Adowyn

Naele Almaton's page

50 posts. Alias of mcridill.


Classes/Levels

Female Human Hunter 1

Naele:
HP 11/11 AC 16 T 13 FF 13 Fort +4 Ref+ 5 Will +2 Init +3 Perc+6 Spells 1:2/2

Strength 12
Dexterity 16
Constitution 14
Intelligence 13
Wisdom 15
Charisma 8

About Naele Almaton

Crunch:

NG Medium Human Hunter,
Init +3, Perception +7, Low light Vision

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DEFENSE
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AC 16, Touch 13, Flat-footed 13
HP 11 (1d8+3)
Fort +4 Ref +5 Will +2

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OFFENSE
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Speed 30 ft.
Melee Rapier +1, (1d8+1/18-20x2), Kukri +1 (1d4/18-20x2)
Ranged Shortbow +3 (1d6)/20x3

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STATISTICS
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STR 12,DEX 16, CON 14,INT 13, WIS 15,CHR 8
Base Attack +0 CMB +1 CMD 14

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Special Abilities
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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 (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 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 (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. 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.

Traits:

Monster Hunter: Perhaps you came to the Varisian Gulf in search of the Sandpoint Devil, or maybe you followed fisherman’s tales of Old Murdermaw regardless, you’ve ventured through Varisia to hunt down famous monsters. While they have all eluded you so far, you made it to Sandpoint to research and restock before heading back out into the wilderness. Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and
magical beasts.

Blood of Dragons: Long ago, your ancestors' blood mixed with that of dragons. Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis.
(low-Light Vision)

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Feats
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Weapon Finesse, Two Weapon Fighting

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Skills
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Perception +6
Survival +6
Handle Animal +3
Stealth +7
Knowledge Nature +5
Heal + 6
Climb +5

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Spells
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Create Water
Purify food and drink
Spark
Detect Magic

Cure Light Wounds
Lead Blades
Summon Natures Ally

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Gear
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Studded Leather
Rapier
Kukri
Spell Pouch
Survival Kit
Backpack
Bed Roll
Blanket
Small Tent
Silk Rope
10 days trail rations
Shortbow
Arrow x20
Leather Barding
8gp 4sp

Background:

Naele was raised by her father, a former ranger and great man Hugh Almaton, in Whisperwood. Tragedy struck while she was still in her early adolescence when her father was slain by a Barghest. Neale found a lone wolf pup whose mother slain by the same beast. Naele named her Nymeria and they have been inseparable since.

Naele taking what her farther taught her and wanders the wilds ensuring they remain in balance, slaying foul creatures and any over abundance or predators. Naele has had many interactions with other people, her most notable was when punched out an apple monger who refused to apologize after insulting her companion, Nymeria. Otherwise her she mostly traded pelts and some meat for supplies or harassing travelers that did not properly bank their campfires. She is more than willing to help travelers lost or in need. .

Personality:

Naele's calm and collected demeanor hides the passion which burns within her. Naele is kind, but sh lacks tact and social grace which can leave a wrong impression.

Nymeria:

Init +2, Perception +5, Low light Vision, Scent
Size Medium;

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DEFENSE
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AC 17, Touch 12, Flat-footed 15
HP 13(1d8+2)
Fort +5 Ref +5 Will +2

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OFFENSE
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Speed 50 ft.
Melee Bite(+Trip) +2,(1d6+1/20x2)

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STATISTICS
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STR 13,DEX 15, CON 15,INT 2, WIS 12,CHR 6
Base Attack +1 CMB +2 CMD 14

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Feats
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Improved Natural Armor

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Skills
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Stealth +6
Perception +5

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Tricks
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Attack (all)
Flank
Come
Sneak
Heel

Skirmisher Tricks 2x a day
Vengeance Strike