WEIGHT ALLOWANCE |
Light |
50 |
Medium |
100 |
Heavy |
150 |
ILLUMINATION |
Light Source |
Bright |
Shadowy |
Duration |
Torch |
20 ft. |
40 ft. |
1 hr. |
MONEY |
Coin (Copper Piece): 60
Coin (Gold Piece): 8
Coin (Silver Piece): 24
Unspent Funds = 0.0 |
1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand. |
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LANGUAGES |
Common, Goblin, Halfling
|
PROFICIENCIES |
Ankus, Atlatl, Axe (Throwing), Bardiche, Battle Poi, Battleaxe, Bayonet, Bec de Corbin, Bill, Blade Boot, Blowgun, Broadsword (Nine Ring), Butterfly Sword, Cestus, Chakram, Club, Combat Scabbard, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Dogslicer, Double Chicken Saber, Earth Breaker, Estoc, Falchion, Flail, Flail (Heavy), Flambard, Gandasa, Garrote, Gauntlet, Gauntlet (Spiked), Glaive, Glaive-Guisarme, Grapple, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light), Hanbo, Handaxe, Hooked Lance, Horsechopper, Iron Brush, Javelin, Jutte, Katana, Kerambit, Klar, Kukri, Kumade, Lance, Longbow, Longspear, Longsword, Lucerne Hammer, Lungchuan Tamo, Mace (Heavy), Mace (Light), Machete, Manople, Mattock, Mere Club, Monk's Spade, Morningstar, Naginata, Nodachi, Ogre Hook, Pick (Heavy), Pick (Light), Pilum, Planson, Poisoned Sand Tube, Quarterstaff, Ranseur, Rapier, Rhoka, Rhomphaia, Rock, Rope Gauntlet, Sansetsukon, Sap, Scimitar, Scizore, Scythe, Shang Gou, Shieldbash, Shortbow, Shortspear, Sibat, Sickle, Sling, Sling Glove, Sling Staff (Halfling), Spear, Spear (Boar), Spells (Ray), Spells (Touch), Spiked Armor, Splash Weapon, Stake, Starknife, Stingchuck, Switchblade Knife, Sword (Bastard), Sword (Short), Sword (Tri-Point Double-Edged), Sword Cane, Syringe spear, Tepoztopilli, Terbutje, Tiger Fork, Tonfa, Trident, Tube Arrow Shooter, Unarmed Strike, War Razor, Waraxe (Dwarven), Warhammer, Weighted Spear, Wushu Dart
|
Traits |
Fencer |
[Paizo Inc. - Advanced Player's Guide, p.328] |
You trained long hours as a youth with blades, either taking lessons in the genteel art of fencing from tutors paid for by your parents or by being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed weapons.
|
Sacred Touch |
[Paizo Inc. - Advanced Player's Guide, p.329] |
You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.
|
SPECIAL ATTACKS |
Humanoid (Elf)
(Ex)
|
[Paizo Inc. - Core Rulebook, p.64] |
You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against elves. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures You may make Knowledge Skill checks untrained to identify such creatures. |
SPECIAL QUALITIES |
Fearless
(Ex)
|
[Paizo Inc. - Core Rulebook, p.26] |
Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck. |
Halfling Luck
(Ex)
|
[Paizo Inc. - Core Rulebook, p.26] |
Halflings receive a +1 racial bonus on all saving throws. |
Keen Senses
(Ex)
|
[Paizo Inc. - Core Rulebook, p.26] |
Halflings receive a +2 bonus on Perception skill checks. |
Sure-Footed
(Ex)
|
[Paizo Inc. - Core Rulebook, p.26] |
Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks. |
Track
(Ex)
|
[Paizo Inc. - Core Rulebook, p.64] |
You gain +1 to Survival checks made to follow tracks. |
Weapon Familiarity
(Ex)
|
[Paizo Inc. - Core Rulebook, p.26] |
Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon. |
Wild Empathy
(Ex)
|
[Paizo Inc. - Core Rulebook, p.50/64] |
You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+4 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check. |
FEATS |
Well-Prepared |
[Paizo Inc. - Advanced Player's Guide, p.173] |
Somehow, you always seem to have the right tools or supplies close at hand. |
Once per day, when confronted with a situation that calls for a particular mundane item of equipment, you may make a Sleight of Hand check with a DC of 10 plus the item's cost in gold pieces to "happen" to have such an item on your person. For example, having a crowbar would be DC 12, whereas a flask of acid would be DC 20. The item must be something you can easily carry-if you are on foot and have only a backpack, for example, you could not have a large iron cauldron. You cannot have magical items using this feat, nor can you have specific items, such as the key to a particular door. If you are stripped of your equipment or possessions, you lose the benefits of this feat until you have at least a day to resupply and "acquire" new items. You must pay of these items normally. Special - At the GM's option, a character can substitute the Survival skill for Sleight of Hand with this feat. Such a choice is permanent. |
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