Halfling

Lem Bander's page

17 posts. Alias of CloakedInSmoke.


Full Name

Lem Bander

Race

Halfling

Classes/Levels

Cleric of Liberation & Travel / 2 // Init +5/ HP ?/? // AC: 19/T:13/FF:16 - Percep: +8// F +4/R +4/W +8 /CMB +2 - CMD 15/ Speed 40/Channel 1d6 7x/day

Gender

M

Size

S

Age

36

Alignment

NG

Location

Oleg's

Languages

Common, Halfling

Occupation

Cleric of Cayden Caliean

Strength 12
Dexterity 17
Constitution 11
Intelligence 11
Wisdom 18
Charisma 16

About Lem Bander

Lem is 3'3" tall and 34 lbs. He's got flowing brown hair, tan skin, and hazel eyes. He wears a cloak of forest green and simple brown robes. He eschews shoes, like most of his race, and carries an assortment of gear: armor, a sling, a rapier, and various survival supplies as well as his pathfinder's kit. In battle, he's calm and collected--though outside of battle he's a happy, joking fellow.

Outside of Combat, Lem brings great powers of perception and knowledge of religious things, as well as the healing ability a cleric affords.

I found this drawing that is more or less how I was picturing him, though armored and with a rapier.

Backstory:
Lem is the eldest son of the Bander family, favored servants of a House Orlovsky noble--he and his family always loved the irony of serving a human family with the motto of "high above". The Bander family recognized that being underfoot can be an advantage and thus came to read "High Above" as an instruction to keep your enemy--rather than yourself--above you.

In his school days, Lem trained in religious studies, having come to faith in Cayden Caliean, and eventually his faith developed into divine magic. He excelled in races--he easily outpaced humans and elves, and was a track hero in school. He and his brother and sister met a Pathfinder, who gave a lecture at their academy, and all three were enthralled with the idea of joining the Society.

Once he'd come of age, he headed to Absalom to apply as a Pathfinder and receive training with his clerical magic. At the Grand Lodge, though, during the Pathfinder equivalent of "basic training," he roomed with Fizzwiddle Glockenfleffor XXII. They developed a rivalry of friendly bets and challenges, bonded by their love of fun, though Lem is more restrained than his prankster bard friend. When Fizzy got kicked out of training for pranking his venture-captain, a no-nonsense type Lem was careful to avoid, Lem maintained their friendship and spent "nights off" watching the prankster perform.

Lem was given instruction by his venture-captain to join one of the groups the swordlords were chartering to explore and settle the Stolen Lands. Lem readily agreed, eager to free the land from evils infesting it, and to start a church/tavern of the Drunken Hero. He told Fizzy, who immediately invited himself to come with Lem, to show the Pathfinders he has what it takes...

Crunch:
LEM BANDER
Male Halfling Cleric of Liberation & Travel 2
NG Small Humanoid (halfling)
Init +5; Senses Perception +8
Favored Class Cleric
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DEFENSE
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AC 19, touch 13, flat-footed 16 (+3 Dex, +5 armor, +1 shield) CMD 16. . (+3 Dex, +1 Str, +1 BAB, -1 size))
hp ? (2d8) (FCHP: +1)
Fort +4, Ref +4, Will +8 (+2 vs. fear)
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OFFENSE
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Spd 40 ft. (+10 ft from Travel Domain; total 30 ft. in medium armor)
Melee Unarmed Strike* +3 (1d4+1 B/x2) and
. . Rapier +3 (1d4+1 P/18-20/x2/finesse) (1 lb)
. . Dagger +3 (1d3+1 P or S/19-20/x2)
Ranged Sling +5 (1d3+1 B/x2/50 ft) and
. . Dagger +5 (1d3+1 P or S/19-20/x2/10 ft)

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STATISTICS
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Str 12, Dex 17, Con 11, Int 11, Wis 18, Cha 16
Base Atk +1; CMB +1 CMD 15
Feats Scribe Scroll (1)
Traits Noble Born (House Orlovsky), Exalted of the Society, Reactionary
TRAINED SKILLS
Heal +8 (4 Ability + 1 Rank + 3 Trained)
Knowledge (religion) +4 (0 Ability + 1 Rank + 3 Trained)
Perception +8 (4 Ability + 2 Rank + 2 Racial)
Sense Motive +8 (4 Ability + 1 Rank + 3 Trained)
Languages Common, Halfling
SQ CG Aura, Channel Positive Energy 1d6 (7x/day)
Combat Gear rapier, sling, bullets x 40 (10 lbs) dagger, scale mail (+5/+3 max Dex/-4 ACP/20 ft/15 lbs), buckler (+1/-1 ACP/2.5 lbs), silver holy symbol of Cayden Caliean
Other Gear cleric's outfit, pathfinder's kit (12 lbs) {backpack, bedroll, belt pouch, clay mug, dagger, fishhook (2), flint & steel, sewing needle, signal whistle, string (50 ft), thread (50 ft), waterskin, trail rations (7), whetstone}, scrivener's kit (1 lb) {vial, inkpen, spare pen nibs, ink pigment, knife, blotter, ruler}, journal (50 pg.) (1 lb), map case (0.5 lbs), parchment (10 sheets)
Money on Hand 33 gp 7 sp 10 cp
Total Weight Carried 42.5 lbs (medium load)
Light Load 32.25- lbs Medium 64.5- lbs Heavy 97.5- lbs Lift Over Head 97.5- lbs Lift Off Ground 195- lbs Drag or Push 487.5- lbs
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SPECIAL ABILITIES
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Fearless (racial trait) +2 on saves vs. fear. Stacks with Halfling Luck
Fleet of Foot (racial trait) Have a base land speed of 30 feet.
Halfling Luck (racial trait) +1 to all saves
Keen Senses (racial trait) +2 to Perception checks
Noble Born (campaign trait) (House Orlovsky: "High Above": +1 trait bonus to choice of Acrobatics, Diplomacy or Stealth (chose Diplomacy) and to CMD.)
Exalted of the Society (combat trait) (+1 channels per day)
Reactionary (+2 to Initiative)
Weapon Finesse (1st level feat)
Aura (class feature)A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Spontaneous Casting (class feature)
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Channel Energy (class feature) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Liberation (domain feature) You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Agile Feet (domain feature) As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
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SPELLS PREPARED
Domain Spells: Liberation: Remove Fear (1)
Travel: Longstrider (1)
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0: 4/day (DC 14)
1: 3+1 Domain (DC 15)
0: Create Water, Detect Magic, Guidance, Light
1: Bless, Burning Disarm, Shield of Faith
D1: Longstrider