Happy "Trouble" Tordon

Halfling Oradin in Potencia

Description:


Happy “Trouble” Tordon

David’s Campaign House Rules
Updated: 15 June 2017
Character Level: 4
Halfling Paladin of Desna 4
Archetypes: Holy Guide and Oathbound Paladin: Oath of Vengeance
Lawful Good, small humanoid (halfling), Female
Init +3 ( +5 underground);
Senses: Perception +2 ( +4 underground)

Go to Defense Go to Holy Guide
Go to Offense Go to Oath of Vengeance
Go to Statistics Go to [future: Life Oracle]
Go to Feats Go to Halfling
Go to Skills Go to Fido
Go to Paladin Go to Combat Gear
DEFENSE

AC: 18 (max 23)

touch 14 (19), flat-footed 15 (20) ( +0 Deflection, +3 Dex, +0 Dodge,
+1 size, +3 Armor, +1 shield)
CMD: 14 ( +2 BAB, +0 Str, +3 Dex, -1 Size, +0 Dodge, +0 Deflection)

Special Defenses:
+5 Deflection v. Smite target

HP: 43 +1 damage from cold iron weapons

Saves: Paladin Attribute Race Divine Grace Resistance
Fortitude: 12 +4 Con +1 +1 +5 +1
Reflex: 11 +1.3 Dex +3 +1 +5 +1
Willpower: 11 +4 Wis +0 +1 +5 +1
Immune: Fear and Diseases
+2 v. Death Effects
+2 v. Fear

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OFFENSE

Speed: 20 ft.
Melee:
Kukri +5 (1D3 +0 18-20 x2) (slashing),
Range:
mwk Composite Longbow +9 (1D6 +0 x3) (piercing), 2 handed, Range 110
Point Blank: +1 to hit and damage within 30’
[load out 20 arrows – more on Fido]
CMB: +3
Special Attacks: smite evil 2/day ( +5 attack and AC, +4 damage)
Paladin Spell-Like Abilities (CL ; concentration +9)
At will—detect evil
Paladin Prepared Spells (CL 1st; concentration +6)
1st – Grace, Hero’s Defiance

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TACTICS

During Combat Trouble begins by creating separation between herself and the bad guys with FIDO and mounted combat. She identifies the biggest threats to her loved ones, then uses smite evil on the strongest evil opponent that threatens them. If she is confident she will win the battle, she continues to shoot the BBG with arrows while maneuvering to prevent melee contact until she is out of arrows. She only closes if she has to.

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STATISTICS

Stats:

Stat Bonus Final Base Inherent Enhancement
Str +0 10 12 -2
Dex +3 17 15 +2
Con +1 12 12
Int -2 7 7
Wis +0 10 10
Cha +5 20 17 +3

BAB: +4; (Paladin: +4)
Mods: Size +1; Str +0; Dex +3
CMB: +3; (BAB +4; Size -1; Str +0)
CMD: 16; (BAB +4; Size -1; Str +0; Dex +3)

Languages: Common, Halfling

Special Qualities:

  • aura of good
  • code of conduct:
    • A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.
    • Never let lesser evils distract you from your pursuit of just vengeance.
  • Detect evil: at will → Nerfed
  • Smite: 2/day
  • Lay on Hands: 2D6 +2 ( +4 more on self) healing 7/day
  • Divine Grace: +Charisma bonus to all savings throws

Feats:

  • 1st: Fey Foundling: magical healing does an additional 2 points per die rolled. +2 v. death effects. suffer +1 point of damage from cold iron weapons.
  • 3rd: Point Blank Shot: +1 to hit and damage within 30 feet.
  • 5th:
  • Paladin: Holy Guide 6th:

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Skills:

ClassSkill TotalRANKSAbilityTrainedBonusesNotes
 AcrobaticsDex2 30  
 AppraiseInt-2 -20  
 BluffCha4 40  
 ClimbStr-1 00  
[X]Craft ( )Int-2 -20  
[X]Craft ( )Int-2 -20  
[X]DiplomacyCha8143  
 Disable DeviceDex  30  
 DisguiseCha4 40  
 Escape ArtistDex2 30  
 FlyDex2 30  
[X]Handle AnimalCha101432Outrider
[X]HealWis0 00  
 IntimidateCha4 40  
 Knowledge (arcana)Int  -20  
 Knowledge (dungeoneering)Int  -20  
 Knowledge (engineering)Int  -20  
[X]Knowledge (geography)Int  -20  
 Knowledge (history)Int  -20  
 Knowledge (local)Int  -20  
 Knowledge (nature)Int  -20  
[X]Knowledge (nobility)Int  -20  
 Knowledge (planes)Int  -20  
[X]Knowledge (religion)Int  -20  
 LinguisticsInt  -20  
 PerceptionWis2 002Keen Senses
 PerformCha4 40  
[X]Profession (Soldier)Wis  00  
[X]Profession ( )Wis  00  
[X]Profession ( )Wis  00  
[X]RideDex101334Outrider, MW saddle
[X]Sense MotiveWis0 00  
 Sleight of HandDex  30  
[X]SpellcraftInt  -20  
 StealthDex6 304Small
[X]SurvivalWis4103  
 SwimStr-1 00  
 Use Magic DeviceCha  40  
         
 Armor Penalty:-1      
 Total Ranks:4     

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Paladin

Weapon and Armor Proficiency: Trouble is proficient with all simple and martial weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. As a move action, concentrate on a single target within 60 feet and learn everything as if having studied it for 3 rounds. -NERFED: can’t use as detect outside of combat.

Smite Evil (Su): twice per day, As a swift action, Trouble chooses one target within sight to smite. Charisma Bonus ( +5) to hit and defection bonus to AC (net +5), level to damage +4.

Divine Grace (Su): Trouble gains a bonus equal to her Charisma bonus ( +5) on all saving throws.

Lay On Hands (Su): Trouble can heal wounds by touch: 2D6 +2 7/day (swift action and +4 on herself)

Aura of Courage (Su): Trouble is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex): Trouble is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Channel Positive Energy (Su): Replaced with Channel Wrath. See Oath of Vengence Archetype.

Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list presented in Spell Lists. A paladin must choose and prepare her spells in advance. Her caster level is equal to her paladin level – 3.

Archetype: Holy Guide
  • Class Skills: A holy guide gains Knowledge (geography) and Survival as class skills.
  • Favored Terrain (Ex): Trouble chooses a favored terrain from the ranger favored terrains table. This ability otherwise functions as the ranger class feature of the same name. This ability replaces the mercy gained at 3rd level. Every time a holy guide would be able to select another mercy, he can instead select another favored terrain and increase his bonuses for one existing favored terrain, just as a ranger can.
    • Underground (caves and dungeons)
    • Ranger Favored Terrain (Ex): The ranger (Holy guide) gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger (Holy Guide) traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

  • Channel Wrath (Su): When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces channel positive energy.

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Halfling

Halfling Racial Traits

  • +2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
  • Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Slow Speed: Halflings have a base speed of 20 feet.
  • Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
  • Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
  • Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
  • Outrider: Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces the sure-footed racial trait.
  • Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
  • Favored Class Options: Paladin: Add +1/2 hp to the paladin’s lay on hands ability (whether using it to heal or harm).
FIDO

Wolfhound Riding Dog:

  • Init +2; Senses low-light vision, scent; Perception +8
  • DEFENSE
    • AC 13, touch 12, flat-footed 11 ( +2 Dex, +1 natural)
    • hp 13 (2d8 +4); Fort +5, Ref +5, Will +1
  • OFFENSE
    • Speed 40 ft.; Melee bite +3 (1d6 +3 plus trip)
  • STATISTICS
    • Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
    • Carry Capacity: Light 100, Med 200, heavy 300
    • Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
    • Feats Skill Focus (Perception)
    • Skills Acrobatics +6 ( +14 jumping), Perception +8, Survival +1 ( +5 scent tracking);
      • Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

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Combat Gear, Magic Items and Money

Combat Gear:Book priceFinal priceWeight
Magic:   
Cloak of Resistance +110005000.25
Ioun Torch: Grey Ioun stone with continual flame @ 12th level7575 
Apprentice Cheating Gloves:
Slot: Hand; Aura: faint transmutation; CL 3rd; Weight:
These nondescript white gloves are a boon to minor spellcasters and fakes who are limited or lacking in magical ability or versatility. The wearer of these gloves can employ mage hand and prestidigitation at will.
22001100 
    
Expendible Magic Items:   
Potion of CLW: 1D8 +1 ( +3) CL: 150Loot0
    
Mundane Equipment:   
Weapons:   
Darkwood Composite Longbow (masterwork)4154150.75
Kukri 881
    
Ammunition:   
103 arrows carried as a quivers of 20
Used 35
551.5
3 Alchemist’s Fire60loot3
    
Armor:   
Studded Leather: Bonus +3, Max Dex +5, Check Penalty -1252510
Darkwood Buckler1801801.25
    
Mount:   
Wolfhound Riding Dog See FIDO Above150150 
Riding Saddle, Masterwork ( +2 ride checks)7575 
    
Standard Backpack:  220.50
Rations [trail] 7 day (3.5), Water skin (1), Bedroll (0.1), Blanket (0.5), Signal Whistle (0.8), Flint & Steel (1), Mess kit (.2), Hooded lantern (7), Lamp oil (0.1), 50’ knotted silk rope (10), Grappling hook (1), Explorer’s outfit (free)25.225.27.125
    
    
    
Load limits: light = 25#; Medium = 50#; heavy = 75#   
Total Spent, Total Weight: 2560.225.375
Total earned (As of 9 Jun 2017): 6767 
Total Remaining Cash: 4206.8 
    
Trouble’s Total Income:6767  
    
Starting Paladin Wealth175  
Egg Hunt 24 Mar 2017 (consolation because I wasn’t there)500  
Briand Assault 31 Mar 2017, (Loot: Potion CLW, net +3 arrows)1322  
Sold longbow and bought darkwood composite longbow 7 April 2017-37.5  
Search for kid & catacombs 7 Apr 2017 & 28 Apr 2017 2190  
Several Sessions in May 20171800  
Taking Down Thrush the Drake Rider 9 Jun 2017817.5 

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Hit Dice:

HD: Paladin: 10, 6, 9, 8 Oracle: 0 = 33
(Con 4, Favored 0 = 4)
(Smoking Anya’s pipe +6)
Total: = 43

Bio:

BIOGRAPHY:
Left on the doorstep in a small basket when an infant. No one knows where the baby came from or the circumstances that lead to her being left for her family. (Fey Foundling)

Growing up She has been happy and laughs at almost anything. She has always been aggressive defending her friends and has shown a knack for being anywhere that trouble happens… hence her nickname of “Trouble”.

Even as a small girl the bigger kids knew not to mess with her friends. There were several incidents where she lost the fight but won the war because the bullies knew that she would always mess them up regardless of consequences to herself if they went after her friends.

Trouble has “a beautiful soul” and wound up in the church of Desna. She has dedicated herself to protecting those she loves from the dangers of the wilderness around them. (Holy Guide)

As can happen with those that love to deeply, Trouble has a focus of will to eliminate threats that can be terrible to behold. (Oath of Vengeance)

Trouble is:
Height: 2’ 11"
Weight: 30 lbs.
Eyes: Jade Green
Hair: Brunette
Age: 23

Happy "Trouble" Tordon

David's Campaign Vonyar