Feral Hunter

Arathorn Vallar's page

117 posts. Organized Play character for bzl109.


Full Name

Arathorn Vallar

Race

Elf

Classes/Levels

Hunter (1) | HP 8/8 | AC 17 T 13 FF 13 CMB +2 CMD +15 | F +2 R +5 W +3 | Init. +3 | Spells 1st 2/2

Gender

Male

Size

Medium

Age

134

Alignment

Neutral Good

Languages

Common Elven Sylvan

Occupation

Bowyer

Strength 14
Dexterity 17
Constitution 10
Intelligence 12
Wisdom 16
Charisma 7

About Arathorn Vallar

Arathorn Vallar
Male Elf Hunter 1
Neutral Good
Representing Michael

Stats:

Strength 14 (+2)
Dexterity 17 (+3)
Constitution 10 (+0)
Intelligence 10 (+0)
Wisdom 16 (+3)
Charisma 7 (-2)
Size: Medium
Height: 6' 1"
Weight: 150 lb
Eyes: Hazel
Hair: Dark Brown Straight; Beardless
Skin: Tan

Total Hit Points: 8

Speed: 30 feet

AC/Saves:

Armor Class: 17 = 10 + 2 [leather] + 1 [light wooden] +1 Dodge + 3 [dexterity]

Touch AC: 13
Flat-footed: 13
Initiative modifier: + 3 = + 3 [dexterity]
Fortitude save: + 2 = 2 [base]
Reflex save: + 5 = 2 [base] + 3 [dexterity]
Will save: + 3 = 0 [base] + 3 [wisdom]
Attack (handheld): + 2 = 0 [base] + 2 [strength]
Attack (missile): + 3 = 0 [base] + 3 [dexterity]
Combat Maneuver Bonus: + 2 = 0 [base] + 2 [strength]
Combat Maneuver Defense: + 15 = 10 + 0 [base] + 2 [strength] + 3 [dexterity]

Languages: Common Elven Sylvan

Weapons:

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Scimitar [1d6, crit 18-20 x2, 4 lb, one-handed, slashing]

Composite longbow [1d8, crit x3, range inc 110 ft., 3 lb, two-handed, piercing]

Leather armor [light; + 2 AC; max dex + 6; check penalty 0 15 lb.]

Light Wooden Shield [ + 1 AC; check penalty -1; hardness 5; hp 7; 5 lb.]

Feats/Skills:

Feats:

Dodge +1 dodge bonus on AC

Acrobatics Dex* 2 = +3 -1 [shield]
Appraise Int 1 = +1
Bluff Cha -2 = -2
Climb Str* 1 = +2 -1 [shield]
Craft_1 Int 5 = +1 + 1 + 3 [class skill]
Diplomacy Cha -2 = -2
Disguise Cha -2 = -2
Escape Artist Dex* 2 = +3 -1 [shield]
Fly Dex* 2 = +3 -1 [shield]
Handle Animal Cha +2 = -2 +1 +3 [class skill]
Heal Wis 7 = +3 + 1 + 3 [class skill]
Intimidate Cha -2 = -2
Knowledge (geography) Int 5 = +1 + 1 + 3 [class skill]
Knowledge (nature) Int 6 =+1 + 1 + 3 +1 [class skill]
Perception Wis 5 = +3 + 2 [elf]
Profession Wis 3 = +3
Ride Dex* 2 = +3 -1 [shield]
Sense Motive Wis 3 = +3
Stealth Dex* 7 = +3 +1 +3 -1 +1 [shield class skill]
Survival Wis 8 = +3 + 1 + 3 +1 [class skill]
Swim Str** 1 = +2 -1 [shield]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers


Zero-level Hunter spells: 4 unlimited casting

Detect Magic, Stabilize, Light, Create Water

First-level Hunter spells: 2 (1 + 1) per day

Cure Light Wounds, Gravity Bow, Summon Nature's Ally 1

Favored class points: Hit points +0; Skill points +1

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Race/Class:

Elf

+ 2 dexterity, +2 intelligence, -2 constitution (already included)

Immune to magical sleep

+ 2 racial bonus to saves vs. enchantments

Low-light vision -- see twice as far as humans in dim light

Proficient with longswords, rapiers, longbows, composite longbows, & shortbow

+ 2 racial bonus on perception checks

Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2.

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.

Bat: The creature gains darkvision out to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense with 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 benefit becomes 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, 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 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 learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she had 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.

Improved Empathic Link (Su): At 4th level, the hunter gains an empathic link with her animal companion. This functions like an empathic link with a familiar, except the hunter can also see through a companion's eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.

Woodland Stride (Ex): At 5th level, a hunter and her animal companion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect the hunter and her animal companion.

Bonus Tricks (Ex): At 7th level and every 6 levels thereafter, a hunter's animal companion learns a bonus trick (in addition to the bonus tricks gained from the hunter's effective druid level).

Second Animal Focus (Su): At 8th level, whenever a hunter uses her animal focus ability, she selects two animal aspects for herself instead of one, and can apply two aspects to her companion instead of one. As with the companion's previous aspect, the second one does not count against the minutes per day a hunter can take on an aspect.

If the hunter's animal companion is dead and the hunter has applied the companion's animal aspect to herself, that aspect does not count toward her maximum of two aspects at once. The hunter can still apply only one of her dead companion's aspects to herself, not both.

Swift Tracker (Ex): At 8th level, a hunter can move at her normal speed while using Survival to follow tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Raise Animal Companion (Sp): At 10th level, a hunter gains raise animal companion as a spell-like ability. Using this spell-like ability gives the hunter a permanent negative level. This negative level cannot be overcome in any way (including by restoration), but automatically ends after 24 hours. At 16th level, this ability functions as resurrection instead of raise dead, but otherwise operates as normal.

Speak with Master (Ex): At 11th level, a hunter and her animal companion can communicate verbally, as if they were using a common language. Other creatures cannot understand the communication without magical aid.

Greater Empathic Link (Su): At 14th level, the range of the hunter's empathic link with her animal companion increases to 10 miles. If the animal companion is within 1 mile, the hunter can communicate with it telepathically.

One with the Wild (Ex): At 17th level, the hunter and her animal companion are respected or even feared by other animals, so long as the animals are approximately of the same type as any of the hunter's current animal foci: bat for bats, tiger for felines, falcon for birds, snake for reptiles, and so on. No animal in this category (including dire varieties) willingly attacks the hunter or her companion unless magically compelled to do so or if the hunter or companion attacks it first.

The hunter and her companion can attempt to demoralize animals in the appropriate category as a swift action, rolling 1d20 and adding the hunter's level and her Charisma modifier to determine the Intimidate check result.

Master Hunter (Ex): At 20th level, a hunter becomes a master hunter, able to track down foes with ease. She can always move at full speed while using Survival to follow tracks without penalty.

Additionally, each day when the hunter regains her spell slots, she chooses one animal focus to be active on herself for the entire day. This focus is in addition to using her animal focus class ability (including the additional focus she is able to use on herself if her animal companion is dead).

Druid
Orisons

Spontaneous Casting (summon nature's ally)

Animal Companion, or may instead choose a cleric domain and bonus spells (hand-edit)

High wisdom gains bonus spells daily

Concentration check: d20 + druid level + wisdom modifier vs. DC

Class HP rolled
Level 1: Hunter 8

Encumbrance/Equipment:

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.

Perrin's Equipment:

27 lb
6 lb
2 lb
5 lb

1 lb
3 lb
10 lb
4 lb
1 lb
2 lb
_____
61 lb Weapons / Armor / Shield (from above)

Arrows 38
Backpack
Bedroll
Flint and steel
Pouch x1
Rations (1 day) x3
Rope (50', hempen) x1
Waterskins x1
Holly and mistletoe
Spell component pouch
Wrist Sheathe
10.8 gps


Total
Atticus

Freedom Fighter + 1 trait bonus to Stealth and attack rolls during surprise rounds