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Sable Company Elite Marine

Lucian the bloodhound's page

148 posts. Alias of Helikon.

Full Name



Human (Taldorian)


Hunter 1













Strength 14
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 14
Charisma 8

About Lucian the bloodhound


Lucian the Bloodhound CR 1
Male Human(Taldorian) Hunter
CG Medium Humanoid (Human)
Init +2 ; Senses Perception +5
AC 16, (+3 armor +4 Dex+1Buckler)
touch 14, flat-footed 14
hp 16
Fort +4, Ref +7, Will +3
Spd 30 ft.
Boar Spear +3 (1d8+2 /x3)
Dagger +3 (1d4+2 /19-20/x2)
Longbow +5 (1d8/X3 Range 50ft)
Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 08
Base Atk +1; CMB +3; CMD 17


Human:Extra Feat, Extra Skillpoint
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).
Spells: A hunter casts divine spells drawn from the druid
and ranger spell lists (see Chapter 10 of the Pathfinder RPG
Core Rulebook). 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 1–6: Hunter. In addition,
she receives bonus spells per day if she has a high Wisdom
score (see Table 1–3 of the Core Rulebook).
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 1–7: 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 1–7 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 1–7: 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 (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 (Pathfinder
RPG Advanced Player’s Guide 128) instead of standard tricks.
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 (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.
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,
inf luencing an animal in this way takes 1
minute but, as with inf luencing 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.
Precise Companion (Ex) Precise Shot
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.
Track (Ex)
At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.


Feats: Point Blank Shot (1)
Rapid Shot (H)
Northern Ancestry: One of your parents came from
the North, and the tales of the frozen lands at the top
of the world that you grew up listening to excited your
imagination. Alternatively, maybe one of your ancestors
passed on the blood of some frost-rimed creature. You
feel most alive during the chill of winter, and as a child,
you spent hours playing in the snow. You rarely feel the
cold, and you’ve always had a restless longing to travel
north. You gain a +1 trait bonus on Fortitude saves, as
well as cold resistance 2; this resistance does not stack
with cold resistance gained from any other source.
+1 to will saves
Skillranges 6+1(H) = 7*14
Acrobatics: 7 = 2 + DEX Mod + 3 - ACP;
Appraise: 0 = 0 + INT Mod + 0;
Bluff: -1 = 0 + CHA Mod + 0;
*Climb: 5 = 1 + STR Mod + 3 -ACP;
Diplomacy: -1 = 0 + CHA Mod + 0 + 2 Racial;
Disable Device: NA = 0 + DEX Mod + 0 -ACP;
Disguise: -1 = 0 + CHA Mod + 0;
Escape Artist: 3 = 0+ DEX Mod + 0 -ACP;
*Handle Animal: 4 = 2 + CHA Mod + 3;
*Heal: 2 = 0 + WIS Mod + 0;
*Intimidate: -1 = 0 + CHA Mod + 0;
Know(Dung): 4 = 1 + INT Mod + 3;
Know(Hist): NA = 0 + INT Mod + 0;
Know(Geo): 4 = 1 + INT Mod + 3;
Know(Nature): 4 = 1 + INT Mod + 3;
Know(Planes): NA = 0 + INT Mod + 0;
Know(Religion): NA = 0 + INT Mod + 0;
Linguistics: NA = 0 + INT Mod + 0;;
*Perception: 7 = 2 + WIS MOD + 3
*Ride: 3 = 0 + DEX Mod + 0 -ACP;
Sense Motive: 2 = 0 + WIS Mod+0;
Sleight of Hand: NA = NA + DEX Mod + 0 -ACP;
*Spell Craft: NA = 0 + INT Mod + 0;
*Stealth: 8 = 2 + DEX Mod + 3-ACP;
Survival: 7 = 2 + WIS Mod + 3;
*Swim: 1 = 0 + STR Mod + 0 -ACP;
Use Magical Device: NA = 0 + Cha Mod + 0;


Weapons: Longbow, 20 Arrows, Boarspear, Dagger 82gp
Armor: Studded Leather Armor, Buckler 30 gp
Explorers Outfit, Cold Weather Outfit, 8gp
Hunters Kit 14 gp
Pipe and Tabbacco 1gp


Lucians is the son of a taldorina game warden and the bastard daughter of an ulfen guard. They met in Cassomir, where he was just a servant and she a simple tavern maid and the stoic man with the strong hands was soon able to win the blond girl. Although just a bastard, her father offered a decent wereguild and together the moved to Heldren, a place where he could find a better work.
Lucians father Lucius used to be a gifted poacher and was very glad to use his skills to earn a honest living. Unfortunatly his marriage was not blessed with more children, two miscarriages and a bad winter left him just with a barren wive and son. But never to despair, they booth raised their son with all the love they could offer. Lucian grew strong and tall and was soon a very gifted archer in his own right. Some people who dont know better see Lucian as a stoic man with no wits and no charm, but this is not the truth. Lucian does indeed feel more comfortable not talking, but he is no simpleton. He enjoys the company of animals, and last year he found a bear cup in the forest, whose mother had been slain by some vicious beast. Not finding it in his heart to leave to cup die, Lucian adopted the cup and now Struggler is always close to him.
Physical description
Lucian is a wiry man, easely 5´8" with a few scars. His brown leathery skin and his very well used leather clothes show that he is a man very much at ease in the open and also not interested in the finery and luxery of other people.


Create Water, Mending, Purify Food and Drink, Virtue
Level 1 : Endure Elements, Spirit of the Falcon

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