About Barek TannerBAREK TANNER Male Human (Kellid) Hunter 5. NG Medium humanoid (human) Init +3; Senses Low-Light Vision, Perception +11, Scent,
DEFENSE
Fort +6, Ref +7, Will +3 OFFENSE
Known Hunter Spells (CL 5th, concentration +7):
STATISTICS. Str 14, Dex 16, Con 14, Int 13, Wis 15, Cha 10 Base Atk +3; CMB +5; CMD 18 Feats Deadly Aim, Fast Learner, Point-Blank Shot, Precise Shot, Precise Strike, Weapon
Skills Acrobatics +2, Appraise +1, Climb +7, Craft (Untrained) +1, Escape Artist +2, Fly +2, Handle Animal +8, Heal +10, Intimidate +5, Knowledge (Dungeoneering) +5, Knowledge (Geography) +6, Knowledge (Nature) +8, Perception +11, Profession (Trapper) +6, Ride +8, Sense Motive +2, Spellcraft +7, Stealth +9, Survival +11, Swim +7,
SQ Animal Companion, Animal Focus, Bonus Feat, Hunter Tactics, Improved Empathic Link, Low-Light Vision, Nature Training, Orisons, Precise Companion, Scent, Skilled, Teamwork Feats, Track, Weapon and Armor Proficiency, Wild Empathy, Woodland Stride, Possessions outfit (explorer's); studded leather; belt of mighty constitution +2; Composite Longbow STR (+2) ; Composite Longbow STR (+2) ; Composite Longbow STR (+2) ; Horse (Light) ;
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 on the druid list. This animal is a loyal companion that accompanies the hunter on her adventures. 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 statistics and abilities of the companion. 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 sought companion typically lives. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier Animal Focus (Su) You can take on the aspect of an animal as a swift action, gaining a bonus or special ability based on the type of animal emulated. The ability is usable 5 minutes per day. The animal companion gets a constant benefit. Blood of Dragons Long ago, your ancestors' blood mixed with that of dragons. Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis.
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. 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. Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Nature Training (Ex) Count as druid or ranger for feats, traits, and options that modify or improve an animal companion. [Not implemented]. Orisons Hunters can prepare a number of orisons, or 0-level spells, each day, as noted on Table 1-6 under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again. Pioneer (Perception) You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you've learned how to survive on the rugged frontier. With the wilderness ever at your door, you've also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family's land, you've joined the expedition into the Stolen Lands. You begin play with a horse. 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. Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Track (Ex) At 2nd level, a hunter adds half her level to Survival skill checks made to follow tracks. Weapon and Armor Proficiency Hunters proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). Wild Empathy (Ex) At 1st level, a hunter can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds 5 (Hunter level + Charisma modifier + any other bonuses) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. Woodland Stride (Ex) Starting 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 her 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 her and her companion. MONG (BAREK) Male Companion Dog animal 5. None small animal Init +5; Senses Blindsense (10 ft.), Darkvision (60 ft.), Low-Light Vision, Perception +6, Scent, AC 24, touch 16, flat-footed 19. hp 51 (5HD) Fort +7, Ref +9, Will +2 Speed 40 ft. (8 squares) Melee bite +6 (1d4+3)
Base Atk +3; CMB +4; CMD 19 Abilities Str 14, Dex 20, Con 17, Int 3, Wis 12, Cha 6 Special Qualities Hunting, Ability Score Increase, AC Bonus, Blindsense, Bonus Tricks 2, Darkvision, Evasion, Link, Low-Light Vision, Scent, Share Spells, Stat Bonus,
Skills Acrobatics +9, Acrobatics (Jump) +13, Appraise -4, Bluff -2, Climb +2, Craft (Untrained) -4, Diplomacy -2, Disguise -2, Escape Artist +5, Fly +7, Heal +1, Intimidate -2, Perception +6, Perform (Untrained) -2, Ride +5, Sense Motive +1, Stealth +13, Survival +1, Swim +6, Possessions masterwork barding (studded leather/small); Hunting An animal trained for hunting knows the tricks attack, down, fetch, heel, seek, and track. Training an animal for hunting takes 6 weeks. Ability Score Increase (Ex) The animal companion adds +1 to one of its ability scores. AC Bonus 2 Animal Companion Attack 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. Animal will attack all creatures Blindsense (Ex) Range 10 ft.; Other creatures have blindsense, a lesser ability that lets the creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total concealment (50% miss chance) against the creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. Bonus Tricks 2 Intelligence Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Deliver The animal takes an object to a place or person you indicate. Diehard When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die. Down 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. Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. Fetch The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object. Guard The animal stays in place and prevents others from approaching. Heel The animal follows you closely, even to places where it normally wouldn't go. Improved Natural Armor The creature's natural armor bonus increases by +1. Special: A creature can gain this feat multiple times. Each time the creature takes the feat, its natural armor bonus increases by another point. Link (Ex) A master 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 master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Mod Bonus Tricks Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility. Seek The animal moves into an area and looks around for anything that is obviously alive or animate. Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master 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. Stat Bonus 1 Toughness You gain +5 hit points. You gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.) Upending Strike The ranger can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.
Barek is a hulking young man of Kellid descent. His forefather moved to Brevoy generations ago and settled close to Restov. Running a Tannery to deal with the many hides needed for leather. Barek really hates working in a tannery and spends more time out with the trappers than working at home. Along with the scarred mongrel he rescued from starvation a few years ago. Barek much prefers being out in the wilderness and often would be alone in the wilds for days. When news of the expeditions come through their area Barek decided this was his chance. Even if nothing comes of it he still gets to explore the wilderness for a long time. He took his savings, bought some equipment and a horse. Setting off to Restov. Barek can handle himself in a fight, has some magic to help the party, and is good at surviving in the wilderness, and identifying what is found. He doesn’t talk too much, preferring to be out alone with only Mong for company, but has accepted he’ll need to get along and work with a party. |