Kaigon the Miscreant

Cenäth Foehammer's page

5 posts. Alias of djdust.


Full Name

Cenäth Foehammer

Classes/Levels

Hunter 2 | AC 16 T 12 FF 14 | HP 21/21 | F +6 R +6 W +5 | Init +2 | Perc +10

About Cenäth Foehammer

Description:

Cenäth is 59 years old. He stands at 4’1” at a weight of 171lbs. His hair is ruddy brown, and his eyes are blue. His hair is cropped short and the sides of his head are shaven, showing geometric tattoos of spiral design. His beard is neatly braided and well kept. He has a calm demeanor and is slow to anger. He is rarely discouraged but is self-conscious. He can handle stress and only occasionally overindulges. He is cautious and reserved and avoids crowds. He is assertive and actively seeks adventure. He is often cheerful but stays grounded in reality. He appreciates art and natural beauty but is reserved when expressing his emotions. He frowns upon intellectual discussion and admires tradition. He is trusting of his clansmen, and is very straightforward when dealing with others. He finds helping others to be very rewarding, and is willing to compromise. He stays modest and is easily moved to sympathy. He is very confident in his own ability, but tends to be disorganized. He has a profound sense of duty and obligation and thinks that it is important to strive for excellence and perfection. He occasionally procrastinates and tends to take time making decisions.

Cenäth is a mild worshiper of Dumathoin. He likes exploring the mountains and wide open spaces and feels comfortable being outdoors. He likes mountain sheep for their stability. He likes spears, pine trees, steel, emeralds, and prefers to consume bear meat and dwarven stout. He taps his foot and rubs his head when thinking.

Story:

Cenäth is the eldest son of masons who worked the quarries outside Ulverin. Cenäth practically grew up in the quarry, climbing amongst the rubble as a child, taking joy as he made increasingly daring leaps from ledge to ledge. One day, he found an injured lamb from one of the local herds of mountain sheep, who had fallen into the quarry and was left behind. Bringing it home, Cenäth nursed the lamb back to health, and soon enough the pair could be seen chasing each other through the crags and slabs of the quarry.

As he reached adolescence, an uncle took notice of Cenäth's natural athleticism and communion with animals, and, with the approval of his parents, Cenäth began his tutelage in the ways of the hunter. Cenäth found he was most at home in the wilderness, patrolling the mountainside, and running along with the herds of mountain sheep. With his trusty companion, Tumbler, at his side, Cenäth would hunt down the predators which threatened the herd: wolves, bears, cougars. In his time, Cenäth has gone through two generations of companionships with mountain rams, first Tumbler, then Rumbler, and now Knockers. Knocker's is the grandson of Tumbler, and, now that Cenäth is more experienced with training, is quite adept at hunting tactics, charging opponents from the highground and catching them offguard.

Now, Cenäth was raised on stories of the glories of Agnur'Khul. His ancestor, Baldrek Foehammer, fought his way out of the mountainhome with his waraxe, and was one of the survivors who later settled in Ulverin. Cenäth's father was taken to carving grandiose depictions of the Foehammer's former glory, which served to inspire Cenäth's childhood dreams. When the elders announced that evidence has been found which might lead the clan back to their mountainhome, and volunteers were called for to investigate the claims, Cenäth was one of the first in line, with Knockers at his side. Hearing of their son's bravery, his parents blessed his travels by handing over the waraxe of his ancestor to help reclaim the glory of the Foehammers

Crunch:

Cenäth Foehammer
Male Dwarf Hunter 2
NG Medium Humanoid (dwarf)
Init +2; Senses Darkvision 60ft; Perception +10
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex, +0 natural)
hp 21 (2d8+6+1)
Fort +6, Ref +6, Will +5
Resist type None
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Offense
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Speed 20 ft.
Ranged Javelin +3 (1d6/x2)
Melee Longspear (masterwork) +6 (1d8+6/x3)
Dwarven Waraxe (masterwork) +6 (1d10+4/x3)
Special Attacks None
Spell-Like Abilities None
Hunter Spells Prepared (CL 2):
Level 1(4/day) Blend with Surroundings, Cure Light Wounds, Speak With Animals, Summon Nature’s Ally I
Level 0 (at will) Grasp, Guidance, Light, Resistance, Stabilize
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Statistics
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Str 18 (+4), Dex 15 (+2), Con 17 (+3), Int 10 (+0), Wis 20 (+5), Cha 12 (+1)
Base Atk +1; CMB +5; CMD 17
Traits Hill Fighter, Grounded, Darkvision, Defensive Training, Hardy, Hatred, Lorekeeper, Rock Stepper, Slow and Steady, Stability, Weapon Familiarity
Feats Light Armor Proficiency, Medium Armor Proficiency, Simple Weapon Proficiency, Martial Weapon Proficiency, Shield Proficiency, Combat Reflexes, Fight On, Outflank
Skills Acrobatics +1, Appraise +0, Artistry +0, Bluff +1, Climb +6, Craft +0, Diplomacy +1, Disguise +1, Escape Artist +0, Fly +0, Handle Animal +5, Heal +9, Intimidate +1, Kn. Geography +4, Kn. History +2, Kn. Nature +4, Perception +10, Perform +1, Profession (Cook) +9, Ride +4, Sense Motive +6, Stealth +5, Survival +10, Swim +2
Languages Common, Dwarven
SQ none

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Special Abilities
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Racial Traits
Darkvision can see perfectly in the dark up to 60ft
Defensive Training gain +4 dodge bonus to AC against monsters of giant subtype
Hardy gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Lorekeeper +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. Can make such skill checks untrained.
Rock Stepper They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step.
Slow and Steady base speed of 20 feet, but speed is never modified by armor or encumbrance.
Stability +4 racial bonus to Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Background Traits
Hill Fighter may run or charge downhill on a steep slope (moving up to your base speed) without making an Acrobatics check to avoid stumbling but if you travel farther than this distance, the normal rules for steep slopes apply.
Grounded gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
Feats
Combat Reflexes may make a number of additional attacks of opportunity per round equal to Dexterity bonus. May also make attacks of opportunity while flat-footed.
Fight On Once per day, can gain a number of temporary hit points equal to Constitution modifier. Can activate this feat as an immediate action when reduced to 0 or fewer hit points. Can use this feat to prevent yourself from dying. These temporary hit points last for 1 minute. If your hit points drop below 0 due to the loss of these temporary hit points, you fall unconscious and are dying as normal.
Outflank Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Class Abilities
Animal Companion (Ex) At 1st level, a hunter forms a bond with an animal companion. A hunter begins play with any one of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter's effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purpose of determining the companion's statistics and abilities. A hunter may teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to 1/2 its hit dice + its Wisdom modifier.

If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter's animal companion is dead, any animal she summons with a summon nature's ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature's ally spell active in this way at one time. If this ability is used again, any existing summon nature's ally effect immediately ends.
Animal Focus (Su) At 1st level, a hunter can apply the aspect of an animal to herself as a swift action. She must select one type of animal to emulate, gaining a bonus or a special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Normally, the hunter can emulate only one animal at a time.

The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter's minutes of duration per day—it remains in effect until the hunter changes it. The companion's aspect can be the same aspect the ranger has taken on, or a different one. The hunter can select or change the animal aspects on both herself and her animal companion as part of the same swift action.

If the hunter's animal companion is dead, the hunter can apply her companion's animal aspect to herself instead of her animal companion. This is in addition to the normal animal aspect she can choose, and (as with a companion's focus) remains in effect until the hunter changes it instead of counting against her minutes per day.

Bat: The creature gains darkvision out to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense with a range of 10 feet.

Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.

Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this benefit becomes improved evasion, as the rogue advanced talent.

Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.

Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.

Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.
Nature Training (Ex) A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.
Wild Empathy (Ex) A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Precise Companion (Ex) At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well.
Track (Ex) At 2nd level, a hunter adds 1/2 her level to Survival checks made to follow tracks.

Animal Companion:

Knockers
Small Animal (Ram)
Init +3 Senses Low-light vision, Perception +6

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Defense
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AC 16, Touch 15, Flat-Footed 12
HP 18
Fort +3, Ref +6, Will +3

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Offense
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Speed 40ft
Melee Gore +3 (1d3/x2)

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Statistics
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Str 10 (+0), Dex 17 (+3), Con 11 (+0), Int 2(-4), Wis 14 (+2), Cha 7 (-2)
Base Attack +2; CMB +1; CMD 15
Skills Intimidate +2, Climb +4, Perception +6, Acrobatics +7

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Abilities
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Feats
Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Sure-Footed You gain a +2 bonus on Acrobatics checks to keep your balance and Reflex saves to avoid falling. You can move at a normal speed on steep slopes and stairs and do not risk falling when running or charging downhill.

Specials
Link (Ex) A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Low-Light Vision Can see twice as far as humans in areas of low light.
Scent (Ex) can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 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 three times these ranges.

The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent’s source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The 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 in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
Share Spells(Ex) The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Tricks
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

Gear:

Starting Wealth = 1140
Masterwork Longspear - 305gp - 9lbs
Masterwork Dwarven WarAxe - 330gp - 8lbs
Javelin x3 - 3gp - 6lbs
Masterwork Hide - 165gp - 25lbs
Cold-Weather Outfit - 7lbs
Masterwork Backpack - 50gp - 4lbs
Climber's Kit (crampons, pitons, rope) (+2circimstance bonus on Climb checks) - 80gp - 5lbs
Cooking Kit (iron pot, iron skillet, ladle, skewer, cutting board, knife, iron tripod, tinder, seasoning) - 3gp - 16lbs
Mess Kit (plate, bowl, cup, utensils) - 2sp - 1lb
Bedroll - 1sp - 5lbs
Hammer - 5sp - 1lb
Flint and Steel - 1gp - -
Bell Net - 2gp - 2lbs
Signal Horn - 1gp - 1lb
Compass - 10gp -0.5lbs
Dwarven Trail Rations x5 - 10gp - 5lbs
Waterskin - 1gp - 4lbs
Ale, Dwarven Stout - 4cp - 0.5lb
Cheese - 1sp - 0.5lb
178gp, 6cp
110.5lbs
Light: 116lbs; Medium: 117-233lbs; Heavy: 234-350lbs
Drag or Push: 1500lbs; Lift Off Ground: 600lbs; Lift Over Head: 300lbs