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About Akvius_SirthosBackground:
Offense:
Initiative = +4
BAB = +1 Melee
Dagger = +5 (1d4+4/19-20x2)
Ranged
Defense:
HP = 13
AC(Touch) = 19(15) Fortitude = 4
CMD = 20
Hunter Class Features:
Animal Focus: Animal Focus (Su): At 1st level, a hunter can apply the aspect of an animal to herself as a swift action. She must select one type of animal to emulate, gaining a bonus or a 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 it must be spent in 1-minute increments. Normally, 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 aspects 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 aspect to herself instead of her animal companion. This is in addition to the normal animal aspect 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. Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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 ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Sorcerer Features:
Draconic
Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled. Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive. 6 rounds/day Celestial (Empyreal) Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks.
Spells:
Cantrips
Detect Magic
1st Level 3/day Infernal Healing Skills:
Acrobatics = 2 (3+0+3)
Appraise = -1 (-1+0+3) Bluff = (0+0+3) Craft = -1 (-1+0+3) Diplomacy = (0+0+0) Fly = (3+0+3) Knowledge (Arcana) = 3 (-1+1+3) Knowledge (Dungeoneering) = -1 (-1+0+3) Knowledge (Engineering) = -1 (-1+0+0) Knowledge (geography) = -1 (-1+0+3) Knowledge (History) = -1 (-1+0+0) Knowledge (Local) = -1 (-1+0+0) Knowledge (Nature) = 3 (-1+1+3) Knowledge (Nobility) = -1 (-1+0+0) Knowledge (Planes) = -1 (-1+0+0) Knowledge (Religion) = 1 (-1+0+0+2) Linguistics = 4 (-1+1+3+1) Perception = 8 (3+1+3+1) Profession = (-1+0+3) Sense Motive = 3 (3+0+3) Spellcraft = 3 (-1+1+3) Stealth = 3 (3+0+3) Survival = 8 (3+1+3) Swim = 4 (4+0+3) Use Magic Device = (0+0+3) Feats:
Power Attack (1st lvl): You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points 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.
Dodge (Human Bonus): You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Eschew Materials (Sorcerer): You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Equipment:
Armor = Dragonhide Hide
Weapon = Greataxe Weapon = Dagger Backpack
gp = 77
Traits:
Traits
Trustworthy (Social): People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you. Riftwarden Orphan (campaign): You bear a strange birthmark on your body—something you’ve learned is the Sign of the Seeker’s Spiral, a
Hero Lab Crunch:
Akvius Sirthos
Male human ranger (shapeshifter, wild hunter) 1/sorcerer (crossblooded, wildblooded) 1/gestalt 1 (Pathfinder RPG Advanced Class Guide 108, Pathfinder RPG Advanced Player's Guide 126, Pathfinder RPG Ultimate Magic 69, 70) LN Medium humanoid (human) Init +4; Senses Perception +7 -------------------- Defense -------------------- AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge) hp 13 (1d10+3) Fort +4, Ref +6, Will +3 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee dagger +4 (1d4+6/19-20) or . . greataxe +4 (1d12+9/×3) Special Attacks claws (2, 1d4, 6 rounds/day) Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 1st; concentration +4) . . 1st (4/day)—infernal healing[ISWG] . . 0 (at will)—detect magic, jolt[UM], read magic . . Bloodline Draconic, Empyreal -------------------- Statistics -------------------- Str 18, Dex 18, Con 14, Int 8, Wis 17, Cha 11 Base Atk +1; CMB +4; CMD 20 Feats Dodge, Eschew Materials, Power Attack Traits reckless, weathered emissary Skills Acrobatics +2 (-2 to jump), Heal +5, Knowledge (arcana) +3, Knowledge (nature) +3, Linguistics +4, Perception +7, Spellcraft +3, Survival +8 (+10 to avoid becoming lost when using this) Languages Common, Draconic SQ animal focus (1 minutes/day), animal focusess (bat[ACG], bull[ACG], tiger[ACG]), bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), track +1, wild empathy +1 Other Gear hide armor, dagger, greataxe, backpack, bandolier[UE], bedroll, belt pouch, compass[APG], flint and steel, grappling hook, hammer, hemp rope (50 ft.), mess kit[UE], pot, scroll box[UE], silk rope (50 ft.), torch (10), trail rations (5), waterskin, winter blanket, 76 gp, 5 sp -------------------- Special Abilities -------------------- Animal Focus (1 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots. Bat (60 feet) (Su) When assuming this aspect, gain darkvision with listed range, or blindsense at higher levels. Bloodline Arcana: Draconic (Ex) +1 damage per die for [Electricity] spells. Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str. Claws (6 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage Empyreal Your heavenly power derives from insight rather than force of personality. Associated Bloodline: Celestial. Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
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