Supreme Hunter

Iňuksuk's page

32 posts. Alias of michaelane.


About Iňuksuk

Iňuksuk
Male human (Erutaki) evangelist 4/hunter 5
LN Medium humanoid (human)
Init +5 (+7 with tiger aspect); Senses Perception +18 (+24 with falcon aspect), darkvision 90 ft. with bat aspect, scent 20 ft. with wolf aspect
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Defense
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AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge)
Special AC Bonuses +4 dodge bonus to AC vs. AoOs with snake aspect, +6 Dex bonus with tiger aspect
hp 57 (9d8+9), 75 with bear aspect
Fort +6 (+8 with bear aspect), Ref +10 (+12 with tiger aspect), Will +5
Special Defenses Evasion with mouse aspect
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Offense
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Speed 30 ft. (40 ft. with stag aspect)
Ranged +1 adaptive composite longbow +12/+7 (1d8+2/19-20/×3)
Ranged Attack Bonuses +4 AoOs with snake aspect, +2 with tiger aspect, -2 Deadly Aim, +2 Friendly Fire, +1 Point-Blank Shot, -2 Rapid Shot
Ranged Damage Bonuses +2 damage with bull aspect, +4 Deadly Aim, +1 Point-Blank Shot
Spell-Like Abilities (CL 9th; concentration +10)
. . 2/day—shield other
Hunter Spells Known (CL 8th; concentration +11)
. . 3rd (3/day)—summon nature's ally III
. . 2nd (5/day)—summon nature's ally II
. . 1st (5/day)—summon nature's ally I
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Statistics
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Str 12 (16 with bull aspect), Dex 18 (22 with tiger aspect), Con 12 (16 with bear aspect), Int 8, Wis 16, Cha 13
Base Atk +6; CMB +7 (+9 with bull aspect); CMD 22 (24 with bull aspect, 24 with tiger aspect, 26 with bull & tiger aspect)
Feats Broken Wing Gambit, Deadly Aim, Deific Obedience, Friendly Fire, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Wounded Paw Gambit
Most Recent Teamwork Feat Wounded Paw Gambit
Other Teamwork Feats to Swap In Enfilading Fire, Coordinated Shot, Target of Opportunity
Skills Acrobatics +8 (+10 with tiger aspect, +14 to jump with frog aspect), Bluff +9, Climb +5 (+7 with bull aspect, +11 with monkey aspect), Craft (bows) +9, Diplomacy +13, Handle Animal +10 (+12 vs. Nini while training harness worn), Heal +7, Knowledge (nature) +4, Knowledge (religion) +5, Perception +18 (+24 with falcon aspect), Stealth +16 (+18 with tiger aspect, +24 with owl aspect), Survival +9 (+13 when obedience performed, +4 additional when tracking), Swim +5 (+7 with bull aspect, +11 with frog aspect)
Languages Common, Erutaki, Shoanti
SQ animal companion (tiger named Nini), animal focus (8 minutes/day, double), bonus trick (1), hunter tactics, improved empathic link, nature training, shield other 2/day, swift tracker, track +4, wild empathy +9, woodland stride
Gear +1 adaptive composite longbow, bracers of falcon's aim, ioun stone (cracked dusty rose prism), masterwork tool: Handle Animal (whistle), masterwork tool: Stealth (wraps and soft shoes), pendant of the blood scarab, wand of cure light wounds
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Special Abilities
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Aligned Class (Hunter) (Ex) Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class.
Animal Companion (animal companion (tiger named Nini)) (Ex) 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 (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 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 (Darkvision 90 ft.) 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 (Con +4) The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
Bull (Str +4) The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
Falcon (Perception +6) The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Frog (Swim and Acrobatics to Jump +6) 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 (Climb +6) The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Mouse (Evasion) The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.
Owl (Stealth +6) The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Snake (+4 AoO Attacks, +4 Dodge AC vs. AoOs) 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 (+10 ft. movement) 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 (+4 Dex) The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
Wolf (Scent 20 ft.) 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.
Animal Focus (Animal Companion) (Su) 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.
Bonus Tricks (Ex) At 7th level and every 6 levels thereafter, a hunter's animal companion learns a bonus trick (in addition to the bonus tricks gained from the hunter's effective druid level).
Broken Wing Gambit Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens first. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat.
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.
Deadly Aim -2/+4 You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Deific Obedience Plant five seeds in fertile earth, spacing them out in the shape of an arrow. The seeds may be those of any plant that can potentially grow in the region, though edible plants are preferred. The seeds don’t need to be from a type of plant that could thrive in that soil—all they must have is a chance at survival. If no suitable earth exists, place a small bundle of seeds (again, those that grow edible plants are preferred), a small bundle of preserved food, or a quiver of arrows in a place where a passerby might see it. Mark your gifts with Erastil’s sign, and say a prayer for the health and safety of the communities in the area and those who may be in need of Erastil’s guidance. Once you’ve performed the obedience, you gain a +4 sacred bonus on Survival checks. If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.
Divine Boon As the evangelist gains levels, she gains boons from her chosen deity. The nature of these boons varies depending on the evangelist’s chosen deity. Each deity grants three boons, each more powerful than the last. At 3rd level, the evangelist gains the first boon. At 6th level, she gains the second boon, and at 9th level, she gains the third boon. When a divine boon grants a spell-like ability, the evangelist’s caster level for the spell-like ability equals her total character level. This ability allows an evangelist to access these boons earlier than with the Deific Obedience feat alone; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally.
Friendly Fire You initiate this feat as a standard action, making a ranged attack against a foe engaged in melee with at least one abettor. This shot deliberately forsakes normal precautions, putting your abettor at risk, but also is unexpected enough to surprise your mutual opponent. You gain a +2 bonus on your attack roll if the attack passes through an abettor’s space. If your shot misses the target, you must immediately make a second attack roll with all the same modifiers against the abettor, potentially hitting her with the attack instead of the opponent. When the attack resolves (regardless of whether either potential target was hit), the intended target’s startled reaction provokes an attack of opportunity from the abettor.
Gift of Tongues (Shoanti) At 4th level, the evangelist may select a new language as a gift from her chosen deity. She gains the ability to speak and write this new language fluently, so as to better communicate with those she meets in the course of her travels. At 8th level, the evangelist selects a second language to learn. The ability to comprehend these languages is an instantaneous divine gift, and spells and effects that dispel persistent effects can’t remove the evangelist’s gift of tongues.
Hunter Tactics (Ex) At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion doesn't need to meet the prerequisites of these teamwork feats.
Improved Empathic Link (1 mile) (Su) At 4th level, the hunter gains an empathic link with her animal companion. This functions like an empathic link with a familiar, except the hunter can also see through a companion's eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.
Manyshot When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
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.
Point-Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Companion (Precise Shot) (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.
Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Protective Grace (Su) The evangelist’s chosen deity rewards her with heightened awareness and reaction skills, making her more difficult to strike in combat. At 2nd level, the evangelist gains a +1 dodge bonus to AC. This bonus increases to +2 at 7th level. The evangelist loses this bonus when she is denied her Dexterity bonus to AC.
Rapid Shot When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
Second Animal Focus (8 minutes/day) (Su) At 8th level, whenever a hunter uses her animal focus ability, she selects two different animal aspects for herself instead of one, and can assign two aspects to her companion instead of one. As with the companion's previous aspect, the second one does not count against the minutes per day a hunter can take on an aspect. If the hunter's animal companion is dead and the hunter has applied the companion's animal aspect to herself, that aspect does not count toward her maximum of two aspects at once. The hunter can still apply only one of her dead companion's aspects to herself, not both.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Shield Other 2/day (Divine Boon 1) (Sp) 2/day use shield other as a spell like ability.
Skilled (Acrobatics, Bluff) Evangelists possess a range of skills across multiple disciplines. At 1st level, an evangelist selects two skills to add to her class skill list. Once selected, these class skills can’t be changed.
Swift Tracker (Ex) At 8th level, a hunter can move at her normal speed while using Survival to follow tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Teamwork Feat At 3rd level and every 3 levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus teamwork feat. As a standard action, the hunter can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can change only the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier (minimum 1). Whenever she gains a new teamwork feat, her previous teamwork feats become permanent.
Track +4 (Ex): At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.
Wild Empathy +9 (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. 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.
Woodland Stride (Ex) At 5th level, a hunter and her animal companion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect the hunter and her animal companion.
Wounded Paw Gambit Whenever you use Broken Wing Gambit and an opponent attacks you as a result, each ally who has this feat and is within 30 feet of that opponent can attempt a ranged attack against it as an immediate action. The ally's ranged weapon must be in hand, loaded, and ready to be fired or thrown in order to make this attack possible. An ally who has this feat and Broken Wing Gambit can instead use Broken Wing Gambit to attempt an attack of opportunity against the foe, but cannot attempt both that attack of opportunity and this ranged attack.
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Purchases
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+1 adaptive composite longbow: 3,400 gp
+1 mithral comfort agile breastplate (worn by Nini): 11,600 gp
+1 heartseeker amulet of mighty fists (worn by Nini): 16,000 gp
Ioun stone (cracked dusty rose prism): 500 gp
Masterwork tool: Handle Animal (whistle): 50 gp
Masterwork tool: Stealth (wraps and soft shoes): 50 gp
Pendant of the blood scarab: 1,000 gp
Training Harness (worn by Nini): 10 gp
Bracers of falcon's aim: 4,000 gp
Wand of cure light wounds: 750 gp
Total 37,360 gp
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Expendables
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Wand of cure light wounds: 50/50 charges
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Quick Background
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• Born Crown of the World
• Erutaki hunter, devotee of Erastil
• Heeded call of Erastil to become an evangelist in the south
• Spent time among the Shoanti
• Came to Korvosa at the start of the current troubles, right around when the riots first started
• Did extensive work with the poor, even when disease ravaged the city
• Has come to see Korvosa as his threatened adopted community, but willing to do what it takes to set things right.
• Probably not yet clued in to everything the current party knows about the situation at hand
• Connection might be via Thousand Bones or another Shoanti contact, possibly one of the churches
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Erastil's Paladin Code
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While not a paladin, Iňuksuk is a devout worshipper of Erastil and everything in the code is consistent with the way he sees the world and acts:
• My community comes first, and I will contribute to it all that I can. If I don’t give something back, who will?
• I must offer the poor in my community assistance, but I may not do the work for them—instead, I must teach them to contribute to the settlement. It is only through cooperation that a community grows strong.
• When danger threatens, I am not a fool. I seek first to make sure the weak and innocent are safe, and then I quell the danger.
• I keep to the old ways, the true ways. I am not seduced by the lure of money or power. I remember that true honor comes from within, not from the accolades of others.
• I remember that reputation is everything. Mine is pure and upstanding, and I will repair it if it is broken or tarnished. I stand by my decisions, and live so that none shall have cause to blame me.
• I show respect to my elders, for they have done much. I show respect to the young, for they have much left to do. I show respect to my peers, for they carry the load. And I shall carry it with them.
• I am honest, trustworthy, and stable. If I must leave my lands and community, before I go, I ensure that they will be tended in my absence. Even when duty calls, my duties to my home come first—letting them lapse makes me a burden on my people.