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About Cenäth FoehammerDescription:
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 -------------------- Defense -------------------- 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 -------------------- Offense -------------------- 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 -------------------- Statistics -------------------- 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 --------------------
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.
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.
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.
Animal Companion:
Knockers Small Animal (Ram) Init +3 Senses Low-light vision, Perception +6 ------------
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Specials
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.
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 |