Valeros

Fletcher Wulf's page

2 posts. Alias of Ancient Dragon Master.


Race

| HP 14/14 | AC 20 (16 Tch, 14 Fl) | CMB: +6, CMD 20 | F: +9, R: +9, W: +6 | Init: +4 | Perc: +7, SM: +3 | Longsword (2H) +7 (1d8+7/19-20) | Unarmed Strike +5 (1d4+5) | Dueling dagger +6 (1d4+5) |

Classes/Levels

Shortsword +6 (1d6+5/19-20) | Longsword +5 (1d8+5/19-20), Shortsword +4 (1d6+5/19-20) | Speed30ft | Animal focus (0/1 minutes used) | Active conditions:None | Wild empathy @Will|

Gender

Fletcher Male LN Hunter/Fighter/Gestalt 1

About Fletcher Wulf

Fletcher Wulf (Animal companion)
Male Human Hunter 1/ Fighter 1 (Tactician, mythic path)
LN Humanoid (Human)
Init +4; Senses Perception +8
Languages Common, Elven, Sylvan, Dwarven, Gnome
DEFENSE
AC 20, touch 16, flat-footed 14 (+4 armor, +4 Dex, +0 natural, +2 Dodge )
HP 14 (1 HD)
Fort +9, Ref +9, Will +6
Defensive Abilities
OFFENSE
Speed 30 ft. (6 squares)
Melee Longsword +5 (1d8+5/19-20), Shortsword +4 (1d6+5/19-20) or
Longsword +7 (1d8+7/19-20)
Dueling Dagger +6 (1d4+5)
Ranged Longbow +5 (1d8+0/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with Reach weapon)
Class Spells Known (CL 1st; Concentration +1)
1st (2/day) – Windy escape, Cure light wounds, Summon natures ally I
0 (at will) – Create water, Guidance, Light, Purify food and drink
STATISTICS
Abilities Str 20 (+5), Dex 18 (+4), Con 18 (+4), Int 18 (+4), Wis 17 (+3), Cha 14 (+2)
Base Atk +1; CMB +6; CMD 20
Feats Two weapon fighting, Precise shot, Double slice, Skill focus (craft)
Skills Perception +7, Craft (Traps) +11, Craft (Weapons + Armor) +11, Spellcraft +8, Knowledge (Planes) +9, Knowledge (Nature) +9, Stealth +8, Survival +7, Swim +9, Climb +9, Handle animal +6, Heal +7, Knowledge (Arcana) +9; Armor Check Penalty –2; Racial Bonus +2 strength
SQ Wild empathy, Animal focus, Nature bond
Combat Gear Longsword, Longbow, Arrows (60), Shortsword,Dueling Dagger;Other Gear Chain shirt,78.9 GP, Training harness, Masterwork tools (Handle animal, Craft (Armor+Weapons)),Hemp rope, Journal, Chalk, Spring loaded wrist sheath, Backack, Bedroll, Belt pouch, Clay mug, Fishooks (2), Sewing needle, Signal whistle, 50ft of thread, 50ft of string,Trail rations (7), Waterskin, Whetstone, Artisans tools (every craft but Weapons +Armor), Alchemist Fire (5)
Encumbrance light 133 lb., medium 266 lb., heavy 300 lb.; Weight Carried 118.5 lb
SPECIAL ABILITIES

Animal Focus (Su):

At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or 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 must be spent in 1-minute increments. 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 foci 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 focus to herself instead of her animal companion. This is in addition to the normal one 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.


Animal focuses:

Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to 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 increases to 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.[Animal companion]
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.

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 inf luence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.


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.

Strategic Training (Ex):
A tactician gains 4 skill points + a number of skill points equal to his Intelligence modifier at each level, instead of the normal 2 skill points + Intelligence modifier at each level. Furthermore, Diplomacy (Cha), Knowledge (geography) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Sense Motive (Wis) are all class skills for the tactician. This ability replaces the bonus fighter combat feat gained at 1st level.

Traits:

Fates favoured: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Sword Scion: You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.

Motivations:

He has come to the stolen lands for two reasons
1.To help his father retire with the money he will earn
2. To help whoever else might need it

Personality:

Fletcher is Hardworking and stoic; always trying to take work off someone else's back
Fletcher strives to help others and has a strong sense of justice.

Appearance:

Fletcher has shoulder length black hair, kept out of his eyes with a hairband. He is tall for a human with broad shoulders and intelligent eyes

Backstory:

As a young child Fletcher worked hard. His father needed help with the forge, his mother needed help laying & (sometimes) making traps. Any spare hours were spent studying or training with the sword, the dagger or the bow whenever either parent was free. Then at the age of 13 his mother died. She went into the woods one day to set the traps and never came back.

Not long after business started dropping. New merchants were coming in from out of town an selling swords of exotic materials that did their job better than his fathers steel swords ever could.


Total classes together:

L.1: F: +2, R: +2, W: +0; HD d10; BAB full
L.2: F: +3, R: +3, W: +0; HD d10; BAB full
L.3: F: +2, R: +3, W: +1; HD d10; BAB full
L.4: F: +3, R: +4, W: +1; HD d10; BAB full
L.5: F: +3, R: +4, W: +1; HD d10; BAB full
L.6: F: +4, R: +5, W: +2; HD d10; BAB full
L.7: F: +4, R: +5, W: +2; HD d10; BAB full
L.8: F: +5, R: +6, W: +2; HD d10; BAB full
L.9: F: +5, R: +7, W: +3; HD d10; BAB full
L.10: F: +6, R: +8, W: +3; HD d10; BAB full
L.11: F: +6, R: +8, W: +3; HD d10; BAB full
L.12: F: +7, R: +9, W: +4; HD d10; BAB full
L.13: F: +7, R: +9, W: +4; HD d10; BAB full
L.14: F: +8, R: +10, W: +4; HD d10; BAB full
L.15: F: +9, R: +11, W: +5; HD d10; BAB full
L.16: F: +10, R: +12, W: +5; HD d10; BAB full
L.17: F: +10, R: +12, W: +5; HD d10; BAB full
L.18: F: +11, R: +13, W: +6; HD d10; BAB full
L.19: F: +11, R: +13, W: +6; HD d10; BAB full
L.20: F: +12, R: +14, W: +6; HD d10; BAB full

Feat map:

+=Bonus
L.1:Two weapon fighting, +Skill focus (craft), +Double slice +Precise shot
L.2:+Outflank (+Familiar), +Bonded mind
L.3:+Pack flanking, Weapon focus (Heavy blades (familiar gets all teamwork feats)
L.4:+Ferocious loyalty
L.5: Craft magic Arms and Armor, +Weapon focus (light blades)
L.6: +Precise strike, +Greater two weapon fighting
L.7: Weapon specialisation (Heavy blades)
L.8: +Weapon specialisation (light blades)
L.9: +Improved precise strike, Greater weapon focus (light blades)
L.10:+Greater weapon focus (Heavy blades), Two weapon defense
L.11: Two weapon rend
L.12: +Take the hit, +Greater weapon specialisation (Heavy blades)
L.13: Greater weapon specialisation (Light blades)
L.14: +Combat, Teamwork or Skill focus feat
L.15 +Coordinated charge, Normal feat, GM bonus feat
L.16: +Combat, Teamwork or Skill focus feat
L.17: Normal feat
L.18:+Teamwork feat, +Combat, Teamwork or Skill focus feat
L.19: Normal feat
L.20: +Combat, Teamwork or Skill focus feat, GM bonus feat

Class skills:

The Hunter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str),Diplomacy (Cha),(Int), Knowledge (nobility) (Int), Linguistics (Int), and Sense Motive (Wis)
The Fighter's class skills are Craft (Int), Knowledge (engineering) (Int), Profession (Wis)

Race:

Human Racial Traits
+2 to One Ability Score (-): Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Medium (-): Humans are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed (-): Humans have a base speed of 30 feet.

Bonus feat (4 RP):

Eye for Talent (-): Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice.

Comprehensive Education (-): Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels.

Languages (1 RP): Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Lucky, Greater (4 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on all saving throws.

Defensive Training, Greater (4 RP): Prerequisites: None; Benefit: Members of this race gain a +2 dodge bonus to Armor Class.

Static Bonus Feat (2 RP): Prerequisites: None; Benefit: Choose one feat with no prerequisites. All members of this race gain this feat as a bonus feat at 1st level. (Precise shot)

Note:

Somewhere along the way I will get Deft maneuvers but I haven't incorporated it because I am not sure how much use it will get