Languages: Common, Halfling, Goblinoid
.
Proficiencies: ●All simple & martial weapons.
●Light & medium armor. ●Shields (except tower shields)
Exotic Mount: Has a mystical bond with his 'steed', a Fastieth dinosaur
●Doesn't get armor check penalty to Ride checks while riding own mount
●The mount is always considered "combat trained"
●It begins play with "Endurance" as a bonus feat
Mount Bond:
●Gets +4 circumstance bonus on all Handle Animal checks made regarding his mount.
●Can handle his mount as a Free action, or push it as a Move action,
even if he doesn’t have any ranks in the Handle Animal skill.
.
Cavalier Challenge
Challenge: 7 times per day, Swift action, 1 target
●Ranged attacks on target gets (1 + [lvl 19 +item 4]×1/4) = +6 morale bonus.
●Melee attacks on target adds (cavalier lvl 19 +item 4) = +23 to damage.
●Get –2 AC against all enemies who aren't the challenged foe
●Ends if target dies or is unconscious, or combat ends
Demanding Challenge: When declaring a challenge,
as long as the target is within the area threatened by character,
they get –2 penalty to AC against attacks made by anyone other than the challenger.
.
Charge Attacks
Cavalier’s Charge:
●Gets +4 on melee attack rolls on a mounted charge (not just +2)
●Gets no penalty to AC after making a charge attack while mounted.
Mighty Charge:
●If mounted, double threat range of weapons wielded during a charge.
This doesn't stack with other effects that increase threat range of a weapon.
●If the charge attack succeeds, can make 1 free bull rush, disarm, sunder, or trip maneuver, without provoking an AoO.
.
Banner
Banner (Ex): While his banner is clearly visible, all allies within 60 feet get:
●+2 morale bonus on saves vs fear
●+1 morale bonus on attacks made as part of charge.
●Both bonuses increase by +1 per (5 cavalier levels) > (5th lvl) = +4 & +3 bonus.
Requires banner to be Small or larger & be carried or displayed by cavalier or mount
Greater Banner (Ex): Adds the following benefits to the basic ability.
●All allies within 60 ft get +2 morale bonus on saves against charm & compulsion spells & effects.
●While banner is displayed, can wave it through the air as a Standard action:
►This gives all allies in 60 ft an additional saving throw against
any 1 spell or effect that's targeting them, against the original DC.
►Spells & effects that don't allow a save aren't affected by this ability.
►An ally can't benefit from this ability more than once per day.
.
Teamwork Tactics
Tactician: Get 1 bonus (Teamwork)-type feat (you must meet its prerequisites)
●Can grant this feat to all allies in 30 ft (60 ft, due to item) who can see & hear you.
●Can do this (1 +1 per 5 cavalier lvls +1 from item) = 5 times per day.
●This takes a Standard action, and it lasts (3 +1/2 cavalier lvl +2 from item) = 14 rounds.
●Allies don't need to meet the feat's prerequisites.
Greater Tactician:
●Using ''tactician'' ability is now a Swift action.
●Get 1 more (Teamwork)-type bonus feat, if you meet its prereqs.
●Can grant this feat to allies with the ''tactician'' ability.
Master Tactician:
●Get 1 more (Teamwork)-type bonus feat that you meet the prerequisites for.
●Using ''tactician'' ability now grants allies 2 of your Teamwork feats.
●You can now select these from any Teamwork feats you know, not just the "Tactician" bonus
.
Edicts:
●Must always strive to protect the common folk from the depredations of oppressive regimes
●Must not decline any duty or mission because he isn't properly equipped for it
Extra Class Skills: Survival & Knowledge (local)
Boost: When makes Survival check to not get lost,
gets bonus = +1/2 cavalier lvl (min +1) = +9 bonus.
2.Adaptive Strike:
●Receives "Catch Off-Guard" as a bonus feat.
●Can cause an armed opponent to become flat-footed against
any attacks he makes during that round with an improvised weapon.
This ability requires a Swift action, and can be used max once per combat.
8.Terrain Training: Urban & Plains & ???
●Can boost other's Initiative, Knowledge (geography), Perception & Survival.
●Bonus = (Cha modifier) = +3 Competence bonus, but only applies while in the chosen terrain.
●This bonus is granted to ALL allies within 60 feet who can hear him & his instructions.
●This takes a Standard action, and it lasts (1/2 cavalier lvls) = 9 rounds.
●For every 4 levels after 8th level, gets to add 1 new Terrain type to use with this ability.
15.Wild Charge (Ex):
●The cavalier & his mount can ignore "difficult terrain" for the purpose of making a Charge attack.
●In addition, if the charge attack is successful & both the cavalier & his opponent are occupying squares with "difficult terrain", the cavalier gains a +2 competence bonus when using his "mighty charge" ability to make a bull rush, disarm, sunder, or trip Maneuver.
.
1B.Catch Off-Guard: ●You don't suffer any penalties for using improvised melee weapons.
●Unarmed foes are flat-footed against attacks you make with improvised melee weapons.
19.???:
Dinosaur Riding
1.Dinosaur Bond: Has 1 dinosaur character is bonded with. ●Get +4 to Ride checks with it.
●If mounted on bonded dino, both self & dino get +1 to AC & Reflex saves.
3.Mounted Combat: ●If mount is hit in combat, can try to prevent that attack.
●Make a Ride check as an Immediate action, at difficulty = (the attack roll).
●If this succeeds, it negates the attack entirely. ●Can do this once per round.
5.Ride-by Attack: ●Requires that you're mounted and use the "Charge" action.
●May move & attack (as if with a standard charge), and then move again (continuing the straight line of the charge).
●Your total move for the round can’t exceed (2x mounted speed).
●You & your mount don't provoke an AoO from the target you attack.
15.Talenta Skirmisher: If your bonded dinosaur-Mount moves its speed or less, you can still take a Full-attack action.
Normal: If your mount moves more than 5 feet, you can only take an attack action.
12B.Mounted Archery (Combat): The penalty you take when using a ranged weapon while mounted is halved:
–2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running.
Note: Mount has a feat which reduces these penalties even further, by –1 and –2.
Final result: Get –1 during a double move & –2 while mount is running.
.
Battle Feats
6B.Talenta Warrior (Combat): ●Get +1 damage with Talenta-weapons while mounted.
●"Talenta"-weapons all count as same weapon for weapon-specific feats (f.ex. "weapon focus").
●If uses Action Point on attack with "Talenta"-weapon, the action point die also adds to damage.
9.Improved Critical (talenta tangat): Double the crit threat range of the chosen weapon.
11.Quick Draw:
●Can draw a weapon as a Free action instead of as a Move action.
●Can draw a hidden weapon as a Move action.
●May throw weapons at his full normal rate of attacks (much like a character with a bow).
7.Hobbit Hunter Style: If you do a Full-attack action, and as your first attack you throw a talenta boomerang, you can attempt to make it a "ricochet attack" by taking a -2 penalty on the attack (chosen before rolling). This also inflicts -2 on all your later attacks this round.
If you do this & hit:
●The attack deals damage normally
●You also get a 2nd attack (at full attack bonus) against a new target within 1 range increment of the first target.
●You determine cover for this attack from the first target’s space instead of your space.
●You can make only 1 additional attack per round with this feat.
13.Hobbit Hunter Headshot: If you successfully damaged the target with a thrown talenta boomerang in the previous round, then a successful thrown attack on them with a talenta boomerang not only inflicts damage but also forces them to make a Fortitude save (DC +1/2 your lvl +your Dex modifier) = (DC +14) to not be "dazed" for 1 round (until just before your next action).
If you do a "ricochet attack", this can "daze" both the first & secondary target,
but then this can't affect any other targets for the rest of the round.
17.Hobbit Hunter Hailstorm: As a Standard action,
you can make 1 single ranged thrown weapon attack with a talenta boomerang, at your full attack bonus.
●If you hit, you deal damage normally and get to make 1 additional attack on a new target.
●Each time you hit you get to make another new attack.
●You can make a max number of these attacks = (1 +1 per 4 BaB) = 5 attacks.
●The next target must be within 1 range increment of the previous target.
●You can't attack an individual target more than once during this attack action.
●You determine cover for each attack from the most recently hit foe’s space instead of from your space.
●No more than 3 of these targets can be affected by the previous "Headshot" feat,
& you must choose whether or not you attempt to daze a victim before you roll the attack.
This is still limited to those you harmed with a thrown talenta boomerang in the previous round.
18B.Deadly Aim (combat): ●Can choose to take a –1 penalty on all ranged attack rolls to get a +2 bonus on all ranged damage rolls.
●When BaB reaches +4, and every +4 BaB thereafter, the penalty increases by –1 & the damage bonus increases by +2.
●You must choose to use this feat before making an attack roll, and its effects last until your next turn.
●Damage bonus doesn't apply to touch attacks or effects that don't deal HP damage.
Result: Can take –5 on ranged attacks to get +10 to damage.
.
1B.Feint Partner: When an ally who also has this feat Feints an enemy,
that enemy loses their Dex bonus to AC vs your first attack,
until the beginning of the feinter's next turn.
9B.Stealth Synergy: While you can see 1 or more allies who also have this feat,
whenever you and your allies make a Stealth check,
you all take the highest roll & add all your Stealth modifiers.
17B.Blades Above & Below:
When you & an ally who also has this feat threaten the same enemy,
you’re both considered to be flanking that enemy, regardless of your actual positioning.
To gain this benefit:
●You & the ally must be of different size categories.
●The target must be the same size category as either you or the ally.
.
Talenta Tangat: 2-hand wpn. Dmg: 1d8+10(+1) +1d6 electric. Crit: 15–20 / x2 +1d10 elec. Tags: +1, Shocking Burst
Talenta Sharrash: 2-hand wpn.Dmg: 1d8+9(+1). Crit: 17–20 / x2. Tags: Cold iron, reach, trip
Talenta Boomerang: Thrown. Dmg: 1d3+7(+1) +1d6 fire. Crit: 19–20 / x2. Range: 30 ft. Tags: +1, Returning, Flaming
Talenta Boomerang: Thrown. Dmg: 1d3+7(+1) +1d6 cold. Crit: 19–20 / x2. Range: 30 ft. Tags: +1, Returning, Frost
Talenta Boomerang: Thrown. Dmg: 1d3+7(+1) +1d6 acid. Crit: 19–20 / x2. Range: 30 ft. Tags: +1, Returning, Corrosive
Talenta Boomerang: Thrown. Dmg: 1d3+7(+1) +1d6 electr. Crit: 19–20 / x2. Range: 30 ft. Tags: +1, Returning, Shock
Dagger: (x4) Melee or Thrown. Dmg: 1d3+6. Crit: 19–20 / x2. Range: 10 ft
Talenta Boomerang: Thrown. Dmg: 1d3+7(+1) +1d6 electr. Crit: 19–20 / x2. Range: 60 ft. Tags: +1, Sharding, Distance, Shock
Sharding: (magic weapon ability). The wielder can make a special ranged attack with the weapon, by going through the motion of throwing the weapon without actually releasing it.
This makes the weapon split off a duplicate of itself that flies at the intended target as if the original weapon had actually been thrown by the wielder. The duplicate vanishes when the wielder's turn is over.
Studded Leather Light armor. AC: +3. Max dex: +5. Penalty: -0. Spd: 20 ft. Tags: +5 armor
Headband of Alluring Charisma: +4 cha while worn.
Belt of Nimble Strength: +6 str & +2 Dex while worn.
Ring of Protection: (slot: ring #1) Gives +5 deflection AC.
Poncho of Resistance: (slot: shoulders) Gives +5 resistance bonus to all Saves.
Resplendent Tribal Warrior's Shirt: (slot: chest)
●Can use "tactician" ability +1 extra time per day,
●its range is increased to cover all allies within 60 feet (not just 30 feet)
●its effect lasts +2 rounds longer than normal.
Champion's Banner:
●Depicts the insignia or heraldic symbol of its wielder.
●Can be used to fulfill the requirements of the "banner" ability.
●Carrier treats their class as 4 lvls higher when determining the effect of their "challenge" ability.
●Doesn't alter the nr of times per day wielder may use "challenge",
only the value of the bonuses it grants when they activate it.
Dino-Master's Saddle: This ornate military saddle is tooled with an elaborate saurian motif.
●Gives the mount a +5 competence bonus on Acrobatics checks.
●Gives the mount's rider a +5 competence bonus on Ride checks.
●The mount gains the benefits of any teamwork feats the rider has.
Military Saddle: (mundane item)
●Gives +2 circumstance bonus to Ride checks related to staying in the saddle.
●If rider is knocked unconscious, he has a 75% chance to stay in the saddle.
Saddlebags of Holding: Same effect as "Handy Haversack", just different shape on the outside.
Handy Haversack: Backpack, with 2 side pouches that each appears large enough to hold about a quart of material.
●In fact, each of the 3 sections is like a "bag of holding": Bigger on the inside.
●2 side pouches can hold as much as 2 cubic feet in volume or 20 pounds in weight.
●Large central portion of the pack can contain up to 8 cubic ft or 80 pounds of material.
●Even when so filled, the haversack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power:
●When the user reaches into it for a specific item, that item is always on top.
●Thus, no digging aound & fumbling is ever necessary to find what a haversack contains.
●Retrieving any specific item from a haversack is a Move action.
●Therefore, it doesn't provoke the AoO's that retrieving a stored item usually does.
Saddlebags: (mundane item)
Each side of a saddlebag can typically carry 20 pounds of items that can fit in the bags.
Sandals of Lightning Leaping: (slot: feet) Usable once per day, on command.
●Lets wearer transform into a bolt of lightning & move up to 50 feet in a straight line.
●Re-materializes at the far end of the lightning bolt's path.
●Movement while in lightning form doesn't provoke Attacks of Opportunity.
●Creatures in the path of this energy take 6d6 electricity damage
●Objects along the way take damage as per the "lightning bolt" spell.
●If the lightning strikes an object or barrier & fails to burst through it,
effect ends prematurely. Wearer re-appears next to impacted object,
and is then "staggered" for 1 round.
Mask of Merging Souls: (slot: head) This traditional mask is made out of the decorated skull of the same sort of dinosaur that the wearer has bonded with. It can only be used by a hobbit who has chosen a dinosaur as their animal companion, familiar or cavalier mount, and which they have performed the traditional bonding ceremony with (taken the "Dinosaur Bond" feat for).
It can be activated once per day, which gives the wearer the effects of the "share shape" spell, while their bonded dinosaur gets the effects of the "anthropomorphic animal" spell, which first exchanges their worn gear with the other's. Lasts 7 hours.
Potions:
10x Cure Light Wounds (1d8+1 HP)
5x Cure Moderate Wounds (2d8+3 HP)
Wealth: 299'883 gp.
.
ATTACKS |
Base A. Bonus |
+11 |
Melee Attack |
+18 |
Ranged Attack |
+14 |
Maneuvers |
+18 |
DEFENSES |
Armor Class |
+20 |
Touch AC |
+4 |
Flat-footed |
+16 |
Maneuvers |
+22 |
ABILITY |
trait |
mod |
|
Strength |
25 |
+7 |
Dexterity |
17 |
+3 |
Constitution |
14 |
+2 |
Intelligence |
4 |
–3 |
Wisdom |
12 |
+1 |
Charisma |
4 |
–3 |
SAVES |
Fortitude |
+11 |
Reflex |
+12 |
Will |
+6 |
SKILL |
Roll |
Calculating |
Acrobatics |
+14 |
dex 3 |
+ rank 3 |
+ class 3
+ item 5 |
Bluff |
–2 |
cha -3 |
+ rank 1 |
- |
└►Feint |
+8 |
cha -3 |
+ rank 1 |
+ item 10 |
Climb |
+11 |
str 7 |
+ rank 1 |
+ class 3 |
Intimidate |
+12 |
cha -3
str 7 |
+ rank 3 |
+class 3
+bling 2 |
Perception |
+5 |
wis 1 |
+ rank 1 |
+ class 3 |
Perform
(dance) |
–2 |
cha -3 |
+ rank 1 |
|
Stealth |
+12 |
dex 3 |
+ rank 1 |
+ class 3
+ item 5 |
Survival |
+2 |
wis 1 |
+ rank 1 |
- |
(plus 3 unspent skill points)
(+20 Acrobatics when jumping, for total of +34)
(+8 Perception to notice scents, for total of +13)
Nature: Dinosaur
Type: Fastieth
Alignment: Chaotic Neutral
Size: Medium
Speed: 50 feet (80 ft with item)
Initiative: +3
Bite: Damage: 1d4+10. Crit: x2.
Natural Armor: +16
Languages: Can speak in the Hobbit language, but can only understand (& read) common, can't speak it.
Carrying Capacity:
Light load: up to 233 pounds
Medium load: up to 466 pounds
Heavy load: up to 700 pounds
Can drag: up to 3'500 pounds
.
Special Traits
Low-Light Vision (Ex): Can see twice as far as humans in conditions of dim light.
Evasion (Ex): If the mount is subjected to an attack that normally allows a Reflex save for 1/2 damage, it takes no damage if it makes a successful saving throw.
Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for 1/2 damage, the mount takes no damage if it makes a successful saving throw, and only 1/2 damage even if the saving throw fails.
Devotion (Ex): Gets a +4 morale bonus on Will saves against enchantment spells & effects.
Multiattack (Ex): Gains a second attack with one of its natural weapons, albeit at a –5 penalty.
Scent (Ex): Allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Range: Can detect others within 30 ft by sense of smell. Upwind: 60 feet. Downwind: 15 feet.
Strong scents: (f.ex. smoke or rotting garbage) is detected at 2× ranges noted above.
Overpowering scents: (f.ex. skunk musk or troglodyte stench) is detected at 3× normal range.
Locating:
●When it detects a scent, the source's exact location isn't revealed, only its presence within range.
●The creature can take a Move action to note the direction of the scent.
●When the creature is within 5 feet of the source, it pinpoints the source's location.
Tracking:
Creature can follow tracks by smell, making a Wisdom or Survival check to find or follow a track.
●Following a fresh trail typically has DC 10 (no matter what kind of surface holds the scent).
●DC increases or decreases depending on how strong the quarry's odor is & the number of creatures
●Creatures tracking by scent ignore the effects of surface conditions & poor visibility.
●For each hour that the trail is cold, the DC increases by +2.
Other than this, the ability follows the tracking rules for the Survival skill.
.
Equipment
Hat of Disguise: This apparently normal hat allows its wearer to alter her appearance as with a "disguise self" spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, or other headwear.
Disguise Self: You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.
The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.
Talenta Collar: If worn by a dinosaur who's the bonded animal companion or mount of a hobbit, this item enables the wearer to speak the "halfling" language, even if it isn't normally capable of speech because of its low Intelligence score, lack of known languages, or not having a throat physically capable of humanoid verbalization. The item doesn't grant the dinosaur a bonus to Intelligence, and the animal's general behavior remains largely the same while its master wears a Talenta Collar, though it can communicate its desires and rudimentary knowledge as though being spoken to via "speak with animals".
Impressive Headband of the Sick Burn: A circle of decorative feathers meant to be as dominant and overwhelmingly superior as possible, crowned with a gem in the front, hanging suspended on the wearer's forhead. Once per day, the character can unleash an insulting put-down so vicious and belittling that enemies who hear it are physically burned by it.
As a Standard action the character can make one Intimidate check to "demoralize" every single opponent within 30 feet (similar to demoralizing a single target, as per corebook p99). All targets the character manages to demoralize in this way take 1d10 fire damage and must succeed on a Reflex save or else catch on fire (DC=13 +1 per 5 extra by which Intimidate chech succeeded by). Spell Resistance can negate the fire damage, but not the demoralizing effect.
LAZER Goggles: Allows wearer to shoot laser-beams from the eyes, once/round, as a ranged touch attack that inflicts 1d4+1 fire dmg.
Cape of Saurian Bravado: This bright red garment bestows no benefit when worn on the shoulders, but when held in 1 hand while draped over the arm, the cape obscures its user's movements in combat. Used this way, the cape bestows the following:
●+1 insight bonus to AC.
●+10 competence bonus on Bluff checks to feint in combat.
►Readying the cape in combat is a Move action.
►If wielder has BaB ≥ +1, they can ready it as a Free action as part of movement.
●Once per day as an Immediate action, a creature brandishing a cape of bravado may try to compel an opponent within 30 feet to attack him on its next turn (Will negates, DC 11)
Ankle-wraps of Speed: ●Increases the animal's base land speed by +30 feet.
●This counts as an enhancement bonus.
●As with other effects that increase speed, jumping distances increase proportionally.
●Both wrappings must be worn by the same animal for the magic to be effective.
Cloak of Elvenkind: Gives +5 competence bonus on Stealth checks.
Utterly Tacky Sparkly Belt, with Emerals & Sequins
.
Feats
Endurance: You gain a +4 bonus on the following checks & 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 avoid nonlethal damage from starvation or thirst
●Constitution checks made to hold your breath
●Fortitude saves made to resist damage from suffocation.
●Fortitude saves made to avoid nonlethal damage from hot or cold environments
Also: You may sleep in light or medium armor without becoming ''fatigued''.
Diehard: When your HP total is below 0, but you aren't dead, you automatically stabilize.
You don't need to make a Constitution check each round to avoid losing additional HP.
You may choose to act as if you were ''disabled'', rather than ''dying''.
You must make this decision as soon as you are reduced to negative HP (even if it isn’t your turn).
If you don't choose to act as if you were ''disabled'', you immediately fall unconscious.
When using this feat, you are ''staggered''. You can take a Move action without further injuring yourself,
but if you do any Standard action (or any other action deemed as strenuous, including some Swift actions,
f.ex. casting a quickened spell) you take 1 damage after completing the act.
If your negative HP are equal to or greater than your Constitution score, you immediately die.
Stalwart: While using the ''total defense'' action, ''fighting defensively'' action, or "Combat Expertise" feat,
you can forgo the dodge bonus to AC you would normally gain to instead get an equivalent amount of Damage Reduction
(to a max of DR 5 / –), which lasts until the start of your next turn.
●This DR stacks with any you gain from class features (f.ex. barbarian's DR), but not with DR from any other source.
●If you are denied your Dexterity bonus to AC, you are also denied this DR.
Special: If you have 3+ ranks in Acrobatics, you get +3 dodge to AC when "fighting defensively", not the usual +2,
and you get a +6 dodge bonus to AC when taking the "total defense" action, instead of the usual +4.
Item Slots |
Skill |
Belt |
Chest |
Shoulders |
Intimidate |
Body |
Feet |
Neck |
Diplomacy |
Eyes |
Hands |
Headband |
Bluff |
Head |
Ring |
Wrists |
Perform |
Intimidating Prowess: Add Strength Modifier to Intimidate checks, in addition to Charisma Modifier
Ostentatious Display: ●As long as you are wearing a valuable non-magical item in a magic item slot, you gain a +2 bonus on skill checks with a corresponding skill.
●Bonuses from wearing items that affect the same skill don't stack.
●Each item must be worth ≥ 5% of your wealth by lvl (currently 5'400 gp).
Stable Gallop:
●Your AC penalty when charging is halved.
●Penalties on ranged attacks made by your rider are reduced by 1 when you double move & by 2 when you run (min. penalty of 0).
●Your rider gains a +4 bonus on concentration checks caused by your motion.
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Information
Motivations:
●Be the BEST hobbit-trainer
●Get laid with a dragon
Likes:
●His favorite pet hobbit .
●Showing off physically
●Maps & roadsigns
●Talenta dancing
●Barbeque
●Shopping
●Being a hero
.
Fears:
●Someone taking away his pet hobbit .
●Settling down / getting trapped
●Tyrranosaurus Rex'es
●Lightning storms
Dislikes:
●Inedible opponents
●Underground places
●Rivals with cooler pet hobbits
●Candy & other sugary foodstuffs
.