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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 5432177" data-attributes="member: 2795"><p><strong>Evil Halflings!</strong></p><p></p><p><span style="color: limegreen">Rondo, Zondo, Chondo, and Londo are four halfling mercenaries. Despite their small size, they can add some serious muscle to a villain's retinue.</span></p><p></p><p>[sblock=Rondo]</p><p><strong>CR</strong> 2; <strong>XP</strong> 600</p><p><a href="http://www.d20pfsrd.com/classes/core-classes/fighter#TOC-Phalanx-Soldier" target="_blank">Phalanx soldier</a> 3</p><p>NE Small humanoid (halfling)</p><p><strong>Init</strong> +2; <strong>Senses</strong> Perception +3</p><p></p><p>DEFENSE</p><p><strong>AC</strong> 20, touch 14, flat-footed 17 (+2 Dex, +1 dodge, +4 armor, +2 shield, +1 size)</p><p><strong>hp</strong> 27 (3d10+6)</p><p><strong>Fort</strong> +5, <strong>Ref</strong> +3, <strong>Will</strong> +2</p><p><strong>Defensive Abilities</strong> +2 racial save bonus vs. fear, stand firm, underfoot</p><p></p><p>OFFENSE</p><p><strong>Speed</strong> 20 ft.</p><p><strong>Melee</strong> masterwork halberd +7 (1d8+1/x3, brace & trip), or</p><p><strong>Ranged</strong> light crossbow +6 (1d6/19-20, range increment 80 ft.), or</p><p><strong>Ranged</strong> light crossbow +6 (1d6 plus 1d4 acid/19-20, range increment 80 ft.) (acid bolt)</p><p></p><p>STATISTICS</p><p><strong>Str</strong> 13, <strong>Dex</strong> 15, <strong>Con</strong> 14, <strong>Int</strong> 10, <strong>Wis</strong> 12, <strong>Cha</strong> 10</p><p><strong>Base Atk</strong> +3; <strong>CMB</strong> +5; <strong>CMD</strong> 15 (16 vs. bull rush, drag, overrun; 18 vs. grapple; 19 vs. trip)</p><p><strong>Feats</strong> Dodge, Mobility (B), Sidestep (B), Weapon Focus (halberd)</p><p><strong>Skills</strong> Acrobatics +1 (-3 jumping), Climb +6, Intimidate +6, Perception +3, Stealth +3; <strong>Racial Modifiers</strong> +2 Acrobatics, +2 Climb, +2 Perception; <strong>Armor Check Penalty</strong> -3</p><p><strong>Languages</strong> Common, Halfling</p><p><strong>SQ</strong> phalanx fighting</p><p></p><p>SPECIAL ABILITIES</p><p><strong>Stand Firm (Ex):</strong> 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.</p><p></p><p><strong>Phalanx Fighting (Ex):</strong> When a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon.</p><p></p><p><strong>Sidestep (Ex):</strong> 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.</p><p></p><p><strong>Underfoot (Ex):</strong> 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.</p><p></p><p>GEAR</p><p><em>potion of cure light wounds</em>, masterwork halberd, light crossbow, 10 crossbow bolts, 2 <a href="http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/ammunition/ammunition-crossbow-bolt-acid" target="_blank">acid crossbow bolts</a>, masterwork chainshirt, heavy wooden shield, plus 48 gp[/sblock]</p><p></p><p>[sblock=Zondo]</p><p><strong>CR</strong> 2; <strong>XP</strong> 600</p><p>Cavalier 3</p><p>LE Small humanoid (halfling)</p><p><strong>Init</strong> +3; <strong>Senses</strong> Perception +1</p><p></p><p>DEFENSE</p><p><strong>AC</strong> 18, touch 14, flat-footed 15 (+3 Dex, +4 armor, +1 size)</p><p><strong>hp</strong> 28 (3d10+9)</p><p><strong>Fort</strong> +6, <strong>Ref</strong> +5, <strong>Will</strong> +1</p><p><strong>Defensive Abilities</strong> +2 racial save bonus vs. fear, halfling luck</p><p></p><p>OFFENSE</p><p><strong>Speed</strong> 20 ft.</p><p><strong>Melee</strong> masterwork lance +5 (1d6/x3), or</p><p><strong>Melee</strong> masterwork lance +9 (2d6/x3) (Charge), or</p><p><strong>Ranged</strong> sling +7 (1d3 plus nauseated 2 round [DC 13], range increment 50 ft.)</p><p><strong>Reach</strong> 10 ft. (with lance)</p><p><strong>Special Attacks</strong> cavalier's charge, challenge 1/day, tactician 1/day</p><p></p><p>STATISTICS</p><p><strong>Str</strong> 11, <strong>Dex</strong> 17, <strong>Con</strong> 14, <strong>Int</strong> 10, <strong>Wis</strong> 8, <strong>Cha</strong> 14</p><p><strong>Base Atk</strong> +3; <strong>CMB</strong> +2; <strong>CMD</strong> 15</p><p><strong>Feats</strong> Mounted Archery, Mounted Combat, Precise Strike (B)</p><p><strong>Skills</strong> Diplomacy +8, Handle Animal +8, Perception +1, Ride +9, Sense Motive +5, Stealth +6; <strong>Racial Modifiers</strong> +2 Perception; <strong>Armor Check Penalty</strong> -1</p><p><strong>Languages</strong> Common, Halfling</p><p></p><p>SPECIAL ABILITIES</p><p><strong>Aid Allies (Ex):</strong> 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.</p><p></p><p><strong>Cavalier’s Charge (Ex):</strong> 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.</p><p></p><p><strong>Challenge (Ex):</strong> 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.</p><p></p><p><strong>Mounted Archery (Ex):</strong> 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.</p><p></p><p><strong>Precise Strike (Ex):</strong> 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.</p><p></p><p><strong>Tactician (Ex):</strong> 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.</p><p></p><p><strong>Warslinger (Ex):</strong> 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.</p><p></p><p>GEAR</p><p><em>oil of magic weapon, potion of cure light wounds</em>, masterwork lance, sling, 10 <a href="http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/ammunition/ammunition-sling-bullet-smoke" target="_blank">smoke sling bullets</a>, masterwork chainshirt, plus 20 gp</p><p></p><p><strong>Howly</strong></p><p>N Medium animal</p><p><strong>Init</strong> +2; <strong>Senses</strong> low-light vision, scent; Perception +8</p><p></p><p>DEFENSE</p><p><strong>AC</strong> +8, touch +2, flat-footed +6 (+2 armor, +2 Dex, +4 natural)</p><p><strong>hp</strong> 19 (3d8+6)</p><p><strong>Fort</strong> +5, <strong>Ref</strong> +5, <strong>Will</strong> +2</p><p><strong>Defensive Abilities</strong> evasion</p><p></p><p>OFFENSE</p><p><strong>Speed</strong> 50 ft.</p><p><strong>Melee</strong> bite +4 (1d6+1 plus trip)</p><p></p><p>STATISTICS</p><p><strong>Str</strong> 13, <strong>Dex</strong> 15, <strong>Con</strong> 15, <strong>Int</strong> 2, <strong>Wis</strong> 12, <strong>Cha</strong> 6</p><p><strong>Base Atk</strong> +2; <strong>CMB</strong> +3; <strong>CMD</strong> 14 (18 vs. trip)</p><p><strong>Feats</strong> Light Armor Proficiency (B), Skill Focus (Perception), Weapon Focus (bite)</p><p><strong>Skills</strong> Perception +8, Stealth +6, Survival +5 (+9 scent tracking); <strong>Racial Modifiers</strong> +4 Survival when tracking by scent</p><p><strong>SQ</strong> link</p><p><strong>Tricks</strong> combat training (attack, come, defend, down, guard, and heel); fetch; seek</p><p></p><p>SPECIAL ABILITIES</p><p><strong>Link (Ex):</strong> 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.</p><p></p><p>GEAR</p><p>leather armor[/sblock]</p><p></p><p>[sblock=Chondo]</p><p><strong>CR</strong> 2; <strong>XP</strong> 600</p><p><a href="http://www.d20pfsrd.com/classes/core-classes/barbarian#TOC-Brutal-Pugilist" target="_blank">Brutal pugilist</a> 3</p><p>CE Small humanoid (halfling)</p><p><strong>Init</strong> +2; <strong>Senses</strong> Perception +8</p><p></p><p>DEFENSE</p><p><strong>AC</strong> 13, touch 13, flat-footed 11 (+2 Dex, +1 size)</p><p><strong>hp</strong> 31 (3d12+6)</p><p><strong>Fort</strong> +6, <strong>Ref</strong> +4, <strong>Will</strong> +3</p><p><strong>Defensive Abilities</strong> +2 racial save bonus vs. fear, halfling luck, pit fighter, savage grapple</p><p></p><p>OFFENSE</p><p><strong>Speed</strong> 30 ft.</p><p><strong>Melee</strong> masterwork short sword +6 (1d4+1/19-20), or</p><p><strong>Melee</strong> masterwork short sword +5 (1d4+1/19-20) and masterwork dagger +5 (1d3/19-20)</p><p><strong>Ranged</strong> javelin +6 (1d4+1, range increment 30 ft.)</p><p><strong>Special Attack</strong> rage 10 rounds/day, rage power (brawler)</p><p></p><p>STATISTICS</p><p><strong>Str</strong> 12, <strong>Dex</strong> 15, <strong>Con</strong> 14, <strong>Int</strong> 8, <strong>Wis</strong> 13, <strong>Cha</strong> 12</p><p><strong>Base Atk</strong> +3; <strong>CMB</strong> +3; <strong>CMD</strong> 15 (17 vs. grapple)</p><p><strong>Feats</strong> Improved Unarmed Strike, Two-Weapon Fighting</p><p><strong>Skills</strong> Acrobatics +8, Climb +3, Perception +8, Stealth +6, Survival +6, Swim +6; <strong>Racial Modifiers</strong> +2 Acrobatics, +2 Climb, +2 Perception</p><p><strong>Languages</strong> Common, Halfling</p><p><strong>SQ</strong> fast movement</p><p></p><p>RAGE STATS</p><p><strong>AC</strong> 11, touch 11, flat-footed 9 (+2 Dex, -2 rage, +1 size)</p><p><strong>hp</strong> 37 (3d12+12)</p><p><strong>Fort</strong> +8, <strong>Ref</strong> +4, <strong>Will</strong> +5</p><p><strong>Melee</strong> unarmed strike +7 (1d4+3), or</p><p><strong>Melee</strong> unarmed strike +5 (1d4+3) and unarmed strike (1d4+1)</p><p><strong>Str</strong> 16, <strong>Dex</strong> 15, <strong>Con</strong> 18</p><p><strong>Base Atk</strong> +3; <strong>CMB</strong> +5; CMD 17 (19 vs. grapple)</p><p><strong>Skills</strong> Acrobatics +8, Climb +5, Perception +8, Stealth +6, Survival +6, Swim +8</p><p></p><p>SPECIAL ABILITIES</p><p><strong>Brawler (Ex):</strong> While raging, the barbarian's unarmed strikes deal 1d4 points of damage.</p><p></p><p><strong>Pit Fighter (Ex):</strong> 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).</p><p></p><p><strong>Rage (Ex):</strong> 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.</p><p></p><p><strong>Savage Grapple (Ex):</strong> 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.</p><p></p><p>GEAR</p><p><em>potion of cure light wounds, potion of mage armor, potion of shield of faith +2</em>, masterwork short sword, masterwork dagger, plus 30 gp[/sblock]</p><p></p><p>[sblock=Londo]</p><p><strong>CR</strong> 2; <strong>XP</strong> 600</p><p><a href="http://www.d20pfsrd.com/classes/core-classes/monk#TOC-Zen-Archer" target="_blank">Zen archer</a> 3</p><p>LE Small humanoid (halfling)</p><p><strong>Init</strong> +2; <strong>Senses</strong> Perception +8</p><p></p><p>DEFENSE</p><p><strong>AC</strong> 16, touch 16, flat-footed 13 (+2 Dex, +1 dodge, +1 size, +2 Wis)</p><p><strong>hp</strong> 20 (3d8+3)</p><p><strong>Fort</strong> +5, <strong>Ref</strong> +6, <strong>Will</strong> +6</p><p><strong>Defensive Abilities</strong> +2 racial save bonus vs. fear, halfling luck</p><p></p><p>OFFENSE</p><p><strong>Speed</strong> 30 ft.</p><p><strong>Melee</strong> nunchaku +4 (1d4+1, disarm), or</p><p><strong>Ranged</strong> masterwork short composite bow +7 (1d6+1/x3, range increment 70 ft.), or</p><p><strong>Ranged</strong> masterwork short composite bow +5/+5 (1d6+1/x3) (flurry of blows)</p><p><strong>Special Attack</strong> flurry of blow, Perfect Strike 3/day</p><p></p><p>STATISTICS</p><p><strong>Str</strong> 12, <strong>Dex</strong> 14, <strong>Con</strong> 13, <strong>Int</strong> 10, <strong>Wis</strong> 15, <strong>Cha</strong> 10</p><p><strong>Base Atk</strong> +2; <strong>CMB</strong> +2; <strong>CMD</strong> 14</p><p><strong>Feats</strong> Dodge, Improved Unarmed Strike (B), Perfect Strike (B), Point Blank Master (B), Point Blank Shot (B), Precise Shot (B), Stealthy, Weapon Focus (B)</p><p><strong>Skills</strong> Acrobatics +10, Climb +9, Escape Artist +9, Perception +8, Stealth +14; <strong>Racial Modifiers</strong> +2 Acrobatics, +2 Climb, +2 Perception</p><p><strong>Languages</strong> Common, Halfling</p><p><strong>SQ</strong> fast movement, Zen archery</p><p></p><p>SPECIAL ABILITIES</p><p><strong>Perfect Strike (Ex):</strong> 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.</p><p></p><p><strong>Point Blank Master (Ex):</strong> You do not provoke attacks of opportunity when firing a bow while threatened.</p><p></p><p>GEAR</p><p><em>potion of owl's wisdom</em>*, masterwork composite short bow, nunchaku, plus 30 gp</p><p></p><p>*Due to Zen archery, this also increases Londo's attack bonus with his bow.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 5432177, member: 2795"] [b]Evil Halflings![/b] [color=limegreen]Rondo, Zondo, Chondo, and Londo are four halfling mercenaries. Despite their small size, they can add some serious muscle to a villain's retinue.[/color] [sblock=Rondo] [b]CR[/b] 2; [b]XP[/b] 600 [url=http://www.d20pfsrd.com/classes/core-classes/fighter#TOC-Phalanx-Soldier]Phalanx soldier[/url] 3 NE Small humanoid (halfling) [b]Init[/b] +2; [b]Senses[/b] Perception +3 DEFENSE [b]AC[/b] 20, touch 14, flat-footed 17 (+2 Dex, +1 dodge, +4 armor, +2 shield, +1 size) [b]hp[/b] 27 (3d10+6) [b]Fort[/b] +5, [b]Ref[/b] +3, [b]Will[/b] +2 [b]Defensive Abilities[/b] +2 racial save bonus vs. fear, stand firm, underfoot OFFENSE [b]Speed[/b] 20 ft. [b]Melee[/b] masterwork halberd +7 (1d8+1/x3, brace & trip), or [b]Ranged[/b] light crossbow +6 (1d6/19-20, range increment 80 ft.), or [b]Ranged[/b] light crossbow +6 (1d6 plus 1d4 acid/19-20, range increment 80 ft.) (acid bolt) STATISTICS [b]Str[/b] 13, [b]Dex[/b] 15, [b]Con[/b] 14, [b]Int[/b] 10, [b]Wis[/b] 12, [b]Cha[/b] 10 [b]Base Atk[/b] +3; [b]CMB[/b] +5; [b]CMD[/b] 15 (16 vs. bull rush, drag, overrun; 18 vs. grapple; 19 vs. trip) [b]Feats[/b] Dodge, Mobility (B), Sidestep (B), Weapon Focus (halberd) [b]Skills[/b] Acrobatics +1 (-3 jumping), Climb +6, Intimidate +6, Perception +3, Stealth +3; [b]Racial Modifiers[/b] +2 Acrobatics, +2 Climb, +2 Perception; [b]Armor Check Penalty[/b] -3 [b]Languages[/b] Common, Halfling [b]SQ[/b] phalanx fighting SPECIAL ABILITIES [b]Stand Firm (Ex):[/b] 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. [b]Phalanx Fighting (Ex):[/b] When a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon. [b]Sidestep (Ex):[/b] 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. [b]Underfoot (Ex):[/b] 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 [i]potion of cure light wounds[/i], masterwork halberd, light crossbow, 10 crossbow bolts, 2 [url=http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/ammunition/ammunition-crossbow-bolt-acid]acid crossbow bolts[/url], masterwork chainshirt, heavy wooden shield, plus 48 gp[/sblock] [sblock=Zondo] [b]CR[/b] 2; [b]XP[/b] 600 Cavalier 3 LE Small humanoid (halfling) [b]Init[/b] +3; [b]Senses[/b] Perception +1 DEFENSE [b]AC[/b] 18, touch 14, flat-footed 15 (+3 Dex, +4 armor, +1 size) [b]hp[/b] 28 (3d10+9) [b]Fort[/b] +6, [b]Ref[/b] +5, [b]Will[/b] +1 [b]Defensive Abilities[/b] +2 racial save bonus vs. fear, halfling luck OFFENSE [b]Speed[/b] 20 ft. [b]Melee[/b] masterwork lance +5 (1d6/x3), or [b]Melee[/b] masterwork lance +9 (2d6/x3) (Charge), or [b]Ranged[/b] sling +7 (1d3 plus nauseated 2 round [DC 13], range increment 50 ft.) [b]Reach[/b] 10 ft. (with lance) [b]Special Attacks[/b] cavalier's charge, challenge 1/day, tactician 1/day STATISTICS [b]Str[/b] 11, [b]Dex[/b] 17, [b]Con[/b] 14, [b]Int[/b] 10, [b]Wis[/b] 8, [b]Cha[/b] 14 [b]Base Atk[/b] +3; [b]CMB[/b] +2; [b]CMD[/b] 15 [b]Feats[/b] Mounted Archery, Mounted Combat, Precise Strike (B) [b]Skills[/b] Diplomacy +8, Handle Animal +8, Perception +1, Ride +9, Sense Motive +5, Stealth +6; [b]Racial Modifiers[/b] +2 Perception; [b]Armor Check Penalty[/b] -1 [b]Languages[/b] Common, Halfling SPECIAL ABILITIES [b]Aid Allies (Ex):[/b] 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. [b]Cavalier’s Charge (Ex):[/b] 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. [b]Challenge (Ex):[/b] 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. [b]Mounted Archery (Ex):[/b] 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. [b]Precise Strike (Ex):[/b] 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. [b]Tactician (Ex):[/b] 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. [b]Warslinger (Ex):[/b] 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 [i]oil of magic weapon, potion of cure light wounds[/i], masterwork lance, sling, 10 [url=http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/ammunition/ammunition-sling-bullet-smoke]smoke sling bullets[/url], masterwork chainshirt, plus 20 gp [b]Howly[/b] N Medium animal [b]Init[/b] +2; [b]Senses[/b] low-light vision, scent; Perception +8 DEFENSE [b]AC[/b] +8, touch +2, flat-footed +6 (+2 armor, +2 Dex, +4 natural) [b]hp[/b] 19 (3d8+6) [b]Fort[/b] +5, [b]Ref[/b] +5, [b]Will[/b] +2 [b]Defensive Abilities[/b] evasion OFFENSE [b]Speed[/b] 50 ft. [b]Melee[/b] bite +4 (1d6+1 plus trip) STATISTICS [b]Str[/b] 13, [b]Dex[/b] 15, [b]Con[/b] 15, [b]Int[/b] 2, [b]Wis[/b] 12, [b]Cha[/b] 6 [b]Base Atk[/b] +2; [b]CMB[/b] +3; [b]CMD[/b] 14 (18 vs. trip) [b]Feats[/b] Light Armor Proficiency (B), Skill Focus (Perception), Weapon Focus (bite) [b]Skills[/b] Perception +8, Stealth +6, Survival +5 (+9 scent tracking); [b]Racial Modifiers[/b] +4 Survival when tracking by scent [b]SQ[/b] link [b]Tricks[/b] combat training (attack, come, defend, down, guard, and heel); fetch; seek SPECIAL ABILITIES [b]Link (Ex):[/b] 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] [b]CR[/b] 2; [b]XP[/b] 600 [url=http://www.d20pfsrd.com/classes/core-classes/barbarian#TOC-Brutal-Pugilist]Brutal pugilist[/url] 3 CE Small humanoid (halfling) [b]Init[/b] +2; [b]Senses[/b] Perception +8 DEFENSE [b]AC[/b] 13, touch 13, flat-footed 11 (+2 Dex, +1 size) [b]hp[/b] 31 (3d12+6) [b]Fort[/b] +6, [b]Ref[/b] +4, [b]Will[/b] +3 [b]Defensive Abilities[/b] +2 racial save bonus vs. fear, halfling luck, pit fighter, savage grapple OFFENSE [b]Speed[/b] 30 ft. [b]Melee[/b] masterwork short sword +6 (1d4+1/19-20), or [b]Melee[/b] masterwork short sword +5 (1d4+1/19-20) and masterwork dagger +5 (1d3/19-20) [b]Ranged[/b] javelin +6 (1d4+1, range increment 30 ft.) [b]Special Attack[/b] rage 10 rounds/day, rage power (brawler) STATISTICS [b]Str[/b] 12, [b]Dex[/b] 15, [b]Con[/b] 14, [b]Int[/b] 8, [b]Wis[/b] 13, [b]Cha[/b] 12 [b]Base Atk[/b] +3; [b]CMB[/b] +3; [b]CMD[/b] 15 (17 vs. grapple) [b]Feats[/b] Improved Unarmed Strike, Two-Weapon Fighting [b]Skills[/b] Acrobatics +8, Climb +3, Perception +8, Stealth +6, Survival +6, Swim +6; [b]Racial Modifiers[/b] +2 Acrobatics, +2 Climb, +2 Perception [b]Languages[/b] Common, Halfling [b]SQ[/b] fast movement RAGE STATS [b]AC[/b] 11, touch 11, flat-footed 9 (+2 Dex, -2 rage, +1 size) [b]hp[/b] 37 (3d12+12) [b]Fort[/b] +8, [b]Ref[/b] +4, [b]Will[/b] +5 [b]Melee[/b] unarmed strike +7 (1d4+3), or [b]Melee[/b] unarmed strike +5 (1d4+3) and unarmed strike (1d4+1) [b]Str[/b] 16, [b]Dex[/b] 15, [b]Con[/b] 18 [b]Base Atk[/b] +3; [b]CMB[/b] +5; CMD 17 (19 vs. grapple) [b]Skills[/b] Acrobatics +8, Climb +5, Perception +8, Stealth +6, Survival +6, Swim +8 SPECIAL ABILITIES [b]Brawler (Ex):[/b] While raging, the barbarian's unarmed strikes deal 1d4 points of damage. [b]Pit Fighter (Ex):[/b] 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). [b]Rage (Ex):[/b] 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. [b]Savage Grapple (Ex):[/b] 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 [i]potion of cure light wounds, potion of mage armor, potion of shield of faith +2[/i], masterwork short sword, masterwork dagger, plus 30 gp[/sblock] [sblock=Londo] [b]CR[/b] 2; [b]XP[/b] 600 [url=http://www.d20pfsrd.com/classes/core-classes/monk#TOC-Zen-Archer]Zen archer[/url] 3 LE Small humanoid (halfling) [b]Init[/b] +2; [b]Senses[/b] Perception +8 DEFENSE [b]AC[/b] 16, touch 16, flat-footed 13 (+2 Dex, +1 dodge, +1 size, +2 Wis) [b]hp[/b] 20 (3d8+3) [b]Fort[/b] +5, [b]Ref[/b] +6, [b]Will[/b] +6 [b]Defensive Abilities[/b] +2 racial save bonus vs. fear, halfling luck OFFENSE [b]Speed[/b] 30 ft. [b]Melee[/b] nunchaku +4 (1d4+1, disarm), or [b]Ranged[/b] masterwork short composite bow +7 (1d6+1/x3, range increment 70 ft.), or [b]Ranged[/b] masterwork short composite bow +5/+5 (1d6+1/x3) (flurry of blows) [b]Special Attack[/b] flurry of blow, Perfect Strike 3/day STATISTICS [b]Str[/b] 12, [b]Dex[/b] 14, [b]Con[/b] 13, [b]Int[/b] 10, [b]Wis[/b] 15, [b]Cha[/b] 10 [b]Base Atk[/b] +2; [b]CMB[/b] +2; [b]CMD[/b] 14 [b]Feats[/b] Dodge, Improved Unarmed Strike (B), Perfect Strike (B), Point Blank Master (B), Point Blank Shot (B), Precise Shot (B), Stealthy, Weapon Focus (B) [b]Skills[/b] Acrobatics +10, Climb +9, Escape Artist +9, Perception +8, Stealth +14; [b]Racial Modifiers[/b] +2 Acrobatics, +2 Climb, +2 Perception [b]Languages[/b] Common, Halfling [b]SQ[/b] fast movement, Zen archery SPECIAL ABILITIES [b]Perfect Strike (Ex):[/b] 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. [b]Point Blank Master (Ex):[/b] You do not provoke attacks of opportunity when firing a bow while threatened. GEAR [i]potion of owl's wisdom[/i]*, masterwork composite short bow, nunchaku, plus 30 gp *Due to Zen archery, this also increases Londo's attack bonus with his bow. [/sblock] [/QUOTE]
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