[sblock=Tulbar the Warmage]Name: Tulbar
Race: Deep Halfling
Class: Warmage 2
Diety: Yondalla
Align: N-G
HPs: 14
XPs: ?
Str: 10 (4 pts, -2 Racial)
Dex: 16 (6 pts, +2 Racial)
Con: 14 (6 pts)
Int: 14 (6 pts)
Wis: 10 (2 pts)
Cha: 14 (6 pts)
BAB: +1
AC: 19, Touch: 14, Flat Footed: 16
Fort: +3
Refl: +4
Will: +4 (+6 vs fear)
Move: 20' (15')
Init: +3
Listen/Spot: +2 / +0
Loads: Light: 0-25 / Medium 26 - 50 / Heavy 50 - 75
[SBLOCK=Deep Halfling Traits]
- Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class,
a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks,
but she uses smaller weapons than humans use, and her lifting and carrying limits
are three-quarters of those of a Medium character.
- Darkvision out to 60 feet.
- Stonecunning: Like dwarves, deep halflings have a +2 racial bonus on checks to notice unusual stonework. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep halfling who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A deep halfling can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
- +2 racial bonus on Appraise checks and Craft checks that are related to stone or metal.
- +2 racial bonus on Listen checks.
- +1 racial bonus on all saving throws.
- +2 morale bonus on saving throws against fear:
This bonus stacks with the halfling’s +1 bonus on saving throws in general.
- +1 racial bonus on attack rolls with thrown weapons and slings.
[/SBLOCK]
Weapons:
Dagger (x2) -- +1 To Hit, 1d3 Damage (19-20 x2)
Sling -- +5 To Hit, 1d3 Damage ( x2)
Skills:
Concentration: +7 (5 Ranks, +2 Con Mod)
Hide: +7 (0 Ranks, +3 Dex Mod, +4 size)
Knowledge (Arcane): +7 (5 Ranks, +2 Int Mod)
Knowledge (History): +7 (5 Ranks, +2 Int Mod)
Move Silently: +3 (0 Ranks, +3 Dex Mod)
Spellcraft: +9 (5 Ranks, +2 Int Mod, +2 synergy)
Languages:
Common, Halfling, Dwarven, Draconic, Elf
Class Features:
Armored Mage (light) – Cast Impromptu Charisma-based Arcane Spells from the Warmage Spell List (see page 196). There is no chance of Arcane Spell Failure when wearing no more than Light Armor and/or a Light Shield.
Warmage Edge – Add your Intelligence modifier to the damage done by any spell that does hit-point damage. For Area of effect spells, such as Fireball, all foes receive the bonus damage. For targeted spells, such as Ray of Fire and Magic Missile, only one target takes the extra damage.
Feats:
Class Granted
Weapon Proficiency -- simple
Armor Proficiency -- light
Shield Proficiency -- light
Chosen
Point Blank Shot
[sblock=Equipment]
Dagger 2x) 15gp 2lbs
Sling 0gp lbs
Sling Bullets (x20) 2sp 1 lbs
MW Chainshirt 400gp 12.5 lbs
light wooden shield 3gp 2.5 lbs
Backpack 2gp 0.5lbs
Bedroll 1sp 1.25lbs
Scroll Case 1gp 0.5lbs
Flint and Steel 1gp
Pouch, Belt 1gp 0.5lbs (medium sized)
Rations x1 5sp 0.25lbs
Soap 1gp 2lbs
Spell Components Pouch 5 gp 2lbs
Traveller's Outfit 1gp (1.25 lbs)
Waterskin 1gp 1lbs
Whetstone 2cp 1lbs
Sunrod (x2) 4gp 2lbs
Torch 2cp 2lbs.
Healing potion (x4) 200gp
250gp for covaithe's wand
Total Cost: 890gp, 8sp, 4cp
Left Over: 9gp, 1sp, 6cp
Total Weight: 33.25 lbs -> medium load[/sblock]
Age: 24
Height: 2'11"
Weight: 30lb
Eyes: green
Hair: brown
Skin: light tan
Tulbar's background:
Tulbar was born to a small and peaceful deep halfling community. He showed arcane talent and was ready to begin his bard apprenticeship. But evil struck the little village. An orc warlord, named Kurgar, destroyed it on his way to a highelf city. Tulbar was one of the few survivors. The elfs , after defeating the murdering horde, gave the remaining Halfling refuge. Here started Tulbar his warmage training.
Spells:
0- 6/day (DC 12)
1- 5/day (DC 13)
[sblock=Warmage Spells]
[/SBLOCK][/SBLOCK]