About Xi'TirSky Stalker Archetype:
The sky stalkers are an elite, hippogriff-mounted company of rangers. Rangers who take the sky stalker archetype may acquire a hippogriff as their animal companion.
A sky stalker has the following class features: Hippogriff Companion At 2nd level, a sky stalker adds Monstrous Mount to the list of bonus feats made available to him by his chosen combat style, regardless of the style chosen. He can only use this feat to select a hippogriff mount. If he does so, he treats his ranger level – 1 as his effective druid level. A stalker who takes this option does not gain the hunter's bond class feature at 4th level. At 6th level, a sky stalker adds Monstrous Mount Mastery to the list of available bonus feats granted by his chosen combat style. If he takes this feat as his 6th-level combat style bonus feat, note that he must wait until 8th level before he meets the effective druid level prerequisite to utilize his mount's mastery abilities. Hippogriff Companion Statistics Starting Statistics Size Large; Speed 40 ft., fly 50 ft. (average); AC +2 natural armor; Attack bite 1d6; Ability Scores Str 15, Dex 15, Con 14, Int 2, Wis 12, Cha 9; Special Qualities darkvision 60 ft., low-light vision, scent.
Speed fly 100 ft. (average); Attack bite 1d6, 2 claws 1d4; Ability Scores Dex +2, Con +2. Xi'Tir Human (Mwangi - Jambala Jaeg) Sky Stalker Ranger 7/Guardian 1 NG Medium humanoid (human) Hero Points 1 Init +3; Senses Perception +12 -------------------- Defense -------------------- AC 21, touch 14, flat-footed 18 (+6 armor, +3 Dex, +1 natural, +1 deflection) hp 82 (7d10+12) Fort +6, Ref +8, Will +3 Defensive Abilities hard to kill -------------------- Offense -------------------- Speed 20 ft. Melee silver fang (silvered greatsword +1) +13/+8 (2d6+7/19-20) Ranged masterwork composite longbow +8/+8/+8/+3 (1d8+10/×3) Special Attacks favored enemies (animals +2, humans +4), mythic power (5/day, surge +1d6) Ranger Spells Prepared (CL 4th; concentration +5): . . 2nd— . . 1st—gravity bow{super}APG{/super}, lead blades{super}APG{/super} -------------------- Statistics -------------------- Str 20, Dex 16, Con 13, Int 12, Wis 13, Cha 10 Base Atk +7; CMB +12; CMD 26 Feats Cleave, Deadly Aim, Endurance, Leadership, Manyshot, Point-Blank Shot, Power Attack, Monstrous Mount, Rapid Shot, Rapid Shot[M], Truth-Seeker Traits armor expert, dangerously curious, pioneer Skills Acrobatics +6, Climb +13, Diplomacy +0 (-2 vs. creatures of a different race or culture), Handle Animal +10, Heal +10, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (nature) +7, Perception +12, Ride +11, Sense Motive +1 (-1 vs. creatures of a different race or culture), Spellcraft +7, Stealth +13, Survival +10 (+12 to avoid becoming lost when using a Mapmaker's Kit as you travel, +12 to avoid becoming lost), Swim +13 Languages Common, Elven, Polyglot SQ combat styles (archery), favored terrain (forest +2), hero points, hunter's bonds (hunter's bond [animal companion]), track +3, wild empathy +7, woodland stride, xenophobic Combat Gear potion of cure light wounds (2), thistle arrows (50); Other Gear +2 armored coat, silver fang (silvered greatsword +1), masterwork composite longbow, amulet of natural armor +1, belt of physical might +2 (Str, Dex), muleback cords, ring of protection +1, sleeves of many garments, wayfinder, masterwork artisan's tools, backpack, masterwork, bedroll, belt pouch, blanket, winter, cooking kit, everburning torch, fishing net, flint and steel, grappling arrow, ink, black, mapmaker's kit, silk rope (50 ft.), whetstone, 23,225 gp -------------------- Special Abilities -------------------- Animal Companion Link (Ex) You have a link with your Animal Companion. Armor Expert -1 Armor check penalty. Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC. Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Favored Enemy (Animals +2) (Ex) +2 to rolls vs. Favored Enemy (Animals) foes. Favored Enemy (Humans +4) (Ex) +4 to rolls vs. Favored Enemy (Humans) foes. Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest). Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses. Leadership (Base Score 7) You attract loyal companions and devoted followers. Manyshot You can shoot two arrows as the first attack of a full attack action. Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost. Muleback cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry. Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks. Ranged Disarm +23 (Ex) You may make a disarm maneuver with a ranged attack. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Rapid Shot [Mythic] Rapid shot allows 2 extra attacks, or 1 extra attack with no penalties. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Sleeves of many garments Transform current clothes into any non-magical new form. Sudden Block (Su) As an imm action, use 1 power to add +1 to own/adj ally AC vs a melee att & foe must rolls 2x (take low). Make return att (bypass all DR). Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount. Track +3 Add the listed bonus to survival checks made to track. Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51). Note: This item costs only 250 gp for members of the Pathfinder Society Construction Requirements Craft Wondrous Item, light; Cost 250 gp Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy. Woodland Stride (Ex) Move through undergrowth at normal speed. Xenophobic -2 diplomacy and sense motive vs. those of a different race or culture -------------------- Animal Companion Cheetah N Medium animal Init +5; Senses low-light vision, scent; Perception +5 -------------------- Defense -------------------- AC 18, touch 15, flat-footed 13 (+5 Dex, +3 natural) hp 32 (+8) Fort +6, Ref +9, Will +2 Defensive Abilities evasion -------------------- Offense -------------------- Speed 50 ft., sprint Melee bite +8 (1d6+3) and . . 2 claws +8 (1d3+3) -------------------- Statistics -------------------- Str 17, Dex 20, Con 15, Int 2, Wis 12, Cha 6 Base Atk +3; CMB +6; CMD 21 (25 vs. trip) Feats Power Attack, Weapon Finesse Tricks Attack, Attack, Attack Any Target, Down, Fetch, Fighting, Heel, Seek, Stay, Track Skills Acrobatics +9, Climb +7, Perception +5, Stealth +5 (+9 in Tall Grass); Racial Modifiers +4 Stealth in Tall Grass SQ attack any target, fetch, fighting, heel, seek, track -------------------- Special Abilities -------------------- Attack Any Target [Trick] The animal will attack any creature on command. Evasion (Ex) No damage on successful reflex save. Fetch [Trick] The animal will get a specific object. Fighting [Trick] The animal has been trained to fight. Heel [Trick] The animal will follow you. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate. Sprint (1/hour) (Ex) Can move ten times normal speed (500 feet) when you make a charge. Track [Trick] The animal will track a scent. Trip (Ex) You can make a trip attempt on a successful attack. Description
Personality
So now She was the tougher one, at least she tried to be, as she took on ever task with unmatched zeal. Make maps everywhere she went and mapping out any issues that may lay in their path. -------------------- Chi
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AC 20, touch 17, flat-footed 14 (+6 Dex, +1 size, +3 natural)
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Speed 50 ft.
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Str 13, Dex 22, Con 13, Int 2, Wis 12, Cha 6
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Attack Any Target [Trick] The animal will attack any creature on command.
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