Ulfen

Alek Stormcrow's page

244 posts. Organized Play character for Faelyn.


Full Name

Aleksander Stormcrow

Race

Ulfen

Classes/Levels

3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

Gender

Male

Size

Medium

Age

19

Special Abilities

Animal Companion, Animal Focus, Nature Training, Orisons, Wild Empathy, Precise Companion, Track, Hunter Tactics

Alignment

Neutral Good

Deity

Erastil

Location

Absalom

Languages

Common, Skald, Sylvan

Occupation

Pathfinder

Homepage URL

Alek Character Sheet Cinderpaw Character Sheet

Strength 16
Dexterity 12
Constitution 14
Intelligence 13
Wisdom 14
Charisma 10

About Alek Stormcrow

Aleksander Stormcrow
Male Human Hunter
Neutral Good Humanoid
Init +1; Senses Perception +8
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Defense
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AC 18, touch 12, flat-footed 17 (+1 Dex, +6 Armor, +1 Deflection +2 Shield)
hp 24 (1d8+2)
Fort +5, Ref +4, Will +3
Defensive Abilities Combat Expertise, Heart of the Wilderness
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Offense
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Speed 20 ft.
Melee
Masterwork Falchion +6 (2d4+4/18-20/x2) (+1 Damage)
Cold Iron Battleaxe +5 (1d8+3/x3)
Club +5 (1d6+3/x2)
Shortsword +5 (1d6+3/19-20/x2)
Dagger +5 (1d4+3/19-20/x2)
Ranged
Longbow +3 (1d8/x3 100ft.)
Dagger +3 (1d4+3/19-20/x3 10ft.)
Special Attacks Dirty Fighter, Outflank, Pack Flanking, Power Attack
Spells Known (CL 3):
0 (At Will) – Create Water, Light, Mending, Resistance, Spark, Stabilize
1st (4/day) – Cure Light Wounds, Keep Watch, Lead Blades, Magic Fang, Summon Nature’s Ally I
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Statistics
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Str 16, Dex 12, Con 14, Int 13, Wis 14, Cha 10
Base Atk +2; CMB +5; CMD 16
Feats Combat Expertise, Outflank, Power Attack, Pack Flanking
Skills Acrobatics +0, Climb +6, Handle Animal +7/+13, Heal +2, Knowledge: Dungeoneering +6, Knowledge: Geography +5, Knowledge: Nature +6, Perception +8, Profession: Woodcutter +8, Sense Motive +4, Stealth +4, Survival +9/+10, Swim +6
Languages Common, Skald, Sylvan
SQ Animal Companion, Animal Focus, Nature Training, Orisons, Wild Empathy (1d20+3), Precise Companion, Track, Hunter Tactics
Other Gear Masterwork Falchion, Cold Iron Battleaxe, Club, Shortsword, Dagger, Longbow w/ 20 Arrows & 20 Cold Iron Arrows, Masterwork Breastplate, Darkwood Shield, Ring of Protection +1, Belt Pouch #1 (Flint & Steel, Signal Whistle), Belt Pouch #2 (Wayfinder), Bandolier (Alchemist Fire x3, Acid Vial x4, Antiplague, Wand of Cure Light Wounds (48 charges)), Waterskin
0pp 1398gp 4sp 0cp
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Traits
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Dirty Fighter: You wouldn’t have lived to make it out of childhood without the aid of a sibling, friend, or companion you could always count on to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). Benefit: When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Animalistic Affliction: Requirement(s) Ulfen. You grew up with an affinity for predatory animals, and whispers amid your clan suggest somewhere in the past, lycanthropy afflicted an ancestor. Whether or not you share this affliction, you often have animalistic urges. Benefite: You gain a +1 trait bonus on Handle Animal and Wild Empathy checks.
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Special Abilities
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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.

Focus List:

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.

Precise Companion (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.

Track (Ex): At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.

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.

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.
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Standard Racial Traits (Human):

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits:
Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal Companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character's choice. This racial trait replaces the bonus feat trait.
Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.


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Background:
How or why Alek's Ulfen grandfather came to live in Falcon's Hollow, he never knew; the old warrior steadfastly refused to speak of it with young Alek. Whatever his reasons the old man married an Andoran wife of Taldan blood, birthed several children, which led to the birth of Alek. Life in Falcon's Hollow was harsh and hopeless, the Lumber Consortium made life difficult for everyone... Growing up, Alek was expected to follow in his father's and grandfather's footsteps as a logger; he started swinging an axe at a very young age.

As Alek grew older, he began to feel a bit of his Ulfen ancestry calling to him of a life full of adventure and excitement, much different than the dull days of his current existence. While his days were filled with mind-numbing axing, his dreams were filled with wild adventurers. It wouldn't be long before young Alek's lot in life would change...

While Alek was 14 the loggers were moving south to take their axes to the larger, and less dangerous, Arthfell Forest after a rather frightening encounter with some of the less pleasant fey residing within the Darkmoon Wood. One day while logging, he became increasingly restless and decided to venture off into the woods alone, which was generally considered a terrible idea.

During his wanderings he began to pick up the sound of a pitiful whimpering and decided to follow it. He happened upon a mortally wounded she-wolf and a sole pup. The pup was licking at the terrible gash in the belly of his mother as she lay dying. The sad sight plucked at Alek's heartstrings. Knowing the wolf would not survive the wound, Alek used his axe to put the poor beast out of its misery. The moment his axe fell, the young pup let out the most mournful howl Alek had ever perceived. He removed some jerky from his pack and left it with the pup when he left. The young man continued on his wanderings until he suddenly became aware that the wolf pup was following him. Despite several attempts to shoo the animal away, it would not leave him.

Alek finally stopped to look at the animal and noticed something about the pup. He had a strange coloring around all four of his lower legs... a dull gray with a subtle hint of red; it almost looked as if the wolf pup had stepped into cinder ashes up to his knees. Finally he looked closer at the pup and his clear, blue eyes Alek saw something else there, an intelligence greater than that of a normal animal. Wolves were cunning, but this was more than animal cunning... The way the pup watched him was unnerving.

After a time Alek suddenly realized, much to his dismay, that the forest was quickly darkening and even worse... he had completely lost his way. Luckily for the young man, he was happened upon by a druid of the Greenfire Circle. The druid escorted Alek to his nearby den where he, and his new wolf shadow, remained overnight. During the night the druid spoke with Alek about the importance of the forests and not over-logging the woodlands; their talk changed much of Alek's outlook.

The young man yearned to learn more about the ways of the Greenfire Circle and their ways. He remained with the druid for some days and eventually met up with another goodly group from within the Arthfell; the Fangwatch. Alek's strange connection with the wolf-pup, who continued to follow the young man, intrigued the druids and rangers. They offered him the opportunity to remain with them and learn from them should he wish... Alek jumped at the opportunity. He had word sent back to his family in Falcon's Hollow about his decision.

The next several years he spent learning the ways of the druids and rangers of Arthfell, blending the two similar, yet different styles into a mixture of his very own. His wolf companion, Cinderpaw as he was named, remained at the side of his brother; the two became nigh inseparable over the years...

One day Alek made the trip back home to Falcon's Hollow to see his family, whom he had not seen in nearly six years. Nothing had changed, the town was still the same drab, lifeless thing it had been for countless generations. The thing in particular had not changed, the Lumber Consortium. The head of the Consortium tried to draw Alek back into their clutches, even going to the point of extortion by attempting to cite some obscure by-law the Alek had violated with his disappearing act all those years ago.

Eventually Alek is forced to flee the Vale and leave behind his home due to the Consortium's schemes, but not before learning one secret of his grandfather's past; The Pathfinder Society. His grandfather sends Alek to Absalom and to the footsteps of the Society; it is there that Alek will find the life of adventure he so desperately seeks.

Description:
Alek's Ulfen blood is readily apparent in his impressive physical stature. He stands at an impressive 6'4" weighing 220 pounds with the broad shoulders typical of his forefathers. His Taldan ancestry is likewise apparent is his tanned skin. He sports a goatee of dirty-blonde, which like the hair on his head is thick and wavy. His eyes are a pale green.

PFS Character Information:

PFS#: 13693-3
Faction: Grand Lodge
XP: 7
Fame: 12
Prestige: 8/12
Inventory Tracking Sheet
Scenarios:
First Steps, Part 1 [1 XP, 2 PP, 417gp, 10gp Day Job] Chronicle Sheet
- Boons: None
Confirmation [1 XP, 2 PP, 430gp, 50gp Day Job] Chronicle Sheet
- Boons:
- Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1). Selected for this character.
- Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
- Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
The Pallid Plague [1 XP, 2 PP, 607gp, 10gp Day Job] Chronicle Sheet
- Boons:
- Exemplar of Falcon’s Hollow: You have saved the town of Falcon’s Hollow from certain death. As a result you a famed Andoran adventurer and gain a +1 circumstance bonus on any Charisma-based checks with any citizen of Andoran.
- Hero of the Fey: You have saved the fey of Darkmoon Wood from certain death. As a result you automatically succeed on one Charisma-based check when dealing with fey in the future. Fey are chaotic and their memories tend to run short-as a result, you may use this boon only once, after which it is discarded.
The Snows of Summer [3 XP, 4 PP, 1398gp, 0gp Day Job] Chronicle Sheet
- Boons: Mantle of the Black Rider (Assuming the Mantle): You have accepted the Mantle of the Black Rider, which grants you considerable power in your quest to find Baba Yaga so long as you continue your quest. Choose one ability score (Strength). Once per day as a swift action you may gain a +1 bonus to that ability score for 1 minute. For every additional Mantle of the Black Rider boon that you have for this character, the bonus increases by +1. You may not benefit from more than one Mantle of the Black Rider boon at a time.
Destiny of the Sands, Part 3: Sanctum of the Sages [1 XP, 2 PP, 1282gp, 10gp Day Job] Chronicle Sheet
- Boons:
- Mythic Legacy: Although your magic power was short-lived, you have retained a small reserve of that legendary essence for use later. When you activate this ability as a free action, choose one feat you have. For one round (or as long as it takes to complete a skill check modified by the feat), you can the benefits of the mythic version of that feat as if you had also expended one use of mythic power. When you use this boon, cross it off your Chronicle sheet.
- Scrutiny of the Stars: Performing an eldritch ritual temporary granted you power, but it also attracted the attention of some creature from beyond the stars. The haunting certainty that someone is watching you leaves you paranoid, and whenever you are confused and roll to determine your behavior in a given round, add 5 to the results. In addition, whenever you sleep, there is a 20% chance that the alien entity attempts to contact you and torments your dreams with terrifying visions, as per the spell nightmare (DC 17). If you are a sorcerer with the aberrant bloodline, you ignore these effects and instead gain an additional daily use of your acidic ray bloodline ability. You may cross this boon off your Chronicle sheet if you are the target of a heal spell while under the effects of nondetection.

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Cinderpaw
N Medium Animal (Wolf)
Init +3; Senses: Low-light vision, Scent, Perception +6
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Defense
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AC 20, Touch 13, Flat-footed 17 (+3 Dex, +4 natural, +3 Armor)
hp 22 (4.5 per HD + 2)
Fort +5, Ref +5, Will +2
Defensive Abilities Evasion
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Offense
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Speed 50 ft.
Melee Bite +4 (1d6+7/x2 plus Trip)
Special Attacks: Trip, Tangling Attack 2/day
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Statistics
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Str 14, Dex 16, Con 15, Int 4, Wis 12, Cha 6
Base Atk +2; CMB +5; CMD 18 (22 vs. trip)
Feats Toughness, Outflank, Power Attack
Skills: Acrobatics +7, Climb +7, Escape Artist +3, Perception +6, Stealth +6, Survival +2/+6; Racial Modifiers: +4 Survival when tracking by scent.
Language Common
SQ Animal Focus - Boar (+2 Str), Eye For Talent (Intelligence)
Gear: Training Harness, Masterwork Studded Leather Barding, Pack Saddle (Masterwork Backpack (Bedroll, Blanket, Mess Kit, Silk Rope (50 ft.), Trail Rations (5 days), Handaxe (Hatchet), Antiplague, Scroll of Carry Animal Companion x5)),
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Special Abilities
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Link (Ex): A hunter can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The hunter gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): The hunter may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A hunter may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Trick List:

Standard Tricks
Attack, All (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

Come (DC 15): The animal comes to you, even if it normally would not do so.

Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.

Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.

Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.

Flank (DC 20): You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.

Flee (DC 20): The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.

Heel (DC 15): The animal follows you closely, even to places where it normally wouldn’t go.

Hunt (DC 20): This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal's handler. An animal with this trick may attempt Survival checks (or Wisdom checks if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the “get along in the wild” use of the Survival skill). An animal with this trick may use the aid another action to assist Survival checks made by its handler for these purposes.

Menace (DC 20): A menacing animal attempts to keep a creature you indicate from moving. It does its best to intimidate the target, but only attacks if the target attempts to move from its present location or take any significant action (particularly a hostile-seeming one). As soon as the target stops moving, the animal ceases attacking, but continues to menace.

Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.

Watch (DC 15): The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. This trick is often included in the Guarding purpose.

Skirmisher Tricks
Tangling Attack (Ex): The Ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.