Evil Halflings!
Rondo, Zondo, Chondo, and Londo are four halfling mercenaries. Despite their small size, they can add some serious muscle to a villain's retinue.
[sblock=Rondo]
CR 2;
XP 600
Phalanx soldier 3
NE Small humanoid (halfling)
Init +2;
Senses Perception +3
DEFENSE
AC 20, touch 14, flat-footed 17 (+2 Dex, +1 dodge, +4 armor, +2 shield, +1 size)
hp 27 (3d10+6)
Fort +5,
Ref +3,
Will +2
Defensive Abilities +2 racial save bonus vs. fear, stand firm, underfoot
OFFENSE
Speed 20 ft.
Melee masterwork halberd +7 (1d8+1/x3, brace & trip), or
Ranged light crossbow +6 (1d6/19-20, range increment 80 ft.), or
Ranged light crossbow +6 (1d6 plus 1d4 acid/19-20, range increment 80 ft.) (acid bolt)
STATISTICS
Str 13,
Dex 15,
Con 14,
Int 10,
Wis 12,
Cha 10
Base Atk +3;
CMB +5;
CMD 15 (16 vs. bull rush, drag, overrun; 18 vs. grapple; 19 vs. trip)
Feats Dodge, Mobility (B), Sidestep (B), Weapon Focus (halberd)
Skills Acrobatics +1 (-3 jumping), Climb +6, Intimidate +6, Perception +3, Stealth +3;
Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception;
Armor Check Penalty -3
Languages Common, Halfling
SQ phalanx fighting
SPECIAL ABILITIES
Stand Firm (Ex): A phalanx soldier gains a +1 bonus to CMD against bull rush, drag, overrun, and trip attempts. This bonus also applies on saves against trample attacks.
Phalanx Fighting (Ex): When a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon.
Sidestep (Ex): Whenever an opponent misses you with a melee attack, you may move 5 feet as an immediate action so long as you remain within that opponent’s threatened area. This movement does not provoke attacks of opportunity. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
Underfoot (Ex): Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks.
GEAR
potion of cure light wounds, masterwork halberd, light crossbow, 10 crossbow bolts, 2
acid crossbow bolts, masterwork chainshirt, heavy wooden shield, plus 48 gp[/sblock]
[sblock=Zondo]
CR 2;
XP 600
Cavalier 3
LE Small humanoid (halfling)
Init +3;
Senses Perception +1
DEFENSE
AC 18, touch 14, flat-footed 15 (+3 Dex, +4 armor, +1 size)
hp 28 (3d10+9)
Fort +6,
Ref +5,
Will +1
Defensive Abilities +2 racial save bonus vs. fear, halfling luck
OFFENSE
Speed 20 ft.
Melee masterwork lance +5 (1d6/x3), or
Melee masterwork lance +9 (2d6/x3) (Charge), or
Ranged sling +7 (1d3 plus nauseated 2 round [DC 13], range increment 50 ft.)
Reach 10 ft. (with lance)
Special Attacks cavalier's charge, challenge 1/day, tactician 1/day
STATISTICS
Str 11,
Dex 17,
Con 14,
Int 10,
Wis 8,
Cha 14
Base Atk +3;
CMB +2;
CMD 15
Feats Mounted Archery, Mounted Combat, Precise Strike (B)
Skills Diplomacy +8, Handle Animal +8, Perception +1, Ride +9, Sense Motive +5, Stealth +6;
Racial Modifiers +2 Perception;
Armor Check Penalty -1
Languages Common, Halfling
SPECIAL ABILITIES
Aid Allies (Ex): Whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check.
Cavalier’s Charge (Ex): The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.
Challenge (Ex): As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal +3 points of extra damage against the target of his challenge. The cavalier's allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a -2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends.
Mounted Archery (Ex): 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.
Precise Strike (Ex): Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack.
Tactician (Ex): As a standard action, the cavalier can grant Precise Strike to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 4 rounds. Allies do not need to meet the feat's prerequisites.
Warslinger (Ex): Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity.
GEAR
oil of magic weapon, potion of cure light wounds, masterwork lance, sling, 10
smoke sling bullets, masterwork chainshirt, plus 20 gp
Howly
N Medium animal
Init +2;
Senses low-light vision, scent; Perception +8
DEFENSE
AC +8, touch +2, flat-footed +6 (+2 armor, +2 Dex, +4 natural)
hp 19 (3d8+6)
Fort +5,
Ref +5,
Will +2
Defensive Abilities evasion
OFFENSE
Speed 50 ft.
Melee bite +4 (1d6+1 plus trip)
STATISTICS
Str 13,
Dex 15,
Con 15,
Int 2,
Wis 12,
Cha 6
Base Atk +2;
CMB +3;
CMD 14 (18 vs. trip)
Feats Light Armor Proficiency (B), Skill Focus (Perception), Weapon Focus (bite)
Skills Perception +8, Stealth +6, Survival +5 (+9 scent tracking);
Racial Modifiers +4 Survival when tracking by scent
SQ link
Tricks combat training (attack, come, defend, down, guard, and heel); fetch; seek
SPECIAL ABILITIES
Link (Ex): A cavalier 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.
GEAR
leather armor[/sblock]
[sblock=Chondo]
CR 2;
XP 600
Brutal pugilist 3
CE Small humanoid (halfling)
Init +2;
Senses Perception +8
DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 31 (3d12+6)
Fort +6,
Ref +4,
Will +3
Defensive Abilities +2 racial save bonus vs. fear, halfling luck, pit fighter, savage grapple
OFFENSE
Speed 30 ft.
Melee masterwork short sword +6 (1d4+1/19-20), or
Melee masterwork short sword +5 (1d4+1/19-20) and masterwork dagger +5 (1d3/19-20)
Ranged javelin +6 (1d4+1, range increment 30 ft.)
Special Attack rage 10 rounds/day, rage power (brawler)
STATISTICS
Str 12,
Dex 15,
Con 14,
Int 8,
Wis 13,
Cha 12
Base Atk +3;
CMB +3;
CMD 15 (17 vs. grapple)
Feats Improved Unarmed Strike, Two-Weapon Fighting
Skills Acrobatics +8, Climb +3, Perception +8, Stealth +6, Survival +6, Swim +6;
Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
SQ fast movement
RAGE STATS
AC 11, touch 11, flat-footed 9 (+2 Dex, -2 rage, +1 size)
hp 37 (3d12+12)
Fort +8,
Ref +4,
Will +5
Melee unarmed strike +7 (1d4+3), or
Melee unarmed strike +5 (1d4+3) and unarmed strike (1d4+1)
Str 16,
Dex 15,
Con 18
Base Atk +3;
CMB +5; CMD 17 (19 vs. grapple)
Skills Acrobatics +8, Climb +5, Perception +8, Stealth +6, Survival +6, Swim +8
SPECIAL ABILITIES
Brawler (Ex): While raging, the barbarian's unarmed strikes deal 1d4 points of damage.
Pit Fighter (Ex): At 3rd level, the brutal pugilist selects one combat maneuver and gains a +1 insight bonus on his CMB or to his CMD in that maneuver. This bonus increases to +2 if the barbarian is wearing no armor (shields are allowed).
Rage (Ex): A barbarian can enter rage as a free action. A barbarian can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, his rage immediately ends, placing him in peril of death.
Savage Grapple (Ex): The brutal pugilist takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when he has the grappled condition. He can make an attack of opportunity against creatures trying to grapple him even if they possess the Improved Grapple feat or the grab special attack. If he hits with this attack of opportunity, he gains a +2 circumstance bonus to her CMD against the grapple attempt. He cannot make these attacks of opportunity once a grapple has succeeded.
GEAR
potion of cure light wounds, potion of mage armor, potion of shield of faith +2, masterwork short sword, masterwork dagger, plus 30 gp[/sblock]
[sblock=Londo]
CR 2;
XP 600
Zen archer 3
LE Small humanoid (halfling)
Init +2;
Senses Perception +8
DEFENSE
AC 16, touch 16, flat-footed 13 (+2 Dex, +1 dodge, +1 size, +2 Wis)
hp 20 (3d8+3)
Fort +5,
Ref +6,
Will +6
Defensive Abilities +2 racial save bonus vs. fear, halfling luck
OFFENSE
Speed 30 ft.
Melee nunchaku +4 (1d4+1, disarm), or
Ranged masterwork short composite bow +7 (1d6+1/x3, range increment 70 ft.), or
Ranged masterwork short composite bow +5/+5 (1d6+1/x3) (flurry of blows)
Special Attack flurry of blow, Perfect Strike 3/day
STATISTICS
Str 12,
Dex 14,
Con 13,
Int 10,
Wis 15,
Cha 10
Base Atk +2;
CMB +2;
CMD 14
Feats Dodge, Improved Unarmed Strike (B), Perfect Strike (B), Point Blank Master (B), Point Blank Shot (B), Precise Shot (B), Stealthy, Weapon Focus (B)
Skills Acrobatics +10, Climb +9, Escape Artist +9, Perception +8, Stealth +14;
Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
SQ fast movement, Zen archery
SPECIAL ABILITIES
Perfect Strike (Ex): You must declare that you are using this feat before you make your attack roll with a bow (thus a failed attack roll ruins the attempt). You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack 3 times per day, and no more than once per round.
Point Blank Master (Ex): You do not provoke attacks of opportunity when firing a bow while threatened.
GEAR
potion of owl's wisdom*, masterwork composite short bow, nunchaku, plus 30 gp
*Due to Zen archery, this also increases Londo's attack bonus with his bow.
[/sblock]