Bounty Hunter

Petsha Banica's page

103 posts. Alias of Zorblag.


Race

Loot Sheet

Classes/Levels

Male Human Divine Hunter 2 HP 18/18 | AC: 18 T: 14 FF: 14 | F: +5 R: +5 W: +4 CMD: 18 | Perc + 2 | Init + 4 | Smite: 1/1 | LoH: 0/2 | Arrows: 41 normal, 20 CI

About Petsha Banica

Background:
Petsha Banica has always had dreams of a great white stag. When he told his parents of his dreams they explained that he was seeing a herald of Erastil which filled Petsha with a sense of comfort. Growing up in the wilds of the River Kingdoms the young Petsha learned the woods, how to care for them and how they could provide all that was needed for his family and his community. As a young man Petsha was seen as a hunter, provider and protector in the nameless village he called home.

Petsha’s dreams of Old Deadeye have continued to this day, and lately in his visions he has felt drawn to some duty elsewhere to the north. Never one to ignore the call of his God Petsha set out from the woods he knew his entire life, making his way first to Numeria, and up the Sellen River to Chesed, his last stop before what he now knows is the Mendevian Crusades. There is something in Kenabres that Erastil needs him to do, and he is now here to discover what that is.

Botting Instructions:
If in melee take a 5 foot step to get out of melee. If possible/necessary, move to within 30 feet of the most obviously wounded enemy such that at most one ally is between Petsha and the enemy and soft cover won't be an issue. Shoot the most obviously wounded enemy.

Paladin Code: The paladins of Erastil are gruff, strict traditionalists. They seek to preserve the integrity of rural life and communities. Their tenets include the following affirmations.

My community comes first, and I will contribute to it all that I can. If I don’t give something back, who will?

I must offer the poor in my community assistance, but I may not do the work for them—instead, I must teach them to contribute to the settlement. It is only through cooperation that a community grows strong.

When danger threatens, I am not a fool. I seek first to make sure the weak and innocent are safe, and then I quell the danger.

I keep to the old ways, the true ways. I am not seduced by the lure of money or power. I remember that true honor comes from within, not from the accolades of others.

I remember that reputation is everything. Mine is pure and upstanding, and I will repair it if it is broken or tarnished. I stand by my decisions, and live so that none shall have cause to blame me.

I show respect to my elders, for they have done much. I show respect to the young, for they have much left to do. I show respect to my peers, for they carry the load. And I shall carry it with them.

I am honest, trustworthy, and stable. If I must leave my lands and community, before I go, I ensure that they will be tended in my absence. Even when duty calls, my duties to my home come first—letting them lapse makes me a burden on my people.

=Character=

Name: Petsha Banica
Race: Human (Varisian)
Class: Paladin (Divine Hunter) 2
Sex: Male
Alignment: Lawful Good
Religion: Erastil
Initiative +4
Perception +0

=Defense=

AC 10 + 4 Dex +4 Armor = 18
TAC 14
FF 14
HP 16 + 2 Con = 18
Fort +5 Ref +5 Will +4
Special Defenses:

=Offense=

Melee
Dagger +4 (1d4 +2 S or P, 19-20 x2)
Space 5 ft.; Reach 5 ft.

Ranged
Dagger +4 (1d4 +2 S or P, 19-20 x2, Range 10 ft.)
Longbow +7 (1d8 P, x3, Range 100 ft.) (remember Point-Blank Shot)

=Statistics=

STR 14 (+2)
DEX 16 +2 R = 18 (+4)
CON 12 (+1)
INT 10 (+0)
WIS 10 (+0)
CHA 13 (+1)
BAB +2 CMB +4 CMD 18
Move 30 feet

=Powers=

Aura of Good (Level 1)
Bless (SLA) (1 per day)
Detect Evil (At Will)
Lay on Hands (2 per day) 1d6
Point-Blank Shot
Smite Evil (1 per day)

=Feats=

Point-Blank Shot Human Bonus Feat
Precise Shot Divine Hunter
Weapon Focus (Longbow) Level One

=Traits=

Deadeye Bowman (Religion [Erastil]):
Benefit: When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC..

Touched by Divinity (Campaign; Mythic [Hierophant]): As long as you can remember, you’ve had an unexplainable interest in one deity in particular. One of your parents might have been a priest of the deity, but even this can’t explain your deep connection to the faith. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity.
Benefit: You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level).

=Skills=

4 Class +0 Int + 2 FCB + 4 Background = 10 ranks
Acrobatics +4 Dex -1 ACP= +3
Appraise +0 Int = +0
Bluff +1 Cha = +1
Climb +2 Str -1 ACP = +1
*Craft (Bow) +0 Int +3 Class +2 Rank = +5
*Diplomacy +1 Cha = +1
Disable Device +0 Int = NA
Disguise +1 Cha = +1
Escape Artist +4 Dex -1 ACP = +3
Fly +4 Dex -1 ACP = +3
*Handle Animal +1 Cha +3 Class + 2 Rank = +6
*Heal +0 Wis +3 Class +2 Rank = +5 (+8 with kit/tools)
Intimidate +1 Cha = +1
Knowledge (Arcana) +0 Int = NA
Knowledge (Dungeoneering) +0 Int = NA
Knowledge (Engineering) +0 Int = NA
Knowledge (Geography) +0 Int = NA
Knowledge (History) +0 Int = NA
Knowledge (Local) +0 Int = NA
Knowledge (Nature) +0 Int = NA
*Knowledge (Nobility) +0 Int = NA
Knowledge (Planes) +0 Int = NA
*Knowledge (Religion) +0 Int = NA
Linguistics +0 Int = NA
Perception +0 Wis +`2 Rank = +2
Perform +0 Cha = +0
*Profession (Soldier) +0 Wis = NA
*Ride +4 Dex -1 ACP = +3
*Sense Motive +0 Wis = +0
Sleight of Hand +4 Dex -1 ACP = NA
*Spellcraft +0 Int = +0
*Stealth +4 Dex +3 Class +2 Race -1 ACP +1 Rank = +9
*Survival +0 Wis +3 Class +2 Race +1 Rank = +6
Swim +2 Str -1 ACP = +1
Use Magic Device +1 Cha = NA

=Languages=

Common

=Racial Traits=

Bonus Feat: Humans select one extra feat at 1st level.
Practiced Hunter: Members of some human cultures train from youth to find and follow the trails of vital game and at the same time hide the evidence of their own passage. These humans gain a +2 racial bonus on Stealth and Survival checks, and Stealth and Survival are always class skills for them. This racial trait replaces skilled.

=Divine Hunter Class Features=

Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with light and medium of armor, and with shields (except tower shields).

Precise Shot: A divine hunter gains Precise Shot as a bonus feat at 1st level, even if she doesn’t meet the prerequisites.

Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay on Hands (Su):Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

=Equipment=

Encumberance: 49 lbs. (73 with backpack) Light Load 0-58, Medium Load 59-116, Heavy 117-175
Armor: Masterwork Chain Shirt (+4 AC, Max Dex +4, ACP -1, 25 lbs. 100 gp)
Weapons: Dagger (2 gp, 1 lbs.), Longbow (75 gp, 3 lbs.) w/ 60 arrows (3 gp, 9 lbs.) 20 Cold-iron Arrows (2 gp, 3 lbs)

Magic Items: Potion of Lesser Restoration, Scale of Resistance (standard action to cast resist elements (electricity or cold) 3x per day)

Other Gear: Paladin’s Kit, (11 gp, 30 lbs.) This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a silver holy symbol of Erastil.
Healers Kit (10 uses) (50 gp, 1 lbs.)
Surgeon’s Tools (20 gp, 5 lbs.)
Treasure: 37 gp