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Bounty Hunter

Hawkwren Agricola's page

704 posts. Pathfinder Society character for Hawkwen Agricola.

Full Name

Hawkwren Agricola




Ranger (Urban Ranger) 9


AC27/Touch17/Flat22/CMD29||HP77[77]|Fort:+9;Ref:+12;Will:+6(+2 vs enchant)|Percept+19|Init+5





Special Abilities

Track, Wild Empathy, Favored Enemy(Human +4)(Evil Outsider +2)






Common, Elven, Gnome, Kelish, Infernal



Strength 13
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 14
Charisma 10

About Hawkwren Agricola

Hawkwen Agricola
PFS# 65114-1
Male half-elf ranger (urban ranger) 9
CG Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +19
AC 27, touch 17, flat-footed 22 (+9 armor, +1 deflection, +5 Dex, +1 insight, +1 natural)
hp 77 (9d10+19)
Fort +9, Ref +12, Will +6; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep
Speed 30 ft., push through
Melee kukri +11/+6 (1d4+2/18-20) or
. . mwk cold iron greatsword +12/+7 (2d6+3/19-20)
Ranged +1 adaptive composite longbow +15/+10 (1d8+3/×3)
Special Attacks combat style (archery), favored enemies (evil outsiders +2, humans +4)
Ranger (Urban Ranger) Spells Prepared (CL 6th; concentration +8)
. . 2nd—barkskin, hunter's eye[APG]
. . 1st—aspect of the falcon[APG], lead blades[APG], liberating command[UC]
Str 14, Dex 20, Con 14, Int 12, Wis 14, Cha 10
Base Atk +9; CMB +13; CMD 29
Feats Clustered Shots[UC], Deadly Aim, Improved Precise Shot, Manyshot, Point-blank Shot, Precise Shot, Rapid Shot, Skill Focus (Perception)
Traits armor expert, shadow diplomat
Skills Acrobatics +9, Climb +7, Diplomacy +13, Disable Device +21, Heal +6, Intimidate +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +2, Knowledge (geography) +8, Knowledge (local) +6, Knowledge (nature) +2, Knowledge (planes) +2, Knowledge (religion) +2, Linguistics +4, Perception +19, Spellcraft +5, Stealth +15, Survival +13, Swim +5; Racial Modifiers +2 Perception
Languages Common, Elven, Gnome, Infernal, Kelish, Sylvan
SQ elf blood, favored communities (??? +2, Absalom +4), hunter's bond (companions), swift tracker, track +4, trapfinding +4, wild empathy +9
Combat Gear cold iron arrows (50), cold iron arrows (30), elixir of tumbling, oil of bless weapon, oil of daylight (2), potion of fly (2), potion of invisibility (2), scroll of comprehend languages, scroll of lesser restoration, wand of abundant ammunition (50 charges), wand of cure light wounds, wand of gravity bow (50 charges), wand of infernal healing (50 charges), acid, alchemist's fire, alkali flask, antiplague, antitoxin, thunderstone, weapon blanch (adamantine) (2), weapon blanch (ghost salt), weapon blanch (silver) (2); Other Gear celestial armor, +1 adaptive composite longbow, blunt arrows (20), kukri, mwk cold iron greatsword, dusty rose prism ioun stone, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +1, daredevil boots, efficient quiver, elixir of hiding, elixir of vision, ioun torch ioun stone, ring of protection +1, wayfinder, adventurer's sash, bandolier, canteen, chalk, charcoal stick, earplugs, flint and steel, grappling arrow, masterwork backpack, masterwork thieves' tools, smoked goggles, sunrod, traveler's outfit, wooden holy symbol of Green Faith, wrist sheath, spring loaded, wrist sheath, spring loaded, 108 pp, 8 gp, 9 sp, 6 cp
Special Abilities
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Armor Expert -1 Armor check penalty.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Daredevil boots (10 rounds/day) +5 Acrobatics to avoid AoO moving in threatened squares. If successful, +1 attack vs that enemy.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Community (??? +2) (Ex) +2 to rolls when in Favored Community (???).
Favored Community (Absalom +4) (Ex) +4 to rolls when in Favored Community (Absalom).
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. Favored Enemy (Evil Outsiders) foes.
Favored Enemy (Humans +4) (Ex) +4 to rolls vs. Favored Enemy (Humans) foes.
Hunting Companions (2 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Push Through (Ex) Not slowed by difficult terrain within a favored community, and may move through citizen's spaces as allies.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +4 Add the listed bonus to survival checks made to track.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Wand of Abundant Ammunition 47/50 crgs
Wand of CLW 30/50 chrgs
Wand of Gravity Bow 40/50 chrgs
Wnad of Infernal Healing 49/50 crgs
20 Silver Blanched CI Arrows
20 Adamantine Blanched Arrows
10 Ghost Salt Blanched Arrows

Hawkwren was born and raised in Andoran. His grandfather fought in the Revolution, as well as his father and uncle. His uncle was somewhat of a hero in the Revolution, while his father used the conflict to catapult his political career. Unfortunately Hawkwren was an illegitimate son and somewhat of a political liabilty for his father. Sired while his father was behind the front lines, Hawkwren's mother was a young impressionable Elf infatuated with the human "hero". After his father, Titus, learned of the pregnancy, he brought the elven lass back to the family estate, in Almas, until she bore him his child. Six months after his birth, Titus sent Hawkwren's mother away.

Hawkwren's childhood wasn't a fairy tale. Never knowing his real mother, barely recognized by his father, despised by his adopted mother, the young half-elf learned to be invisible to his "family". Sent to live with his Uncle when he was ten years of age was the best thing that had happened in his short life. His uncle, Titian, was a kindly man. The polar opposite of his brother, he took in Hawkwren and educated the youth in combat, woodcraft, and Andoran ideals of justice and liberty. The youth quickly exceled under his uncle'e tutelage. On Hawkwren's sixteenth birthday his father recalled him to the family estate.

Impressed with his son's burgeoning skills, Titus put the boy to work. Hawkwren eager to win his father's approval, worked diligently. The boy would spy on his father's political rivals and Andoran dissidents. He rooted out slavers and smugglers. His father took credit for all his accomplishments. Then when Hawkwren was twenty, Titus sent him after a man that his father said was the head of large slavery ring. His father told him the man's deed were so evil that he didn't deserve a trial but death. That was the first time Hawkwren ever killed a man. It was month later that Hawkwren learned that Titus had deceived him, that the man he killed was just a powerful politcal rival his father wanted out of the way. The half-elf packed his things and left Almas that same evening.

Hawkwren traveled to his uncle's home and bade the aging hero farewell. He said nothing of his father's betrayal, he claimed that it was time he traveled and saw the greater world. It was then, when his uncle suggested it, that Hawkwren learned of the Pathfinders. So on his uncle's advice, Hawkwren bought passage on a ship to Absalom.

Hawkwren, no stranger to city life, was awed by the City at the Center of the World. He spent a month wondering the city, taking in all the foreign cultures, the noises and smells of the markets. After his initial wonder dimmed a little, Hawkwren sought out the Grand Lodge and presented himself at the gates.

The Society was mildly impressed with the young man and he was made an initiate. He spent the next four years training and honing his skills under the watchful eyes of the Society. Upon his Confirmation, Hawkwren, still Andoran in his heart and dedicated to the ideas of freedom and liberty, joined his brethren in the Andoran faction.

Though haunted by the murder his unknowingly committed, he strives to make amends for it by championing the ideas of freedom and liberty, while serving the Society and the Andoran faction.

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