Casamir Azmeren

Garrik Korianthil's page

137 posts. Alias of Talomyr.


Full Name

Garrik Korianthil

Race

| HP: 10/10 | AC: 16 (13 Tch, 13 Fl) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +2 | Init: +3 | Perc: +9, SM: +2

Classes/Levels

| Speed 30ft | Animal Focus: 1/1 | Spells: 1st 2/2 | Active conditions: None.

Gender

Male NG Half-Elf (“Ulfen”) Hunter 1

Size

Medium

Age

24

Alignment

Neutral Good

Deity

The Green Faith

Location

Near Kassen

About Garrik Korianthil

Garrik Korianthil
Hunter 1
NG Medium humanoid (Half-Elf)
Init +3; Perception +9

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Defense
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AC 16, touch 13, flat-footed 13
HP 10 (1d8 + 2 Con Mod)
Fort +4, Ref +2, Will +5

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Offense
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Speed 30 ft.
Melee +2 Greataxe (1d12 + 3; x3; Slashing)
Melee +2 Staff (1d6 + 3; x2; Bludgeoning)
Melee +2 Dagger (1d4 + 2; 19-20/x2; Piercing/Slashing)

Ranged +3 Longbow (1d8; x3; Piercing; 100 ft Range)
Ranged +4 Longbow, Point Blank Shot (1d8 + 1; x3; Piercing; 100 ft Range)
Ranged +3 Dagger (1d4 + 2; 19-20/x2; Piercing/Slashing, 10 ft Range)

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Statistics
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Str 14, Dex 16, Con 14, Int 12, Wis 14, Cha 13
Base Atk +0; CMB +2; CMD 15
Languages: Taldane, Elven, Skald

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Feats
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Point-Blank Shot (Combat): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Skill Focus (Handle Animal): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

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Traits and Drawback
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Pioneer (Campaign): You have long lived in the shadow of wilderness. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition.

Benefit: You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.

Devotee of the Green (Faith): Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks.

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Skills
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Acrobatics +2 (-1 ACP)
Appraise +1
Bluff +1
Climb +1 (-1 ACP)
Craft(Untrained) +1
Diplomacy +1
Disguise +1
Escape Artist +2 (-1 ACP)
Fly +2 (-1 ACP)
Heal +2
Intimidate +1
Perception +9 - (1 Rank, +2 Wis, +3 Class Skill, +1 Trait, +2 Racial)
Perform(Untrained) +1
Ride +6 - (1 Rank, +3 Dex, +3 Class Skill, -1 ACP)
Sense Motive +2
Stealth +6 (1 Rank, +3 Dex, +3 Class Skill, -1 ACP)
Survival +6 - (1 Rank, +2 Wis, +3 Class Skill)
Swim +1 (-1 ACP)
Handle Animal +8 - (1 Rank, +1 Cha, +3 Class Skill, +3 Feat)
Handle Animal (Thorn) +12 - (1 Rank, +1 Cha, +3 Class Skill, +3 Feat, +4 Link)
Knowledge(Geography) +6 - (1 Rank, +1 Int, +3 Class Skill, +1 Trait)
Knowledge(Nature) +6 - (1 Rank, +1 Int, +3 Class Skill, +1 Trait)
Linguistics +2 (1 Rank - Background)
Profession(Trapper) +6 - (1 Rank, +2 Wis, +3 Class Skill - Background)

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Gear
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Greataxe
Dagger (2)
Longbow
Staff
20 Arrows
10 Cold Iron Arrows

Studded Leather Armor

Explorer's Outfit
backpack
bedroll
belt pouch

Backpack
[Contents]
flint and steel
iron pot
mess kit
5 days trail rations
10 torches
waterskin
Signal Whistle
Rope (50 ft)

Money: 11 gp 9 sp 10 cp

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Special Abilities
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Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Adaptability: Half-elves receive Skill Focus as a bonus feat (Handle Animal)

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. - Hunter and Ranger: (+1 Skill Point)

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Weapon and Armor Proficiency: A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Spell Casting: A hunter casts divine spells drawn from the druid and ranger spell lists. Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels listed for the spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level hunter spell. Likewise, detect poison is a 0-level druid spell and a 2nd-level ranger spell, making it a 0-level hunter spell. The hunter can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a hunter's spell is 10 + the spell's level + the hunter's Wisdom modifier.

A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below.

Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Hunter. In addition, she receives bonus spells per day if she has a high Wisdom score.

Unlike druids and rangers, a hunter's selection of spells is extremely limited. A hunter begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new hunter level, she gains one or more new spells, as indicated on Table: Hunter Spells Known. Unlike spells per day, the number of spells a hunter knows is not affected by her Wisdom score; the numbers on Table: Hunter Spells Known are fixed.

In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature's ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them.

At 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one she already knows. In effect, the hunter loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A hunter may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any summon nature's ally spells.

Unlike a druid or ranger, a hunter need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Orisons: Hunters learn a number of orisons, or 0-level spells, as noted on Table: Hunter Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Chaotic, Evil, Good, and Lawful Spells: A hunter can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Animal Companion: At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any 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 purposes 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.

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 immediately ends.

Animal Focus: 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.

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.

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: 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: A hunter can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The hunter rolls 1d20 and adds her druid 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 able to study each other, which means that they 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.

A 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.

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Spells Known
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0 Level (DC 12): Guidance, Detect Magic, Light, Purify Food and Drink

1st Level (2/Day) (DC 13): Summon Nature's Ally I, Gravity Bow, Cure Light Wounds

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Backstory
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Description:

You see before you a flame-haired, well built, sturdy-framed half-elf. The sturdy frame and red hair perhaps tell of Ulfen ancestry in his human parent.

The man greets you with crooked half-smile and nod. The faint layer of dust on his boots and cloak tell the tale of a man used to travel and not particularly used to "civilized" niceties. Never far from the man's side is a gray wolf.

Hair: Red
Eyes: Green
Height: 6’ 1”
Weight: 185 lbs.

Personality:

Garrik is a friendly sort, willing to break bread and share a campfire with anyone who is friendly in return. This is not to say that he is naive, but he does look for the best in people and gives them the benefit of the doubt more times than not.

He has little tolerance for bullies or those who would seek to harm or harass innocents, just trying to make their own way in the world, without harming anyone else.

Background:

Garrik’s mother was an adventurer in her own right before the birth of her son. Vadania was a well traveled and nearly as well respected elven ranger who would travel realm to realm in search of fame, fortune and glory. Little did she know that an evening’s tryst, her last night in Halgrim, would yield the end of her adventuring days. A few weeks after returning to her home/base of operations in the Southern Verduran Forest, Vadania discovered she was with child. Too far along for night tea to do any good, the ranger had little choice but to “retire” from adventuring and try her best to raise her child. Vadania knew there would be difficulties stemming from her status as an un-wed mother and even more issues with the mixed-blood nature of her son, leading to somewhat unsettled life on the move.

Garrik, named for his father he had never met, grew up traveling from village to village with his mother. Eventually the pair settled in the village of Kassen, helping the growing town deal with the occasional goblinoid uprising and making a living hunting and trapping. Due to the nature of his mother’s profession, Garrik would often find himself, left to his own devices as a child and would spend hours upon hours running about in the wilds, though never too far from where ever his mother had chosen to make camp for the time being. Never-the-less, the time alone in nature had a profound effect on the boy.

As he grew older, Garrik was tempted to follow in his mother’s footsteps as a ranger, as his mother had taught him to use a bow, but the young man found another calling finding more enjoyment in tales he would hear from the local druids around the campfires of his youth. Upon leaving "home" he sought out the druids he remembered from his earlier days, eventually being taken in by the faith. Upon taking his final vows to the faith, he entered a meditative trance, the next morning he awoke to find wolf pup curled up at his feet. The elders told him that this was to be his companion. Garrik and Thorn have been inseparable ever since.

Garrik had spent the next several years as he had early in his youth, traveling from village to village, in the Verduran Forest region, but always returning to his "home" of Kassen.

Animal Companion - Thorn

Light Riding Horse, Briar:

Light Horse (Large Animal)
Initiative: +1
HD: 2d8 + 6 HP: 15
AC: 11 (Touch 11, Flat Footed 11)
Saves: Fort: +6 Reflex: +5 Will: +1
Speed: 50 ft.
Melee: 2 Hooves -2 (1d4 + 1)
CMB: +4 CMD: 14 (18 vs. trip)
Feats: Endurance, Run
Skills: Perception +6

STR: 16 DEX: 14 CON: 17 INT: 2 WIS: 13 CHA: 7

Tricks: Come, Heel, Stay, Work, Seek, Guard

Riding Saddle, Bit, Bridle, 2 Saddle Bags, 5 Days Feed

Current Status:

HP: 9/9
Non-Lethal Damage:
Conditions:
1st Level Spells: 1/1
Animal Focus: 1/1

HP (Thorn): 13/13
HP (Briar): 15/15

Potential Advancement Plans:

2nd Level: Precise Shot; Spells - Resistance, Entangle
3rd Level: Precise Strike, WF: Longbow; Spells - Purify Food and Drink, Magic Fang
4th Level: +1 WIS; Spells - Summon Nature's Ally II, Barkskin,