Gozer Claretfrond

**XP** 1,000 / 3,000; **Level** 1 (LA+1: buy off at 6k/ECL4, become standard 3rd level with 3k xp)

male Redmist Halfling Fighter 1 (ECL 2)

CG Small Humanoid (Halfling)

**Init** +5 (+ 3 Dex, +2 hit and run); **Senses**  Listen+5 Spot+3 (+2 racial bonus on Listen checks)

**Languages** Common, Redmist Halfling, Elven, Undercommon

**AC** 18 (+4 armor + 3 Dex + 1 size) , touch 14 (lose armor), flat-footed 15 (lose Dex and dodge)

**HP** 12/12 (1d10+2)

**Fort** +5, **Ref** +4, **Will** +2 (+1 racial bonus on all saving throws, +2 morale bonus on saving throws against fear)

**Speed** 30 ft. (30 ft. Base)

**Melee** Elvish Courtblade +5, 1d8+4/18-20x2 (+1 size bonus on attack rolls, add 1.5xDexMod to the weapon damage, flat footed opponents add +3 to damage) P or S

**Ranged** Short Bow +5(+6 point blank), 1d4 (+1 point blank)/ x3 (+1 size bonus on attack rolls, 60ft range increments, flat footed opponents add +3 to damage) P

**Hit and Run** when attacking flat-footed opponents within 30 feet, add Dex (competence bonus) to damage rolls

**Base Atk** +1; **Grapple** -2

**Abilities** Str 15, Dex 16, Con 14, Int 12, Wis 8, Cha 13 (+2 Dexterity, -2 Strength +1 CHA -1 CON)

**Feats** Power Attack, Two-Weapon Fighting, Shield Specialization, Point Blank Shot, Improved Unarmed Strike, Exotic Weapon Proficiency (Elvish Courtblade), Portal Sensitive, Weapon Finesse

* 2ND: Weapon Focus (Elvish Courtblade) FF, Martial Study (Shadow Blade Technique) BONUS
* 3RD: Martial Study (Island of Blades), [Retrain later to Assassin's Stance]
* 4TH: Weapon Specialization (Elvish Courtblade) FF, Shadow Blade
* 6TH: Shock Trooper, Leap Attack (@6th level -8 to AC, +12 damage heedless charge, -8 AC, +24 damage heedless charge + leap attack)

**Skills** Balance +3, Climb +4, Concentration +2, Intimidate +1, Jump +4, Listen +5, Ride +3, Sense Motive -1, Spot +3, Swim +2, Tumble +7, Use Rope +3, Move Silently +5, Hide +7

**Skill Points** Listen 4, Spot 4, Tumble 4

* (2 + Int modifier) ×4 Initial = 12
* 5 each additional (2ND LEVEL ADD 1 TO TUMBLE, 3 TO JUMP, 1 TO SPOT: 5 RANKS IN TUMBLE SYNERGY = +2 TO JUMP AND +2 TO BALANCE)
* (+2 racial bonus on Climb, Jump, and Move Silently checks)
* (+4 size bonus on Hide checks)
* The class skills of a Fighter are Balance, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (History), Knowledge (Nobility and Royalty), Knowledge (Architecture and Engineering), Martial Lore, Profession, Listen, Ride, Sense Motive, Spot, Swim, Tumble, and Use Rope

**Possessions (26 lbs/32 lbs light load)** chain shirt (decorated with intricate elvish designs) 12.5 lbs, Elvish courtblade 5 lbs, Shortbow 1 lb, quiver (20 arrows) 3 lb, Backpack .25 lbs, rations (7) .25 lbs, water flask 1.5 lbs, bedroll 1.25 lbs, flint and steel 0 lbs, Belt pouch .125 lbs, silk rope (20 feet) .5 lbs, torch (QTY 2) 2 lbs

**Coins** 0 gp

**Potions**

**SLA**

Spell-Like Abilities: A Redmist Halfling use the following spell-like abilities. Caster level equals Redmist Halfling's class level.

* At will - Open/Close
* 1/day - Hold Portal, Dimension Leap
* 1/week Analyze Portal, Rope Trick (no rope needed)

**Racial Traits**

* +2 Dexterity, -2 Strength +1 CHA -1 CON: Redmist Halflings are quick, agile, and good with ranged weapons, but they are small and therefore not as strong as other humanoids.
* Small: As a Small creature, a Redmist Halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
* Redmist Halfling base land speed is 30 feet despite their small size.
* Gain Feat: Portal Sensitive, due to their sensitivity toward dimensional spaces they gain this as a free feat.  .
* +2 racial bonus on Listen, Search, and Spot checks. A Redmist Halfling who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. An elf's senses are so keen that she practically has a sixth sense about hidden portals
* +1 racial bonus on attack rolls with thrown weapons and slings: Throwing and slinging stones is a universal sport among Redmist Halflings, and they develop especially good aim.
* Time and Space stability: Immunity to any saving throws required to force the character to change space to include forced teleport, Baleful Transposition, and other such effects. Also due to their use of dimensional travel, they are unaffected after being dimension doored or other teleportation effects that usually end turns or cause negative effects.  Redmist Halflings can take any actions they still have remaining on their  turn.
* Spell-Like Abilities: A Redmist Halfling use the following spell-like abilities. At will Open/close,  1/day - Hold portal, dimension leap, 1/week Analyze Portal, Rope Trick(no rope needed),    Caster level equals Redmist Halfling's class level.

**ACF: Hit-and-Run Tactics**

* The drow specialize in guerrilla warfare, picking off their foes with poisoned bolts and slipping away into the darkness. Each attack wears their opponents down, until their numbers are so reduced that the drow can sweep in and capture them. If you select the hit-and-run tactics class feature, you sacrifice some AC, but make up for the loss with improved reflexes and accuracy when attacking unsuspecting foes.
* Level: 1st.
* Replaces: By selecting the hit-and-run alternative class feature, you give up proficiency with heavy armor and tower shields, even if you already have those proficiencies from another class. You can't gain either of these proficiencies by multiclassing later, but you can gain them by selecting the appropriate feats.
* Benefit: At 1st level, you gain a +2 bonus on initiative checks.
* In addition, when attacking a flat-footed opponent within 30 feet, you can add your Dexterity bonus (if any) as a competence bonus on weapon damage rolls.

**Fighter Abilities**

* **Weapon, Armor, and Shield Aptitude**: You have the flexibility to adjust your weapon training. You can spend 1 hour in practice to change the designated weapon or group of weapon for any feat you have that applies only to a single weapon or a group of weapons (such as Ranged Weapon Mastery). You can change the designated armor for any feat you have that applies only to a single type of armor or armor type (such as Heavy Armor Optimization). You can change the designated shield for any feat you have that applies only to a single type of shield or shield category (such as Shield Specialization). You must have the newly designated weapon, armor, or shield available during your practice session to make this change. You can adjust any number of your feats in this way, and you don’t have to adjust them all in the same way. However, you can’t change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. At 7th level it only takes a full-round action to complete the change. At 12th level it takes a move action. At 17th level it's "not-an-action." In effect the designated feat switches automatically for whichever weapon the fighter is currently swinging, armor he's currently wearing, or shield he's currently getting a shield bonus from.
* **Basic Training:** A fighter has the best "all-around" fighting capabilities. He gains the benefits of Power Attack, Two-Weapon Fighting, Shield Specialization, Point Blank Shot, Improved Unarmed Strike, and Exotic Weapon Proficiency. He does not need to meet the ability score prerequisites to use these abilities as long he does not multi-class or prestige class. At any point in his career, the fighter may choose to lose this ability and instantly earn one of the above as a bonus feat. For example, if he multi-classes out of fighter he may lose the benefits of Basic Training and gain one of the above feats as a bonus feat. He must meet the ability score prerequisite for the bonus feat.

**Physical Description**

* Gozer Claretfrond is a small but sturdy halfling, standing at about 3 feet tall and weighing roughly 30 pounds. He has a slight build, with lean muscles that are clearly defined beneath his skin. His skin is a milky white, almost translucent in appearance due to his albinism. Young for a halfling, he has just celebrated his 30th birthday.
* Gozer's face is heart-shaped and adorned with esoteric red tattoos, with a strong jawline and high cheekbones. His eyes are a piercing golden color, and they seem to take in everything around him with a sharp, intense gaze. He has a small nose and full lips, which are often turned up in a mischievous smile.
* His hair is short and spiky, also white in color, and it frames his face in a wild, almost chaotic way. Despite its unkempt appearance, his hair seems to suit his personality well, giving him an air of energy and unpredictability.
* Gozer wears a chain shirt that fits him snugly, providing both protection and freedom of movement. His armor is decorated with intricate elvish designs, reflecting his training with the elvish drow lord Chessae Alet'tar. He carries a sheathed elvish courtblade on his back, which is his weapon of choice.
* Overall, Gozer's physical appearance is striking and unique, with his albinism and elvish training setting him apart from other halflings. He exudes confidence and energy, always ready for the next adventure or battle that comes his way.

**Backstory**

* Gozer Claretfrond was born into a peaceful redmist halfling village that followed the Way of the Leaf. From a young age, he felt a restlessness within him that the teachings of his people could not satisfy. He yearned for a purpose, a calling, something that would set him apart from the rest of his kin. Poring through his grandfather's dusty library, he found an ancient tome. It spoke of a time, back in the mists of time long, long ago, when the redmist halflings were a war-like and fearsome people. Their very name, "red mist" halflings, was in reference to the the sprays of blood that erupted from their whirling blades. These ancient forebears of Gozer adorned themselves with blood-red tattoos on their face and torsos, in order to strike fear into the hearts of their enemies. Thinking back to all of the times when Gozer had seen his pacifist family and people abused by aggressive and violent outsiders, this ancient history of his people struck a cord deep within him.
* One day, while exploring a pocket dimension, Gozer stumbled upon a drow elf band led by a warrior named Chessae Alet'tar who was training her warriors in secret. The elves wielded exotic swords, impossibly long and thin and tapered to a needle-like point, with basket-shaped hilts. Gozer watched fascinated by the elvish courtblades and the way they moved through the air. It didn't take long for the dark elves to spot him, and he was nearly killed. Gozer begged the dark elves to be trained in the art of combat, and Chessae laughed and decided to train the halfling as a lark.
* Chessae was hesitant at first, unsure if a halfling could truly master the elvish courtblade. But Gozer's determination and natural talent convinced the lord to take him on as a student. She brought Gozer along on a number of "jobs," which turned out to be (what he thought were) minor heists along the Great Rim. In his naivete and innocence of the outside world, Gozer started to think that the drow had been misjudged as a species. But it didn't take long for him to learn differently when they went on a mission to assassinate an honorable human lord's wife and daughters. Recoiling in horror, Gozer refused to be a part of such an act, and warned the targets who were able to escape. The drow turned on Gozer in fury, and he was forced to flee himself. A grey elf named Bairrfhionn Ruith stepped in, and with the help of a halfling druid named Yenyes, they were able to hide the halfling from the wrath of his former drow companions.
* Over time, Gozer became a skilled fighter, mastering the elvish courtblade and developing his own philosophy of combat that he called the Way of Blood. This way of thinking emphasized the importance of speed, skill, and courage in battle, and Gozer believed that violence could sometimes be necessary to protect oneself and others. He realized that that there was much evil in the world, and that he must act as an instrument to protect the innocent and vulnerable.
* Returning home, however, Gozer's new beliefs were not welcomed by his people. The Way of Blood was seen as a betrayal of the Way of the Leaf, and Gozer was ostracized by his kin. After he was banished, Gozer felt lost and alone, and wandered in search of a new purpose. As he traveled through different pocket dimensions and timelines, Gozer honed his skills in dimensional magic, becoming more attuned to the workings of the multiverse. Hoping to reconcile with his family, Gozer again tried to return to his people. To his horror, he found that his village was nowhere to be found, and even other groups he sought out had disappeared. He sought the council of his druid halfling friend Yenyes, who told him that there were rumors that the evil god Rath had somehow made this come to pass.
* Along the way, Gozer encountered other adventurers who shared his thirst for adventure and his desire to make a difference in the world. With his elvish courtblade and his fighting skills, he fought to protect those in need and prove that the Way of Blood could be a force for good. As Gozer's journey continues, he remains haunted by the memories of his past and the loss of his people. But he also knows that he has a new family now, and that they will stand by him no matter what challenges lie ahead.