Ezren

Armand the Elder's page

33 posts. Alias of rungok.


Gender

AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

About Armand the Elder

Armand the Elder
Human hunter 4
LN Medium humanoid (human)
Init +4; Senses Perception +9
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Defense
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AC 22, touch 17, flat-footed 15 (+5 Armor, +4 Dex, +3 Int)
hp 44 (4d10+12+4)
Fort +4, Ref +8, Will +5
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Offense
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Speed 30 ft.
Melee +1 Trick Weapon (Threaded Cane-Rapier) +9 (1d6+1 P, 18-20x2) or Trick Weapon (Threaded Cane-Whip) +9 (1d6+1 S, 18-20x2, Reach 10 ft)
Ranged Masterwork Pistol +8 (1d8 B or P, 20x4)
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Statistics
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Str 10, Dex 18, Con 14, Int 16, Wis 14, Cha 8
Base Atk +4; CMB +4; CMD 18
Feats Light Armor Proficiency, Simple Weapons, Martial Weapons, Firearms, Measure Foe, Weapon Finesse, Workshop Apprentice, Toughness.
Traits
Skills Climb +7, Craft (weapons) +6, Handle Animal +4, Heal +7, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (local) +7, Knowledge (nature) +8, Lore (Hunter's Workshop) +10, Perception +9, Sense Motive +7, Stealth +11, Survival +9, Swim +4
Languages Common
SQ track +2, wild empathy
Other Gear +1 Chain Shirt, +1 Trick Weapon (Rapier/Reachx+Damage Type Slashing, Rally Trick), Old Hunter's Garb, Injection of Cure Light Woundsx10, 20 Quicksilver Bullets,
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Special Abilities
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Blood Ministration (1d8/1d10) Starting at 1st level, after a hunter takes damage they have the opportunity to retaliate and recover a small portion of their health. If the hunter is able to successfully damage a creature with a melee attack they recover an amount of hit points equal to their rally modifier. The hunters rally modifier is equal to 1d6, plus 1d6 for every two levels beyond 1st (to a maximum of 10d6 at 19th level). Hit points recovered in this way cannot exceed the total damage the hunter received during the round that triggered this ability. This window of opportunity only lasts for 1 round after the hunter has received damage. The hunter can only benefit from this healing once per round.

Cunning Blood At 1st level, when wearing light or no armor and not using a shield, and carrying no more than a light load, a hunter adds her Intelligence Modifier (if any) to her Armor Class. She retains this bonus even against touch attacks or when flat-footed, but loses this bonus should she be rendered helpless by any means.
Trick WeaponHunters have refined a unique means of modifying their weapons, creating incredibly versatile armaments. The “trick” in a trick weapon is that they are capable of transforming mid-battle, giving the wielder additional reach or access to a new damage type. At 1st level, a hunter can modify an existing simple or martial weapon to create a trick weapon, applying one trick from the list below. At 2nd, 8th, 14th, and 20th the hunter can apply an additional trick to a weapon.

Hunter's Badge: The Old Hunters
This hunter’s badge, crafted in the time of the first hunters, has no practical purpose, except perhaps to assist in romanticizing the past. The badge was a special privilege for hunters of the past, and should not be dishonored. It should be left in peace, unless one is truly prepared to assume the will of those gone before.
Benefit: The hunter gains the Measure Foe feat as a bonus feat, even if she doesn’t meet the prerequisites. Additionally, she can use the Measure Foe feat as a move action a number of times per day equal to her Intelligence modifier.

Rally Trick: This sentimental design boosts the hunter's ability to rally in battle. While in its tricked form, a weapon with this trick increases the size of a hunters rally modifier dice by one step. However, while wielding a weapon with the rally trick in its tricked form, the wielders bonus damage when making a visceral attack is measured in d4’s, rather than d6’s. If the wielder does not have the visceral attack class feature, the weapon's damage dice is decreased by one step while it is in its tricked form. If the wielder does not have the blood ministration class feature, she instead heals 1d6 points of damage the next time she attacks a creature that has damaged her since her last turn.

Visceral Attack Starting at 3rd level, as a standard action the hunter can make an especially gruesome and bloody attack against a vulnerable opponent. When she does this she makes a single melee attack against a target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full-attack. If any of the attack rolls hit the target, the hunters single attack is considered to have hit. For each additional successful attack roll beyond the first, the hunter increased the damage of the attack by the base damage dice of her weapon, plus an additional 1d6 for every four hunter levels she possesses. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this attack. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus -5. If she successfully confirms the critical then the entire attack is considered to have been a critical hit and the damage for the attack is multiplied as normal. In order to use this ability, the hunters target must be dazed, flat-footed, paralyzed, staggered, or stunned.

Hunter's Grace 1/dayHunters are especially adept at moving in and out of combat, ducking, dodging, dashing, and rolling out of the way of their foes. At 3rd level, the hunter may make an additional 5-foot step on her turn (even if she’s already moved or taken a 5-foot step in that round). In addition, once per day as an immediate action when she is targeted by an attack (or included in the area of effect of a damaging spell or ability) she may declare a use of this ability to gain a +4 dodge bonus to AC against the triggering attack. After the triggering effect is resolved, she may take an immediate 5-foot step. The hunter must declare she is using this ability before the results of the triggering attack are revealed. The hunter may use this ability one additional time per day at 7th level, plus an additional time per day for every four levels after 7th (to a maximum of five times per day at 19th level).

Caryll Rune: Guidance The rune depicts tiny beings of light, who playfully offered guidance to hunters in the midst of a hunt. They can empty a hunter of her fears, at least. The size of the hunters rally modifier dice are increased by one step. This rune can be taken a second time beginning at 7th level, increasing the size of the hunters rally modifier dice by an additional step.

Uncanny DodgeAt 4th level, a hunter gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A hunter with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.

Workshop Apprentice Benefit(s): Select one trick from the list of those available to the bloodborne hunter under the trick weapon class feature. You can craft trick weapons using that trick. You are automatically proficient with any trick weapon you create and may transform trick weapons you create as a move action instead of a full-round action.

Special: A character with the trick weapon class feature who takes this feat increases the number of tricks they may apply to a weapon by one.