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I liked it so much I bought two books! |
In honour of Rite Publishing getting their Secrets to Adventuring (click the link to see my review) files onto Hero Labs for Pathfinder I have created a young halfling adventurer embarking on her career as a Luckbringer. The Luckbringer class in my opinion is worth the cost of the book alone, although it is chock full of flavour with a bunch of other classes and materials too 🙂
If Lyriana is to your liking I include a link here to her character sheet and here to her abilities. Note that these are only first level Luckbringer stuff so you will have to buy the full Secrets of Adventuring (this link is to DriveThruRPG) to play past first level. Trust me, the book is worth it!
Lyriana Proudfoot
Female Halfling Luckbringer 1
CG Small humanoid (halfling)
Init +3; Senses Perception +7
Defense
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 10 (1d8+2)
Fort +5, Ref +6, Will +2; +2 vs. fear
Defensive Abilities moment of chance (narrow escape)
Offense
Speed 20 ft.
Melee dagger +1 (1d3/19-20) and
whip +1 (1d2 nonlethal)
Ranged sling +4 (1d3)
Statistics
Str 10, Dex 17, Con 14, Int 15, Wis 12, Cha 20
Base Atk +0; CMB -1; CMD 12
Feats Exotic Weapon Proficiency (whip), Lucky Halfling
Traits blessed, friend in every town, starchild
Skills Acrobatics +9 (+5 jump), Climb +2, Diplomacy +10, Disable Device +9, Disguise +9, Escape Artist +7, Knowledge (local) +7, Perception +7, Sleight of Hand +7, Use Magic Device +9; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception, starchild
Languages Abyssal, Common, Elven, Halfling
SQ hedonistic, moment of chance (fatespin), moment of chance (weal or woe)
Other Gear leather armor, dagger, sling, sling bullets (10), whip, backpack, chalk (4), flint and steel, ink, colored, inkpen, paper (4), powder (5), tattoo, tattoo, tattoo, tattoo, tattoo, thieves’ tools, masterwork, torch (5), 16 gp, 1 sp, 2 cp
Special Abilities
Blessed (1/day) +1 to all saving throws
Fearless +2 racial bonus vs Fear saves.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Lucky Halfling (1/day) Roll a save vs an attack affecting an ally in 30 ft. They may use either result.
Moment of Chance (Fatespin) (Su) Reroll one attack roll, combat maneuver check or skill check that occurs with 100 ft. of you.
Moment of Chance (Narrow Escape) (Ex) Attempt to avoid a confirmed critical or any attack that would reduce you to 0 hit points or fewer.
Moment of Chance (Weal or Woe) (Ex) +1 luck bonus or -1 luck penalty to a d20 roll within 100 ft.
Starchild +4 survival to avoid becoming lost. Automatically determine north.
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