Umagro

Brother Donovan's page

56 posts. Alias of Hassan Ahmed.


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I believe the reference to commonality was regarding the Campaign Traits.

Several indicate if you share the same trait, you should have survived/encountered the same event - to the extent that you may be siblings.

The traits seem to place an import on and strengthen a bond and trust between the party members.

You could say... Have gone through the same experience, drifted apart (different path, different missions) and we're reunited. Heightens a sense of destiny.

It's rather cool!


Withdrawing interest. Best of luck everyone, happy gaming!


Brother Donovan - Quick Background:
We are not alone.

That's Donovan's guiding principle, that's what he preaches and what influences his every decision and action.

Twenty five years ago, a bruised and bloodied child stumbled onto the steps of a simple shrine. Where a kindly priestess let him sleep as she tended to his wounds.

Scratches, cuts and his poor feet... It was a wonder he could walk.

Demons was his first word as he woke up, his second was Swallowtail. And slipped back into sleep for days.

She was cleaning the simple shelter, when he spoke again.

Dozens, hundreds, thousands of them... Swallowtail butterflies. The demon couldn't see me, so I ran! I'm ashamed, leaving my mother and father behind... She killed, but it's me she wanted.

I'm the reason they're gone.

I'll hunt down every demon if I have to, but one day I'll find her. And I'll be ready.

With that, his exhausted body fell asleep, but his mind never rested.

Every hero has an origin.


Never used Hero Lab, before... hope you like it!

Brother Donovan, Desnan Herald Caller & Crafter:

Brother Donovan
Male Human (Varisian)
Cleric (Herald Caller) of Desna 12/Hierophant 4
Source Material: Pathfinder Player Companion: Monster Summoner's Handbook
NG Medium humanoid (human)
Init +8; Senses Perception +19
--------------------
Defense
--------------------
[AC 24, touch 13, flat-footed 23 (+9 armor, +2 deflection, +1 Dex, +2 natural)
HP 148 (12d8+52)
Fort +11, Ref +7, Will +16
Defensive Abilities: hard to kill
--------------------
Offense
--------------------
Speed 50 ft.

Melee +1 cold iron starknife +9/+4 (1d4+1/×3) or
sparkwave starknife +9/+4 (1d4+1/19-20/×3)

Ranged +1 demon-bane paueliel light crossbow +10 (1d8+1/19-20 plus 2d6 vs. Demon)

Special Attacks channel positive energy 8/day (DC 19, 6d6), eldritch breach[MA], inspired spell[MA], mythic power (11/day, surge +1d8)

Domain Spell-Like Abilities (CL 12th; concentration +19)
At will—dimensional hop (120 feet/day)

Cleric (Herald Caller) Spells Prepared (CL 12th; concentration +19)
6th—blade barrier[M] (DC 23), find the path[D], heal, planar ally
5th—atonement, breath of life (DC 22), hallow, teleport[D], wall of stone
4th—dimension door[D], dimensional anchor, freedom of movement, holy smite[M] (DC 21), restoration
3rd—daylight, fly[D], invisibility purge, lightning lash, magic circle against evil, protection from energy, searing light
2nd—bear's endurance, consecrate, gird ally, locate object[D], owl's wisdom, silence (DC 19), spiritual weapon
1st—bleeding strike, bless, bless, divine favor, longstrider[D], protection from evil[M], shield of faith
0 (at will)—guidance, light, read magic, stabilize
D Domain spell; Domain Travel
M mythic spell
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 14, Int 14, Wis 24, Cha 16

Base Atk +9; CMB +9; CMD 22

Feats

  • Augment Summoning
  • Augment Summoning[M]
  • Craft Magic Arms & Armor
  • Craft Wondrous Item
  • Demon Hunter[ISWG]
  • Extra Channel
  • Improved Initiative
  • Mythic Crafter[M]
  • Selective Channeling
  • Skill Focus (Knowledge [planes])
  • Skill Focus (Spellcraft)

    Traits

  • Demonbane Summoner (the worldwound)
  • Touched by Divinity

    Skills

  • Acrobatics +6 (+14 to jump)
  • Diplomacy +11
  • Heal +13
  • Knowledge (planes) +23 (+25 to know the powers and abilities of demons)
  • Knowledge (religion) +10
  • Linguistics +9
  • Perception +19
  • Profession (merchant) +11
  • Sense Motive +22
  • Spellcraft +23
  • Use Magic Device +15

    Languages Abyssal, Celestial, Common, Dwarven, Gnome, Halfling, Sylvan, Varisian

    SQ agile feet (10/day), amazing initiative, call heralds, divine heralds, legendary item[MA], legendary power, legendary surge, mighty summons[MA], mythic bond, mythic spellcasting[MA], recuperation, undetectable

    Combat Gear

  • +3 mithral breastplate
  • +1 cold iron starknife
  • +1 demon-bane paueliel light crossbow
  • sparkwave starknife[APG]
  • amulet of natural armor +2
  • blinkback belt[UE]
  • ring of protection +2

    Other Gear

  • boots of striding and springing
  • cloak of quick reflexes +1/+2[MA]
  • gloves of spell snaring[MA]
  • headband of mental superiority +2 - legendary/dynamic item -[MA]
  • wand of cat's grace

    GP 19,233 gp
    --------------------
    Special Abilities
    --------------------
    Agile Feet (10/day) (Su) For 1 rd, you ignore difficult terrain.
    Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
    Augment Summoning Summoned creatures have +4 to Strength and Constitution.
    Augment Summoning (Mythic) Summoned creatures are considered Mythic, and any of their DR become DR/epic.
    Call Heralds (+3 concentration) (Su) Concentration bonus to summon monster spells.
    Cleric (Herald Caller) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
    Cleric Channel Positive Energy 6d6 (8/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
    Demon Hunter Gain Knowledge and combat bonuses vs. demons
    Dimensional Hop (24 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
    Divine Heralds (Su) Summon creatures appropriate to deity.
    Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
    Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
    Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
    Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
    Legendary Surge (+1d6 to Skill Checks - Charisma, Skill Checks - Intelligence, Skill Checks - Wisdom All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
    Mighty Summons (Su) Summoned creatures have DR 5/epic, and extra creature or spend 1 power to add agile or savage template.
    Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
    Mythic Crafter [Mythic] Can create mythic magic items & +5 on any checks when crafting non-mythic magic items.
    Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
    Selective Channeling Exclude targets from the area of your Channel Energy.
    Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
    Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.

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  • @DM and Players

    Having fun building a Herald Caller. If there is something that specifically wouldn't work with that Archetype, please let me know.

    Is recruitment over tomorrow, or will there be an extension? I've not seen any feedback.

    Good luck to all!


    Would a Herald Caller be acceptable?

    Is VMC (variant multi-classing) allowed?

    Also, understanding that the team had been together and likes the outgoing Divine caster, probably a lot... Long standing have.

    Was there any "cleric" aspect the group felt there could have been more of? Or we their spells, channels, etc... Left unused often?

    Might help all of us get a feel and tailor or submissions.

    I'm certain we can all be creative, but designing a character that fits mechanically to supplement and complement the existing team, as well as for in RP/story wise would be optimal.

    Thanks in advance!


    I can build one this weekend, trying to keep some sort of continuity.

    I see you've lost your GM, as well.

    I like to think I excel at filling niches, finding a way to fill the party role (Divine) while bringing a little unexpected extra.

    The "uncola" as it were.


    1 person marked this as a favorite.

    And why are all the avatars wearing hats?! Ahh... Levity.


    GM Rednal wrote:
    It's a start, though the more I know about who a character really is, the better off you'll be. ^^

    I thought that was what the AP was for... Or, did you mean crunch?


    @GM Rednal - was wondering if I'm close at all with the flavor in tthe spoiler above?


    24 Hours earlier:

    Brother Donovan... was he really brother to anyone?

    The girl left just before dawn, taking the money off the counter. The slight ridges along her spine, the way her eyes glowed in the dark when she got excited. He knew what she was. Most of her... clients were too drunk to notice or remember. But, their subconscious wouldn't let them come back. As far as he knew, Brother Donovan was her only reliable client.

    She was an adult, but he always thought of her as a good kid. There was an innocence that seemed genuine, but then again she could be that good.

    The mist was thick as he made his way up the hill. His vestments always felt heavier in the mist, it was the moisture, he knew... It didn't make it any better. Literally, more weight on his shoulders.

    He entered the gate into the outer monastery, mentally chuckled at the veneer of security as he moved through the courtyard and into the monastery proper. What mankind should fear, knows not of walls.

    They bowed and steepled their hands, he was The Chosen. Eight Masters swore to dedicate their lives to training him, preparing him. The Chosen: part savior, part sacrificial lamb. Isn't that always the case? Prepare, an interesting and unfortunate term that made him feel like a dinner dish. Cleaned, scrubbed, dressed and trussed.

    Eight masters, the number of chaos. The irony was surely lost on them. He was the vessel they choose to fill with their strength, knowledge and prowess. Scriptures, texts, tomes... Half his time was academic study. Half was equal parts stretching and discipline of the mind. And the other half, yes they crammed more into the day than was humanly possible. That third half was physical training.

    The enemy, if they could be deemed such weren't human, not vaguely. Why should we limit ourselves?


    Would the Simple Advanced template CR +1, for general toughness be cheesy?

    All this talk about killer dungeon has me concerned. No point being a glass cannon.


    Thanks!


    LN Monk Rogue w/good tendencies is OK?


    It is a necessity as typically, this sort of agent would be inserted into enemy territory alone. Possibly where their gods' power will not reach.

    For anyone else, expectation is one way suicide mission.

    Also, drawing ki, life from the living is but a step towards drawing life from the unliving.

    Could be LN with good tendencies.


    LG Monk/Rogue - Hungry Ghost/Trapsmith?

    Would Monk Robes convey extra Punishing Kick (instead of Stunning Fist) as Hungry Ghost swaps it out?

    Servant or Agent of the Light, etc... Like a Gurkha.


    Gnoll?


    M Human Cleric/1

    The young priest watches, as curious of his companions' actions as the kobold's.


    M Human Cleric/1

    Glad you're feeling better... Sorry for the absence, this thing didn't indicate ANY activity. Just decided to take a peek tonight.


    M Human Cleric/1

    Diplomacy untrained 1d20 + 5 ⇒ (1) + 5 = 6

    Point us to the ingredient and we'll go.


    M Human Cleric/1

    Good Ulfen, bad Taldan... I love it. Anyone speak it's language? Draconic I believe.


    M Human Cleric/1

    Donovan loss from one to the other. He shrugs.


    M Human Cleric/1

    Perception 1d20 + 3 ⇒ (3) + 3 = 6


    M Human Cleric/1

    Block what? Is the room big enough for everyone?


    M Human Cleric/1

    Yes it is. Let's secure the area, then we can come and sit down with a good book.

    Does everyone roll Perception? Or is that not SOP?


    M Human Cleric/1

    We should secure the area as we go, leave no enemy behind. First thing's first... first door. I can toss some light in there, as we enter.

    Perception 1d20 + 3 ⇒ (1) + 3 = 4

    Whichever room we enter, Donovan will cast light... ending the old spell and look around, Perception.


    M Human Cleric/1

    Been a while since a young lady's had her eye on me so keenly, too... Won't let myself get used to it.

    Hmm... tracks in the dust and leaves that head to the north. They seem to be from at least two different types of creatures. One looks to be canine or wolf considering your recent encounter and the other, possibly reptilian.

    Which way, Mr. Derakht?

    Whispering some prayer, Donovan casts out his hand throwing Light into the intersection before passing his scimitar back to his weapon hand.


    M Human Cleric/1

    I gotta tell ya, posting from a smart phone is a hassle with the markup for "dialog". Oy!


    M Human Cleric/1

    Perhaps. But your "lady" friends back at the Hollow might not survive the pilgrimage.

    I would not be against an alcove commemorating all those who cleared the ruins and helped gentrify the environs.


    M Human Cleric/1

    This was a Dwarven monastery... Would make a good temple, given some repairs. We could dedicate it to Erastil and Sarenrae. What say you Elannic?

    Donovan readies his scimitar as he enters the deeper ruins.


    M Human Cleric/1

    Survival 1d20 + 3 ⇒ (12) + 3 = 15


    M Human Cleric/1

    Let's all go.


    M Human Cleric/1

    Do we find anything useful?

    Perception 1d20 + 3 ⇒ (3) + 3 = 6


    M Human Cleric/1

    Up to speed, thanks. Tower?


    M Human Cleric/1

    Telepathy, surface thoughts.

    Sorry. New to these boards. Figured OOC would be in the discussion thread. My bad.


    M Human Cleric/1

    Wisdom beyond your years, Titania. Please lead the way.


    M Human Cleric/1

    Shall we?

    Donovan offers the follower of Erastil a hand then moves to the mule and readies to follow.


    M Human Cleric/1

    Well met. Have you found a place to hunker down out of the open? Come across anything useful?


    M Human Cleric/1

    Donovan. Not much more to say, fate has brought me here at this time... apparently, the right time. That is The Grey, a faithful companion.


    M Human Cleric/1

    Technically, an unconscious foe could benefit from positive channeling if dying and not dead. I do have selective channel, which helps.

    Just being careful.


    M Human Cleric/1

    Assuming. Also positioning so no bogeys affected.
    Channel 1d6 ⇒ 3
    Channel again 1d6 ⇒ 4

    I hope everyone is feeling a bit better.


    M Human Cleric/1

    It's been a good while since I've been accused of sneaking up on anything. My name can wait. We need to make certain nothing living is within 7 paces of me, except the four of you. And get that willowy lass over here.

    You ready?. He removes the wooden charm about his neck.


    M Human Cleric/1

    You hear the sound of wheels approaching accompanied by hooves. A man walks into the courtyeard leading a mule-drawn cart. The man's gait is slow and steady, making his approach seem... inevitable. A scimitar graces his side and hanging from his neck, a simple wooden symbol marking him a disciple of the Dawnflower.

    Excellent job, young lady. Come, now... gather 'round your fallen friend here. It seems there is more patching up to be done.

    When he's returned to us, then we'll discuss the merits of keeping a unit together. Has the enemy been dispatched, or are they merely wounded?

    Releasing his mule, the man kneels positioning the fallen paladin's form, propping him up to a sitting position, and checking his wounds.


    M Human Cleric/1

    He could be out scouting a location for his new church. Heard a ruckus, came over to check things put.

    I was watching the threads, but waiting on Mathpro.


    @DM Mathpro - I think I'm ready. Let me know if you see anything amiss.

    @Everyone else - Thanks folks, I hope to impress... I think I see some DMs and RPG Superstar folk in on this. No pressure!


    Thanks for the consideration, will ratchet him down to
    20 pts tonight.

    Best of luck everyone!


    Brother Donovan could work.


    Here it goes...

    A Midsummer Night's Dream:
    It was a dream, he was certain.

    Donovan was keeping pace with a wolf and had nearly forgot about the one behind him. His peripheral vision picked up other lupines to his right and left, through the trees. He was surrounded. He didn't feel threatened though, just an urgency. The urgency to get somewhere... in time.

    He dodged boulders, jumped over roots. Ducking under a low hanging branch, he sprang up to cross most of a stream. His hot feet splashing into the cool water, sending shimmering droplets in every direction beneath the moonlit sky. Had he ever felt so alive?

    There was a clearing up ahead, illiminated by a broad swath of moonlight. There was a form on the ground near a large flat rock, a man by the looks of him laying at an awkward angle. He'd fallen that way. The youth ran faster, gracefully leaping into the clearing and approaching the body. Whomever it was, was still breathing. An axe shifted and came to rest upon the ground.

    He must have fallen not a second ago, just before the boy saw the clearing.

    One of the wolves stood up then, not as a wolf stands... but rather transformed into a silver warrior maiden, shimmering within a shaft of moonlight. Her fine chain shirt nearly draped like silk. A long curved shape of an elven blade hung across her back and her skin, like alabaster. Her hair just past her shoulders, braided in places but mostly a loose straw-colored mane.

    Donovan turned, expecting the others to transform as well. They did not.

    "A man has fallen... 'van. What do you do?"

    "Who is he?"

    "Does it matter? His life blood seeps into the earth..."

    "What is he, a killer... Bow, javalins, axe, knife, hide armor, shield." Donovan took a quick closer look, moving around the figure to examine his face. He nearly gasped.

    "He is a half-orc, Shoanti. Chevyo Windwalker if it means anything to you. His life wanes and yet you ask questions."

    "Doesn't look Shoanti... full head of hair and no visible tattoos. Where are the arrows?" Donovan spots a small empty quiver. "With the bow on the ground the half-blood must have spent his entire quiver, maybe a dozen arrows."

    The youth's eyes scan the treeline around the clearing and sure enough, he sees the dark fallen forms. Kobolds. Punctured by arrow and javelin. Some disemboweled and cut nearly in half, most likely by the axe. There were a dozen or more bodies littered about.

    "He was surrounded, yes... do you let him die?"

    "He was no brute, either... arrows puncture those bodies furthest away. Then javelins closer. A dagger in a chest closer still and then the axe-work. When it was over, he made it here perhaps wanting the rest against this rock."

    "What will you do, 'van?"

    "Who are you? Why do you call me 'van? Only my father called me that... and he's dead years now."

    "Who am I? It hardly matters and you know it... What is the most important thing?"

    "Now?"

    "Ever..."

    The youth did not hesitate, it was so part of his spirit, part of his being. His mother would reinforce it, but he knew she didn't have to and would laugh.

    "Life."

    "Then..."

    "Freedom."

    "And..."

    "Beauty."

    "Will you let him die, then?

    Donovan looked down, now for the first time... he had nothing but his cotton sleeping pants. Barefoot, bare chested, he carried nothing, he had nothing.

    "What can I even do? I have no bandages, no salve, no needle or salts."

    She laughed then, a beautiful and nigh unearthly sound. "What is worse than Evil?"

    "Good that does not act."

    "Then act, Boy!"

    It was his own will, but as if she reminded him... awoken something within. He leapt to kneel beside the fallen warrior and merely touched his forehead. The half-orc's head spasmed slighty, but them relaxed. Donovan checked the warrior's pulse and sensed both it and his breathing were now stable.

    "How did I do that?"

    "I repay you a debt, manling. It is the convenant."

    "I don't even know you... what debt?"

    "I killed your father, Donovan. His zealotry consumed him and he came after my kind... hunting us, rooting us out and burning our homes, our briars, our sacred places. I took life. I am giving life back."

    "You give life to this half-orc?" The boy was confused and his head started to spin, slowly at first.

    "I give life to you, young Donovan... a gift, you may pass on. Choose your path wisely, mortal. Be the man, you thought your father was... but could never be."

    "You are Fey, the... but the wolves. The warrior, why... how?" He was starting to get dizzy. But, he could still here her voice as she knelt to pick up the fallen warrior, as if he weighed nothing... or so it seemed.

    "His mother, a Witch... close to nature. These wolves delivered onto me a request for aid. Her son, in danger. I owed her a debt as she had given me the means to ulimately defeat your father. So, you see... I repay two debts tonight."

    "So I saved the life of the son of the witch who helped you kill my father..." He had nearly passed out.

    "Exactly."

    She walked away then into the foliage, carrying Cheveyo Windwalker. Her silver-grey furred boots hardly making a sound, the retinue of wolves in her wake.

    The world faded to black, and some part of the young man welcomed oblivion.

    After that night:
    Donovan since, has looked more closely at his dead father's career. He didn't like what he found. Because he was young, they had hidden much of his father's "exploits". Confronting his mother didn't help, she made excuses.

    A traveling Priestess of Sarenrae was passing through town... Donavan offered to help her, left with her and later joined a temple of Sarenrae, the Dawnflower. If he couldn't undo his father's deeds, he'd make up for them.

    Returning home, an Acolyte of Sarenrae yet a pupil of all that is good... He is determined to wade into the greenbelt and help establish a place of acceptance, of tolerance and a haven for any who would work to build and protect it.

    Even with his nobility, in name... he cannot do this alone. So, he seeks opportunity, funds and others who are like minded enough to align himself with.

    With his cart-towing mule as companion, the young priest braves the wilderness open to what each day brings.


    Sorry, relatively new to these boards. By fluff, do you mean vignettes of him in action to elaborate on aspects of his personality? Also serving as a writing sample from myself?

    If so, I'll whip something up. Hope you like it.


    OK, I've tinkered and ratcheted him down to 25 pt buy.

    Bumped Dex for survivability, adjusted AC. Trimmed skills... should be OK, now.

    Race

    Male Companion Cat, Small (Leopard) animal 2 None Small companion Init +5, Senses low-light vision; scent, Perception +5; AC 17, touch 16, flat-footed 12 (+5 Dex, +1 natural, +1 size ) hp 11 ((2d8)+2)

    Classes/Levels

    Fort +4, Ref +8, Will +1

    About Malin the Huntress

    Malin
    Male Companion Cat, Small (Leopard) animal 2
    None Small companion
    Init +5, Senses low-light vision; scent, Perception +5
    =================================================
    DEFENSE
    =================================================
    AC 17, touch 16, flat-footed 12 (+5 Dex, +1 natural, +1 size )
    hp 11 ((2d8)+2)
    Fort +4, Ref +8, Will +1

    =================================================
    OFFENSE
    =================================================
    Speed 50 ft.
    Melee bite +7 (1d4+2)
    Melee claw +7/+7 (1d3+2)
    Special Attacks Trip,

    =================================================
    TACTICS
    =================================================

    =================================================
    STATISTICS
    =================================================
    Str 14, Dex 21, Con 13, Int 2, Wis 12, Cha 6,
    Base Atk +1; CMB +2; CMD 17 (21 vs trip)
    Feats Weapon Finesse, Outflank (Bonus from Hunter Class)
    Skills Perception +5, Stealth +13,
    SQ low-light vision, scent, weapon finesse,
    Combat Gear
    Other Gear bite, claw
    =================================================
    SPECIAL ABILITIES
    =================================================
    Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

    Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

    Trip (Ex) You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return.

    Weapon Finesse With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.