User:Apheori/Celdrin
A fragment of the Garden of Remembering
Badger guy (162761-1)
Barbarian 5 (N) (12 exp) (18/20 pp/fame) Allegiances: Norgorber, Pathfinder Society, The Exchange Elf, size Medium Speed 40 ft. / 8 sq. 50 HP Initiative +7 Ability Scores Str 13 (+1) Dex 20 (+5) Con 12 (+1) Int 16 (+3) Wis 10 Cha 10 Defenses AC 20 (touch 15, flat-footed 15) Fort +4 Ref +6 Will +1 Attacks (BAB +5) (CMB 6) (CMD 21) Blade (+11/+10 vs AC; critical 18-20 x 2) (1d10 +2/+5 slashing) Longbow (range 110) (+11 vs AC, critical x3) (1d8 +1 piercing or blunt) Rage (5 rounds) +4 STR, +4 CON, +8 HP, -2 AC, +2 Will (morale) No cha, dex, int skills (except Acrobatics, Fly, Intimidate, and Ride) Fatigued after 2 rounds per rage round; cannot run or charge, -2 to str, dex Skills Acrobatics* 13 (5 + 5 + 3) (dex) Appraise 3 (3) (int) Bluff 0 (0) (cha) Climb* 1 (1) (str) Diplomacy 0 (0) (cha) Disguise 0 (0) (cha) Escape artist 5 (5) (dex) Fly 5 (5) (dex) Handle animal* 6 (0 + 3 + 3) (cha) Heal 0 (0) (wis) Intimidate* 0 (0) (cha) Knowledge (arcana) 4 (3 + 1) (int) Knowledge (engineering)* 13 (3 + 5 + 5) (int) Knowledge (nature)* 11 (3 + 5 + 3) (int) Knowledge (religion) 5 (3 + 2) (int) Linguistics 7 (3 + 4) (int) Perception* 10 (0 + 5 + 5) (wis) Ride 5 (5) (dex) Sense motive 0 (0) (wis) Stealth 5 (5) (dex) Survival* 8 (0 + 5 + 3) (wis) Swim* 1 (1) (str) Equipment proficiencies Weapon familiarity (elf - longbows, longswords, rapiers, and shortbows; anything 'elven' as martial) Simple and martial weapons light armor, medium armor, and shields (except tower shields) Special Abilities Darkvision (elf variant) Elven immunities (elf - sleep, +2 bonus against enchanting) Keen senses (elf - +2 to perception) Fast movement (barbarian - speed +10) War Beast (mad dog - animal companion as druid) Pack Tactics (mad dog - +4 to attack when flanking together) Trap sense (barbarian - +1 to reflex saves and dodge AC vs traps) Rage (barbarian (-3 for effective level due to mad dog)) Feats etc Secret knowledge (trait - +2 to engineering; becomes class skill) Reactionary (trait - +2 initiative) Weapon Finesse (use dex instead of strength for light weapon attack bonus) Power attack (-1 to attack, +2 to damage when active (+3 when using two hands)) History Favour of Cartahegn Languages Common (Taldane) Elven Celestial Gnome Sylvan Necril Undercommon Azlanti Tien Equipment (30lbs of equipment; ~15lbs random junk) Mithril chainshirt +1 (ac +4) Elven curved blade +1 Masterwork composite longbow (+1) arrows (piercing) x29 arrows (blunt) x36 clothes sleeves of many garments belt of dexterity +2 traveler's any-tool silk rope (50ft) heatstone alchemist's fire x5 tangleburn bag x1 itching powder x3 sneezing powder x2 wand of cure light wounds x19 wayfinder large stick small rock twine (50ft) alchemical glue (.25lb) 2/3 bottle of absinth bag of biscuits (12) bucket badger (100lbs) 2470g Alchemist's fire You can throw a flask of alchemist's fire as a splash weapon with a range increment of 10 feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire. Sneezing powder This coarse yellowish-red powder is a splash weapon that causes uncontrollable sneezing for 1d4+1 rounds. Anyone standing in the square of impact must succeed on a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make DC 8 Fortitude saves. Creatures affected by sneezing powder must make a DC 10 Fortitude save every round for the duration or be staggered until their next turn. Itching powder This fine gray powder causes targets to suffer from uncontrollable itching until they spend at least 1 round washing it off. Throwing a packet of itching powder is a splash attack with a range increment of 10 feet. Anyone standing on the square of impact must succeed on a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make a DC 8 Fortitude save. Creatures that fail the save take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Badger
Size Medium Speed 30 ft. (burrow 10 ft.) (climb 10 ft.) 44 HP (5 hd) Ability Scores Str 15 (+2) Dex 16 (+3) Con 18 (+4) Int 2 Wis 12 (+1) Cha 10 Defenses AC 17 (flat-footed 14) Fort +8 Ref +6 Will +1 Attacks (BAB +3) bite +5 (1d6 + 2) 2 claws +5 (1d4 + 2) rage (as a barbarian, 6 rounds per day) +4 STR, CON, +8 HP, -2 AC, +2 Will Fatigued after 2 rounds per rage round; cannot run or charge, -2 to str, dex Special Qualities low-light vision scent (track/detect opponents, 30ft) Tricks (8) Attack all Flank (threaten/flank) Down (stop attacking) Track (scent; survival) Bury Fetch Deliver Skills (4) Acrobatics* 9 (3 + 3 + 3) Climb* 2 (2) Escape Artist 3 (3) Fly* 3 (3) Intimidate 0 (0) Perception* 1 (1) Stealth* 7 (3 + 1 + 3) Survival 2 (1 + 1) Swim* 2 (2) Feats (3) Toughness (+3 hp, +1 for each hd above 3) Dodge (+1 dodge bonus to AC) Combat Reflexes (4 attacks of opportunity per round (1 + dex mod), can be flat-footed) Evasion (successful reflex saves resulting in half-damage result in no damage) Improved drag (+2 to/vs drag attempts, no attack of opportunity) +4 circumstance bonus to all handle animal checks for this badger (DC 10 means in normal circumstances tricks cannot fail)