Trotter    (Halfling Ranger (Pathfinder))
Character Information   
Name: Trotter XP/Next lvl: 130000 / 150000
Class: Ranger (Pathfinder) HP:curr/max 43 / 0
Alignment: Neutral Good AC:reg/rear/no shield 0 / 0 / 0
Race: Halfling Level: 7
Age: Height:
Weight: Gender:
Encumbrance: Movement:
Languages: Common, Good, dwarven, elven, gnome, goblin, halfling, and orcish
Ability Scores   
STR: 19 (+3 to hit/+7 dmg; open doors 7 in 8; bend bars/lift gates 50 -- rolled 13)
INT: 13 ()
WIS: 14 ()
DEX: 16 (-2 AC, +1 reaction/att)
CON: 14 (system shock 88; Resurrection 92; +4 saving throws versus wands, staves, rods, and spells)
CHR: 8 ()

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:

Notes:

Description and Background   
Description:


Background:
The son of a farmer near a halfling village, with a small halfling home, his parents wanted him to live a quiet life of good hard work, family rearing, and keeping the family farm alive. But his uncle came home after a long absence with tales of adventure: tales that excited the young halfling and sent his mind wandering. He decided one day that he would go out in search of adventure. It wasn't long after that that he was thoroughly lost. His food was gone, his cloak ripped, the cold rain soaking him to the bone, and the howling of wolves getting much too close. When the pack encircled him, he was certain he was dead until a brave ranger came to his rescue. The ranger fought off the wolves, saving the poor young halfling. At the halfling's pleading, the ranger began teaching him the ways of the wild: showing him how to track, to hunt, to fin herbal remedies, to respect the forest and become one with it. The ranger told him tales of rangers that had come before and back when the distinction between peoples wasn't so sharp, how halfings were the rangers of their day, with their ability to hide in the brush and closeness with nature. Rangers tend to be solitary folk and this one no less. Once he as convinced that the halfling had the basic skills to survive, he left him to seek adventure on his own. Because of his enormous halfling feet and his ability to run in the wood, across hill and dale, and by stream, the halfling was dubbed [i]Trotter[/i] and he became the first halfling ranger since the time of legend.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Sword of Sharpness, short 1 1-6/1-8 n n +1 to hit/dmg; sever on 19-20; light options: none, 5' dim, 15', 30'
Short Bow 1 / n n 40
Equipment
Qty Item Location


Wealth   Enter negative number to subtract
PP GP EP SP CP
Magic Items
Qty Item Location
1 Girdle of Giant's Strength - Hill waist
1 Cloak of Displacement worn
1 Ring of Feather Falling right hand
1 Bracers of Archery worn
1 Boots of the North feets
1 the Griffin


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Halfling abilities
- 60' Infravision
- Poison saves as spell saves
- Able to note if a passage is an up or down grade 75 (d4, 1-3) of the time, and they can determine direction 50 of the time.
- Will surprise a monster 66 2/3 (d6, 1-4) of the time. If a door must be opened, chance for surprise drops to 33 1/3 (d6,l-2).
Ranger abilities
+7 damage to 'giant class' (bugbears, ettins, giants, gnolls, goblins, hobgoblins, kobolds, ogres, ogre magi, orcs, and trolls)
- surprise opponents 50 of the time (d6, score 1 through 3); surprised only 16 1/3 of the time (d6, score 1)
- Tracking (see PH)
the Griffin activation words
Saying Dumo shrinks the griffon statue down into a small glass figurine, about the size of a large mans fist.

After saying Emla, the statue regains its life sized status but remains in glass form.

Saying Imfa makes the statues eyes glow with a bright red light. Although the effect is startling initially, no harm comes from it.

The last two words, Flas and Glis, do nothing to change the status of the glass statue, possibly indicating that there is more to this creature that must be learned first before it can be fully understood.