Small Adventures

VALETIN KRUPOVA LEVEL 8

Male halfling paladin (empyreal knight) 8

LG Small humanoid (halfling)

Init +2+2 Dex; Senses Perception +1

Aura courage (10 ft.), resolve (10 ft.)

  DEFENSE

AC 21, touch 13, flat-footed 19 (+7 armor, +2 Dex, +1 shield, +1 size)

hp 70 (8d10+168d10 paladin, +8 Con, +8 Favored Class, +0 Toughness feat)

Fort +9+6 base, +1 Con, +1 halfling luck, +1 cloak of resistance, Ref +6+2 base, +2 Dex, +1 halfling luck, +1 cloak of resistance, Will +7+6 base, -1 Wis, +1 halfling luck, +1 cloak of resistance; +4 vs. poison, +2 vs. charm and compulsion

Immune charm, fear, disease; Resist acid 5, cold 5, electricity 5

  OFFENSE

Speed 20 ft.20 ft. base, -0 ft. armor

Melee

+1 air outsider-bane longsword +11/+6BAB plus +1 Str plus +1 size plus +1 enhancement (1d6+2+1 Str plus +1 enhancement/19-20) or

mwk kukri +11/+6BAB plus +1 Str plus +1 size plus +1 enhancement (1d3+1+1 Str/18-20) or

mwk alchemical silver dagger +11/+6BAB plus +1 Str plus +1 size plus +1 enhancement (1d3+1 Str plus -1 silver/19-20)

Ranged

+1 sling +12/+7BAB plus +2 Dex plus +1 size plus +1 enhancement (1d3+2+1 Str plus +1 enhancement; increments 105 = thrown | 10 = projectile; range 5050 ft. ft.)

Special Attacks +1 attack and damage rolls with ranged weapons at ranges up to 30 feet, +1 to confirm critical hits, smite evil 3/day (+4+4 Cha attack and AC, +8paladin level damage), warslinger

Paladin Spell-Like Abilities (CL 8th; concentration +12+8 caster level plus +4 Cha)

4+4 Cha/day—celestial ally

1/day—call mount

At will—detect evil

Paladin Spells Prepared (CL 5th; concentration +9+5 caster level plus +4 Cha)

2nd—resist energy, saddle surge

1st—bless, lesser restoration

  STATISTICS

Str 1214 base, -2 race, +0 level, Dex 1513 base, +2 race, +0 level, Con 1212 base, +0 race, +0 level, Int 1010 base, +0 race, +0 level, Wis 88 base, +0 race, +0 level, Cha 1915 base, +2 race, +2 level

Base Atk +8/+3; CMB +8+3 BAB, -1 size, +1 Str; CMD 2010 +8 BAB, -1 size, +1 Str, +2 Dex, +0 deflection, +0 dodge

Traits Anatomist, Focused Disciple

Feats Armor Proficiency (all), Martial Weapon Proficiency (all), Mounted Combat, Point-Blank Shot, Precise Shot, Quick Draw, Shield Proficiency (all except tower shields), Simple Weapon Proficiency (all)

Skills (armor check penalty -1-1 armor, -0 shield); Acrobatics +10 ranks, +2 Dex, -1 armor (-3 when jumping), Appraise +00 ranks, +0 Int, Bluff +40 ranks, +4 Cha, Climb +00 ranks, +1 Str, -1 armor, Diplomacy +92 ranks, +4 Cha, +3 class skill, Disguise +40 ranks, +4 Cha, Escape Artist +10 ranks, +2 Dex, -1 armor, Fly +10 ranks, +2 Dex, -1 armor, Handle Animal +103 ranks, +4 Cha, +3 class skill (+14 with own mount), Heal +31 ranks, -1 Wis, +3 class skill, Intimidate +40 ranks, +4 Cha, Knowledge (religion) +63 ranks, +0 Int, +3 class skill, Perception +10 ranks, -1 Wis, +2 racial, Ride +73 ranks, +2 Dex, +3 class skill, -1 armor, Sense Motive +31 ranks, -1 Wis, +3 class skill, Spellcraft +41 ranks, +0 Int, +3 class skill, Stealth +50 ranks, +2 Dex, -1 armor, +4 size, Survival +12 ranks, -1 Wis, Swim +00 ranks, +1 Str, -1 armor; Racial Modifiers +2 Perception

Languages Celestial, Common, Halfling

SQ aura, divine bond (mount), weapon familiarity

Combat Gear oil of warp wood, potion of barkskin, potion of cure moderate wounds (2), potion of cure serious wounds, potion of endure elements, potion of enlarge person, potion of jump, alchemical silver sling bullets (33), alchemist's fire (2), tanglefoot bag, thunderstone (2), wyrm's breath bitter

Other Gear +1 mithral cephalopod breastplate, masterwork buckler, +1 air outsider-bane longsword, +1 sling with 13 bullets, masterwork alchemical silver dagger, masterwork kukri, bag of holding (type I), cloak of resistance +1, ioun torch, key of lock jamming, scabbard of honing, antiplague, antitoxin, bedroll, belt pouch, flint and steel, gear maintenance kit, holy text, iron pot, masterwork backpack, mess kit, silk rope (50 feet), silver holy symbol, soap (50 uses), sunrods (5), trail rations (11 days), waterskin, 8 citrines (worth 50 gp each), 17 pp, 6 gp, 4 sp, 4 cp

  SPECIAL ABILITIES

Aura of Courage (Su) Immune to fear (magical or otherwise). Each ally within 10 ft. gains +4 morale bonus on saving throws against fear effects while the paladin is conscious.

Aura of Resolve (Su) Immune to charm spells and spell-like abilities. Each ally within 10 ft. gains +4 morale bonus on saving throws against charm effects while the paladin is conscious.

Call Mount (Sp) As full-round action, magically call mount immediately to your side. This is equivalent of a spell of a level equal to one-third your paladin level.

Celestial Ally (Sp) As full-round action, use summon monster III to summon only celestial creatures, archons, or angels. Only one ally can be summoned at a time.

Equipment Descriptions

alchemist's fire Throw as ranged touch with range increment of 10 ft. Direct hit deals 1d6 fire damage; every creature within 5 ft. of point of impact takes 1 hp fire damage from splash. On round following direct hit, target takes additional 1d6 fire damage. Can spend full-round action to attempt to extinguish before taking this additional damage (DC 15 Reflex). Rolling on ground provides +2 bonus on save. Leaping into large body of water or magically extinguishing flames automatically smothers the fire.

antiplague Consume to gain +5 alchemical bonus on Fort saves against disease for 1 hour. If already infected, may also make two saves (without the +5 bonus) that day and use better result.

antitoxin Consume to gain +5 alchemical bonus on Fort saves against poison for 1 hour.

tanglefoot bag Throw as ranged touch with range increment of 10 ft. against Large or smaller target. Target hit takes -2 penalty on attack rolls and -4 penalty to Dex and must make DC 15 Reflex save or be glued to floor, unable to move. On successful save, move only half speed. Winged flying creature is not stuck to floor but must make DC 15 Reflex save or be unable to fly and fall to ground.

thunderstone Throw as ranged attack with range increment of 20 ft. When striking hard surface (or is struck), each creature in 10-ft.-radius must make DC 15 Fort save or be deafened for 1 hour. Aiming at a particular 5-ft. square is against AC 5.

wyrm's breath bitter Consume and become sickened for 1d6 minutes (DC 12 Fort negates; dwarves receive +5 racial bonus). After drinking, as move action, belch in either 5-ft.-radius spread or 10-ft. cone that deafens and sickens others for 1 round (DC 12 Fort negates). Must wait 1d4 rounds between belches but can belch as often as desired for 10 minutes.

Magic Item Descriptions

bag of holding (type I) As move action provoking attacks of opportunity, retrieve any specific item stored in bag unless it contains more than a standard backpack in which action becomes full-round. Can hold 30 cu. ft. of material weighing up to 250 lbs. Bag always weighs only 15 lbs.

bane special weapon ability Against designated type (or subtype) of foe, weapon's enhancement bonus is +2 better than its actual bonus, and it deals an extra 2d6 damage.

cephalopod breastplate 3/day—As standard action, release billowing black miasma on land or in water in 20-ft. radius around you, 20 ft. high, for 1 minute that obscures all sight, even darkvision, beyond 5 ft. Creatures beyond 5 ft. have concealment (20% miss chance) and further away total concealment. A moderate wind or current (11+ mph) disperses in 4 rounds. Strong wind or current (21+ mph) disperses in 1 round. Area fire spells burn away effect where fire touches cloud.

ioun torch Glows with continual flame. Hold and release to put in orbit 1d3 from your head. May seize and stow but loses benefits. Stone has AC 24, 10 hp, and hardness 5.

key of lock jamming Place in any standard keyhole, merges and fills lock making impossible to unlock even with magic. Strengthens materials, adding +2 to lock's hardness, +8 to hit points, and +5 to Break DC. Touching and speaking command causes key to disintegrate, leaving lock intact and functioning.

scabbard of honing Resizes to fit any axe, sword, dagger, or similar item. Sheathing a nonmagical weapon for 1 minute hones its edge as if sharpened with a whetstone, gaining a +1 bonus on damage for the first hit.

Mounted Combat As immediate action, 1/round, when your mount is hit in combat make a Ride check (DC opponent's attack roll +1) to negate the hit.

Precise Shot Shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Quick Draw As free action, draw weapon. As move action, draw hidden weapon. May throw weapons at full normal rate of attacks (like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly.

Smite Evil (Su) As a swift action, choose one target within sight to smite. If target is evil, gain bonuses to attack and damage and against attacks from target. Automatically bypass any damage reduction the creature might possess. Smite remains in effect until the target is dead or rest and regain use of ability. If target is outsider with evil subtype, evil-aligned dragon, or undead, bonus to damage is 2 per paladin level. If the target is not evil, the smite is wasted with no effect.

Warslinger (Ex) Reload a sling as a free action. Reloading requires two hands and provokes attacks of opportunity.


DOG MOUNT

Male celestial dog

LG Medium animal

Init +3+3 Dex; Senses darkvision 60 ft., low-light vision, scent; Perception +5

  DEFENSE

AC 24, touch 14, flat-footed 20 (+4 armor, +3 Dex, +1 dodge, +6 natural)

hp 57 (7d8+267d8 animal companion, +26 Con, +0 Toughness feat)

Fort +9+5 base, +4 Con, Ref +8+5 base, +3 Dex, Will +3+2 base, +1 Wis; +4 vs. enchantment

Defensive Abilities evasion; DR 5/evil; Resist acid 10, cold 10, electricity 10; SR 13level 8 plus 5

  OFFENSE

Speed 40 ft.40 ft. base, -0 ft. armor

Melee bite +9BAB plus +4 Str (1d8+6+6 1.5x Str modifier)

Special Attacks smite evil 1/day (+7Hit Dice damage)

  STATISTICS

Str 1917 base, +0 race, +0 level, +2 animal companion Str/Dex bonus, Dex 1715 base, +0 race, +0 level, +2 animal companion Str/Dex bonus, Con 1817 base, +0 race, +1 level, Int 22 base, +0 race, +0 level, Wis 1212 base, +0 race, +0 level, Cha 66 base, +0 race, +0 level

Base Atk +5; CMB +9+5 BAB, +0 size, +4 Str; CMD 2310 +5 BAB, +0 size, +4 Str, +3 Dex, +0 deflection, +1 dodge (27 vs. trip)

Feats Acrobatic, Armor Proficiency (light), Dodge, Improved Natural Attack (bite)

Skills (armor check penalty -1-1 armor, -0 shield); Acrobatics +81 ranks, +3 Dex, +3 class skill, +2 Acrobatic feat, -1 armor (+12 when jumping), Bluff -20 ranks, -2 Cha, Climb +30 ranks, +4 Str, -1 armor, Escape Artist +20 ranks, +3 Dex, -1 armor, Fly +40 ranks, +3 Dex, +2 Acrobatic feat, -1 armor, Intimidate -20 ranks, -2 Cha, Perception +51 ranks, +1 Wis, +3 class skill, Sense Motive +10 ranks, +1 Wis, Stealth +72 ranks, +3 Dex, +3 class skill, -1 armor, Survival +32 ranks, +1 Wis, Swim +71 ranks, +4 Str, +3 class skill, -1 armor

SQ link, share spells, tricks (attack [all creatures], come, defend, down, guard, heel, stay, track)

Other Gear masterwork chain shirt barding, bit and bridle, feed (4 days), military saddle, saddlebags

  SPECIAL ABILITIES

Evasion (Ex) If subjected to an attack allowing a Reflex save for half damage, take no damage if the saving throw is successful.

Link (Ex) Paladin can handle mount as a free action, or push it as a move action. Gain a +4 circumstance bonus on Handle Animal checks made regarding mount.

Share Spells (Ex) May cast a paladin spell with a target of "You" on mount instead of upon self, even if spell doesn't normally affect the mount's creature type. Cannot share spell-like abilities, only spells.

Smite Evil (Su) As a swift action, choose one target within sight to smite. If target is evil, gain bonuses to attack and damage against the target. Smite remains in effect until the target is dead or rest and regain use of ability. If the target is not evil, the smite is wasted with no effect.


Height 3'1"; Weight 35 lbs.; Hair Brown; Eyes Brown; Skin Caucasian; Age 29; Religion Iomedae; Homeland Taldor; Favored Class Paladin; XP Earned 44,601 of 50,000

Defeated Enemies Advanced Plagued Dog, Dire Rat, Dungeonbred Manticore, Four-Armed Mudra Skeleton, Goblin Rascal, Half-Fiend Djinni (2), Hieracosphinx, Orc Polemaster, Putrescent Shambler (2), Skeletal Champion Pirate, Vampiric Cloaker, Walcofinded Pirate, Zombie Lord (2)

History For years, Valentin was told to let the affairs of the tall folk be their affairs and stick to more pleasant and relaxing concerns. However, relaxation was never on Valentin's mind. He was driven, or some might say called, from a young age to make a difference. The halfling focused on his studies and worked diligently to perfect his sling and sword talents. He was determined not to allow his height to hinder him and experimented in ways to enhance his capabilities. Reach and mobility seemed the most daunting challenges; therefore, he compensated by focusing on his sling techniques. For mobility, he stumbled upon the options presented by fighting astride a war-trained dog! He realized he could move quickly around the battlefield, reach more vital areas of his opponents, and present a far more intimidating threat working in cooperation with a canine.