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Khorash Boromar, Halfling Clerk


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image.jpeg.881c7280293eea6e479868b3016de7af.jpegKhorash Boromar

Halfling (Hillock) • CookYou grew up in the kitchens of a tavern or other dining establishment and excelled there, becoming an exceptional cook. Baking, cooking, a little brewing on the side—you’ve spent lots of time out of sight. It’s about time you went out into the world to catch some sights for yourself. • Cleric 1
Small • CN • Halfling, Humanoid


Abilities
Strength 8 (-1) • Dexterity 16 (+3) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 14 (+2) • Charisma 16 (+3)

Boosts
• Ancestry: +2 Dex, +2 Wis, +2 Cha, -2 Str
• Background: +2 Con, +2 Dex
• Class: Wis +2
• Free: +2 Dex, +2 Con, +4 Cha


Adventuring & Combat
HP 16/16
Perception +5 • Trained +3 • Wis +2 • Item 0 • Senses
Speed 25
Class DC 15 • Trained +3 • Base 10 • Wis +2 • Item 0


Armor and Shields
AC 16 • Trained +3 • Base 10 • Dex +3 • Item 0
• Trained: Unarmored, Light, Medium
Shield • Bulk 0 • +0 AC, Hard 0, HP 0 (0)


Saving Throws 
 Fortitude +5 • Expert +5 • Con +2 • Item 0
 Reflex +6 • Trained +3 • Dex +3 • Item 0
 Will +7 • Expert +5 • Wis +2 • Item 0

Weapon Proficiencies
• Trained: Simple, Unarmed, Longsword (deity)

Weapon +0 • Untrained 0 • Str 0 • Item 0 • Damage 1d0 • Notes

Filcher’s Fork +6 • Trained +3 • Dex +3 • Dmg 1d4 • NotesPrice 1 gp; Damage 1d4 P; Bulk L
Hands 1
Category Martial
Group Spear
This halfling weapon looks like a long, two-pronged fork and is used as both a weapon and a cooking implement.
Traits

Agile:
The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.

Backstabber:
When you hit a flat-footed creature, this weapon deals 1 precision damage in addition to its normal damage. The precision damage increases to 2 if the weapon is a +3 weapon.

Deadly d6:
On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.

Finesse:
You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.

Halfling:
A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.

Thrown 20 ft.:
You can throw this weapon as a ranged attack, and it is a ranged weapon when thrown. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment specified in the weapon’s Range entry.

Uncommon:
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.


Critical Specialization Effects

Source Core Rulebook pg. 283 4.0
Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Spear: The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.

 

Frying Pan +2 • Trained +3 • Str -1 • Item 0 • Dmg 1d4 • NotesPrice 1 sp; Damage 1d4 B; Bulk L
Hands 1
Category Simple
Group Club
The cast-iron frying pan is an essential tool for adventuring halflings, gold panners, and remote tavern owners. Characters with the Halfling Weapon Familiarity ancestry feat are trained in the frying pan.
Traits

Fatal d8:
The fatal trait includes a die size. On a critical hit, the weapon’s damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.

Halfling:
A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.


Critical Specialization Effects

Source Core Rulebook pg. 283 4.0
Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Club: You knock the target away from you up to 10 feet (you choose the distance). This is forced movement.


Skills
Acrobatics +3 • Untrained 0 • Dex +3 • Item 0
Arcana +0 • Untrained 0 • Int 0 • Item 0
Athletics +2 • Trained +3 • Str -1 • Item 0 • Armor -0
Crafting +0 • Untrained 0 • Int 0 • Item 0
Deception +3 • Untrained 0 • Cha +3 • Item 0
Diplomacy +3 • Untrained 0 • Cha +3 • Item 0
Intimidation +3 • Untrained 0 • Cha +3 • Item 0
Lore: Region() +3 • Trained +3 • Int 0 • Item 0 
Medicine +5 • Trained +3 • Wis +2 • Item 0
Nature +2 • Untrained 0 • Wis +2 • Item 0
Occultism +0 • Untrained 0 • Int 0 • Item 0
Performance +3 • Untrained 0 • Cha +3 • Item 0
Religion +5 • Trained +3 • Wis +2 • Item 0
Society +3 • Trained +3 • Int 0 • Item 0
Stealth +3 • Untrained 0 • Dex +3 • Item 0 • Armor -0
Survival +5 • Trained +3 • Wis +2 • Item 0
Thievery +6 • Trained +3 • Dex +3 • Item 0

Lore: Cooking +3 • Trained +3 • Int 0 • Item 0

Languages: Common, Halfling


Abilities
Ability • Type 0 • Notes

Hillock Halfling • Heritage • NotesAccustomed to a calm life in the hills, your people find rest and relaxation especially replenishing, particularly when indulging in creature comforts. When you regain Hit Points overnight, add your level to the Hit Points regained. When anyone uses the Medicine skill to Treat your Wounds, you can eat a snack to add your level to the Hit Points you regain from their treatment.

Keen Eyes • Ancestry • NotesYour eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

Divine Font • Class • NotesThrough your deity's blessing, you gain additional spells that channel either the life force called positive energy or its counterforce, negative energy. When you prepare your spells each day, you can prepare additional heal or harm spells, depending on your deity. The divine font spell your deity provides is listed in the Divine Font entry for your deity; if both are listed, you can choose between heal or harm. Once you choose, you can't change your choice short of an ethical shift or divine intervention.

Healing Font: You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only heal spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.


Warpriest • Class • NotesYou have trained in the more militant doctrine of your church, focusing on both spells and battle.

First Doctrine (1st): You’re trained in light and medium armor, and you have expert proficiency in Fortitude saves. You gain the Shield Block general feat, a reaction to reduce damage with a shield. If your deity’s weapon is a simple weapon or an unarmed attack, you gain the Deadly Simplicity cleric feat. At 13th level, if you gain the divine defense class feature, you also gain expert proficiency in light and medium armor.
Second Doctrine (3rd): You’re trained in martial weapons.
Third Doctrine (7th): You gain expert proficiency with your deity's favored weapon, simple weapons, and unarmed attacks. When you critically succeed at an attack roll using your deity's favored weapon, you apply the weapon's critical specialization effect; use your divine spell DC if necessary.
Fourth Doctrine (11th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.
Fifth Doctrine (15th): Your proficiency rank for Fortitude saves increases to master. When you roll a success at a Fortitude save, you get a critical success instead.
Final Doctrine (19th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.

 


Feats
Feat • Type 0 • Notes

Seasoned • Skill (Background) 1 • NotesYou've mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including potions. If you are a master in one of the prerequisite skills, this bonus increases to +2.

Halfling Weapon Familiarity • Ancestry(Halfling) 1 • NotesYou favor traditional halfling weapons, so you've learned how to use them more effectively. You have the trained proficiency with the frying pan, sling, halfling sling staff, and shortsword. You gain access to all uncommon halfling weapons. For the purpose of determining your proficiency, martial halfling weapons are simple weapons and advanced halfling weapons are martial weapons.
Halfling Luck • Ancestry(Halfling) 1 • NotesFrequency once per day
Trigger You fail a skill check or saving throw.
Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it’s worse than your first roll.

Shield Block • Class(Warpriest) • NotesTrigger While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Deadly Simplicity • Class(Warpriest) • NotesPrerequisites deity with a simple or unarmed attack favored weapon, trained with your deity's favored weapon
Your deity’s weapon is especially powerful in your hands. When you are wielding your deity’s favored weapon, increase the damage die size of that weapon by one step. If your deity’s favored weapon is an unarmed attack (such as a fist, if you worship Irori) and its damage die is smaller than d6, instead increase its damage die size to d6.

 


Spells & Powers
Spell Attack +5 • Trained +3 • Wis +2
Spell DC 15 • Trained +3 • Base 10 • Wis +2
Focus Points 0/0
Spells/Day: 0: 5 • 1st: 2

 

Prepared Spells
Spell 0 
• Spell

Focus Spells
• Spell


Inventory
Money: 15 GP
Bulk 0/0 • Enc 0 (5 + Str 0) • Max 10 (10 + Str 0)

Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin
Item • Bulk 0 • Notes

Arms and Armor
Item • Bulk 0 • Notes

Frying Pan • Bulk L • NotesPrice 1 sp; Damage 1d4 B; Bulk L
Hands 1
Category Simple
Group Club
The cast-iron frying pan is an essential tool for adventuring halflings, gold panners, and remote tavern owners. Characters with the Halfling Weapon Familiarity ancestry feat are trained in the frying pan.
Traits

Fatal d8:
The fatal trait includes a die size. On a critical hit, the weapon’s damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.

Halfling:
A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.


Critical Specialization Effects

Source Core Rulebook pg. 283 4.0
Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Club: You knock the target away from you up to 10 feet (you choose the distance). This is forced movement.


Appearance
Short, pudgy, and slightly unkempt, with unruly curly brown hair in need of a haircut. Has a very open and trusting face that screams “country bumpkin”.


Personality
Jovial, helpful, friendly, and perpetually upbeat, he is also perpetually out of his depth. He always thinks the best of people and is constantly disappointed (especially by his very large family), but refuses to expect anything else.


History
Second cousin, once removed, of Councilor Ilyra Boromar, he was “appointed” to be a clerk for the guild out of misplaced nepotism…not to profit off of his family name, but to be out of the way in a post and position that won’t allow Khorash to bring shame to the family name.

Edited by Psyconure (see edit history)
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  • 2 weeks later...

Still need to select spells and do the math on equipment, but otherwise complete.

 

Any chance his frying pan can benefit from Deadly Simplicity? Perhaps as a favored weapon of the goddess of the hearth?

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