About Braegor BrewslayerBasics:
Animal Companion: Wolf Brawler Archetype: Wild Child HP: 64
Initiative: +8
Traits and Skills:
Glory of Old: +1 versus spells, SLAs and poison Reactionary: +2 to Initiative checks Climb: 1+4+3=8
Feats and Special Abilities:
Lv. 1 (Brawler 1) Animal Companion, Brawler's Cunning, Martial Flexibility, Martial Training, Unarmed Strike, Power Attack
Sacred Huntsmaster Build:
Lv. 1 (Barbarian 1) Fast Movement, War Beast, Power Attack Lv. 2 (Inquisitor 1) Animal Companion, Domain, Monster Lore, Orisons, Stern Gaze Lv. 3 (Inquisitor 2) Cunning Initiative, Detect Alignment, Track, Combat Expertise Lv. 4 (Inquisitor 3) Hunter Tactics, Teamwork Feat (Pack Flanking) Lv. 5 (Inquisitor 4) Animal Focus, Combat Reflexes Lv. 6 (Inquisitor 5) Bane, Discern Lies Lv. 7 (Inquisitor 6) Teamwork Feat (Outflank), Planar Focus Lv. 8 (Inquisitor 7) Boring Level Lv. 9 (Inquisitor 8) Improved Empathic Link Lv. 10 (Inquisitor 9) Teamwork Feat (Paired Opportunists), Totem Beast Racial Traits:
Standard Racial Traits
Type: Dwarves are humanoids with the dwarf subtype. Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages. Defense Racial Traits
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Feat and Skill Racial Traits
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Senses Racial Traits
Offense Racial Traits
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Alternative Traits:
Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained.
Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground.
Spells:
Orisons: Detect Magic, Light, Mending, Read Magic, Spark, Stabilize
Future Selections:
Equipment:
Worn: Chainmail +2 (4,150 GP) Claws of the Ice Bear (1,300 GP) Cloak of Resistance +2 (4,000 GP) Belt of Giant Strength +2 (4,000 GP) Handy Haversack (2,000 GP) Headband of Inspired Wisdom +2 (4,000 GP) Ring of Protection +1 (4,000 GP) Weapons:
Miscellaneous:
Kit, Druid's Price 14 GP; Weight 44 lbs.
Hemp Rope (50 ft.)
Consumables:
4,145 GP Attack Rolls:
With hammer
Bjornolf the Wolf:
Statistics: Size Large; Speed 50 ft.; AC: +14 (+8 natural armor); Attack: Bite (+15/+10 to hit; 1d8+11 plus trip); Ability Scores: Str 24, Dex 16, Con 20, Int 3, Wis 12, Cha 6; Special Qualities: Low-light Vision, Scent. CMB: 6+7+1=14 Attack Rolls:
Special: Link, Share Spells, Evasion, Devotion, Multiattack HD: 6
Skills: 8
Feats: 4
Natural Armor Bonus: +6
Bonus Tricks: 4 (11 total)
Equipment:
Background:
The air in the inn is heavy with smoke from dim torches and a dismal, sickly fire in the hearth. The poor light, combined with the bustling crowd, low ceilings and raucous cacophony of a busy night makes it rather hard to hear the barkeep over the din. Not to mention the fact the portly man had scowled at your questions, seeming almost offended when you'd mentioned the name you'd been given. Regardless, you finally find the table he mentioned -- the one in the back, near the big doors leading to the kitchen. For a moment your eyes play tricks on you and it seems as if the table is occupied by a large, patchy-colored wolf and some sort of trained, costumed bear, both heartily enjoy a mug of ale. But in a moment your eyes adjust and you see the figure you mistook for a wolf is in truth a burly, heavily armored dwarf, albeit one wearing a worg skin as some sort of crude cloak -- head and all. His enormous, reddish-brown beard, flecked here and there with gray -- and an almost comically long woolen scarf add to the illusion of fur. A massive hammer-headed polearm leans against a timber near the table, its handle as tall as the bearded fellow himself and intricately carved with blocky Dwarven runes. But his companion is, if anything, even more unsettling than you had imagined. Upon closer inspection, the enormous beast isn't a bear at all, but a massive wolf: easily the biggest you've ever seen. The enormous creature must be close to seven feet long and weigh nearly a quarter ton. What's more -- it appears to be wearing some sort of simple armor, all leathers and buckles and metal bits. Suddenly, the barkeep's earlier disgust makes sense. After all, what innkeeper wants a massive wild animal and its crazed, drunken handler in his establishment? Although perhaps the better question would be, "Who in their right mind would tell them they can't come inside?" The great beast sits on its haunches at the table, seemingly immersed in the business of lapping at a bowl of what appeared to be (based on the smell) either turpentine or pure Dwarven spirits. But as you approach, it looks up at you with oddly intelligent eyes. The creature growls low in its throat -- a terrifying noise. At this, the dwarf looked up from the old, chipped wooden flagon before him and, noticing your approach, stifles a belch. "Oy, you -- don't mind Bjorn 'ere, he won't hurt ya' a bit. 'Sides, he's drunk as a skunk. He's my partner, see. Found 'im a while back, a wee little feller back then, caught in an Orcish bear trap and yappinh 'is wee lungs. "By Cayden's Cups, I healed 'im up right good, ey boy? Shame I can't seem to teach him to talk proper Dwarf, poor git only speaks Giant." At the word "giant" the dwarf craned his thick neck over and spat on the tavern floor and, as he did, improbably, so did the wolf. That bizarre display left no doubt: Rambling into his cup or not, this was the man you'd come to see. Mercenary. Tracker. Giant-slayer. Flagrant drunkard. This could be none other. This must be Braegor. This must be The Brewslayer. Additional Info:
Spirit's Gift: At the start of the day, you can choose to commune with a single shaman spirit. (Although a shaman would need an hour of preparation, this takes you no time.) Once during the next 24 hours, you can spend a standard action to grant your animal companion or familiar that shaman spirit's spirit animal ability for 1 minute per level in the class that grants your animal companion or familiar. Ancestors -- The shaman's spirit animal has streaks of gray or silver hide, hair, or fur, and long facial hair that appears similar to a wispy mustache or bushy eyebrows.
Battle -- The shaman's spirit animal looks like a fiercer version of its species, with rippling muscles and a stockier frame. It gains a +2 natural armor bonus to AC. If it already has a natural armor bonus, the bonus increases by 2 instead. Bones -- The shaman's spirit animal gives off a ghostly glow and seems nearly transparent. The animal is under the constant effects of blur, with a caster level equal to the shaman's level. Heavens -- The flesh of the shaman's spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it. Life -- The shaman's spirit animal appears to be a beautiful and very healthy version of its species, and seems especially vibrant and full of life. Her animal companion gains fast healing 1; if the spirit animal already has fast healing, instead its fast healing increases by 1. Lore -- The shaman's spirit animal appears to be quiet and unassuming. It gains a +2 bonus on Initiative checks and a +4 bonus on Stealth checks. Mammoth -- The shaman's spirit animal appears more primal and prehistoric than an ordinary animal of its kind. It gains a +2 inherent bonus to its Strength score.
Stone -- The shaman's spirit animal looks as though it's made out of earth and stone, with tiny gemstones embedded in its flesh. The animal gains DR 5/adamantine. Primeval Companion (Ex):
In addition, a 7th-level totem-bonded’s animal companion can grow further. If the animal companion’s natural size is Large but it is normally available as a Medium animal companion at 7th level (such as a bear), the totem-bonded can have the companion increase in size. To generate statistics for such a creature, apply the following modifications: Size Large; AC +1 natural armor; Ability Scores Str +4, Dex -2, Con +2. Increase the damage of each of the companion’s natural attacks by one die size. This ability alters animal companion. Shared Strength (Su):
While the shared strength ability is active, the totem-bonded manifests one aspect of her animal companion drawn from the following list: low-light vision, scent, +1 bonus to natural armor, +10-foot bonus to speed, climb speed 30 feet, swim speed 40 feet, 2 claws (1d4), bite (1d6), gore (1d6), or slam (1d6); the natural attacks are all primary attacks, and the listed damage is for a Medium creature. The totem-bonded can select only a movement speed or natural attack that her animal companion also has, and an aspect cannot cause her speed or size to exceed that of her animal companion with this ability. At 8th level, the totem-bonded manifests two aspects of her animal companion, and she adds the following to her list of available aspects: +20-foot bonus to speed, fly speed 50 feet (average), increased size (as enlarge person), and powerful charge (doubles the damage dice dealt by the granted gore or slam attack). At 15th level, the damage dealt by any natural attacks granted by this ability increases by two die steps. A totem-bonded’s animal companion also benefits from the shared strength ability, and while it is active, the animal understands the totem-bonded’s known languages and can be pushed to perform an unfamiliar trick as a free action. At 8th level, the animal companion gains a +1 bonus on saving throws and a +2 bonus on checks with each skill in which it has at least 1 rank. At 15th level, the animal companion’s bonuses on saving throws and skill checks increase to +2 and +4 respectively. This ability replaces the hunter’s animal focus class Hunter’s Tricks At 5th level, a skirmisher Ranger learns the use of hunter’s tricks, which typically grant a boon or bonus to the Ranger or a nearby ally. At 5th level, the Ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A Ranger can use these tricks a total number of times per day equal to 1/2 his Ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. A Ranger cannot select an individual trick more than once. The following is a list of hunter tricks and their effects. Aiding Attack (Ex): The Ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the Ranger’s next turn gains a +2 circumstance bonus on that attack roll. Bolster Companion (Ex): The Ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the Ranger to benefit from this trick. Catfall (Ex): The Ranger can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage. If the Ranger takes no damage from the fall, he does not fall prone. Chameleon Step (Ex): The Ranger can move up to twice his speed as a move action. The Ranger does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal. Cunning Pantomime (Ex): As a standard action, the Ranger can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the Ranger suffers a –4 penalty on all Bluff and Diplomacy checks relating to the creature he is communicating with when using this trick. Defensive Bow Stance (Ex): The Ranger can use this trick as a swift action. Until the start of his next turn, his ranged attacks do not provoke attacks of opportunity. Deft Stand (Ex): The Ranger can spend a move action to stand up without provoking attacks of opportunity. Distracting Attack (Ex): The Ranger can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round. Hateful Attack (Ex): The Ranger can use this trick as a free action when he makes an attack against one of his favored enemies. The Ranger doubles the threat range of his weapon for this attack. This does not stack with other abilities that increase a weapon’s threat range. Heel (Ex): The Ranger can use this trick as an immediate action when his animal companion moves. When the companion moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The companion must end this movement in a square adjacent to the Ranger. The animal companion must be able to see and hear the Ranger to take this movement. Hobbling Attack (Ex): The Ranger can use this trick as a free action when he hits with an attack. The target of the attack’s land speed is reduced by 1/2 for 1d4 rounds. Quick Climb (Ex): The Ranger can climb at his full speed as a move action without penalty. Quick Healing (Ex): As a swift action, the Ranger can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the Ranger can administer a potion to an unconscious character as a move action. Quick Swim (Ex): The Ranger can swim at his full speed as a move action without penalty. Ranger’s Counsel (Ex): As a swift action, the Ranger can grant all allies within 30 feet that are within line of sight and can hear him a +2 bonus on skill checks with a single skill of his choice. The Ranger must have at least one rank in the chosen skill. This bonus lasts for 1 round. Rattling Strike (Ex): The Ranger can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds. Second Chance Strike (Ex): When he misses with a melee attack, the Ranger may reroll his attack at a –5 penalty. Using this ability is an immediate action. Sic ‘Em (Ex): The Ranger can use this trick as a swift action. His animal companion makes one melee attack against an adjacent creature. The animal companion must be able to see and hear the Ranger to make this attack. Skill Sage (Ex): As a free action, the Ranger can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability. Stag’s Leap (Ex): As a free action, the Ranger can attempt a running jump without moving 10 feet before the jump. Surprise Shift (Ex): The Ranger can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step. 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. Trick Shot (Ex): As a standard action, the Ranger can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover. Uncanny Senses (Ex): As an immediate action, the Ranger gains a +10 insight bonus on Perception checks for 1 round. Upending Strike (Ex): 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. Vengeance Strike (Ex): The Ranger can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The Ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.
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