![]()
About Caledon WhitetreeSpell Prep
4 Cantrips 5 Level one
5 Level 2
3 Level 3
Ranger 2 level ones.
Combat:
Initiative: +5 (+5 from dex) CMB: +6/+1 CMD: +15 0+0+5 Defenses
Offense
+1 Heavy Repeating Crossbow
CMB: +6/+1
Saving Throws
Ability Scores:
Stats: 19–19—15–15—11–11, +2 Int (Human)
Ability Modifiers
Languages:
Celestial, Infernal, Draconic, Sylvan, Abyssal, Aklo, Undercommon, Common (Human), Gnomish, Hafling, Elven, Dwarven, Orc, Goblin, Boggard Traits, Feats and Class Abilites:
Feats
[-----Feats-----] 1. Spell Focus(Conjuration): Any spells you cast of the Conjuration school are more difficult to resist. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the Conjuration school of magic. Alertness *Only When in Arms reach of Hunter* Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Augment Summoning
Point Blank Shot: Caledon gets a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. I still Need another Feat In addition, whenever you make alchemical items or poisons using Craft (alchemy), use the item’s gp value as its sp value when determining your progress (do not multiply the item’s gp cost by 10 to determine its sp cost). Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.You may sleep in light or medium armor without becoming fatigued. Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day. Scribe Scroll:(1st lvl Class Feat) You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels tereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype.(Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. Wild Empathy (Ex):
To use wild empathy, Caledon and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. Caledon can can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Hunter’s Bond (Ex)Caledon has formed a close bond with an Falcon animal companion named Huntress. Huntress shares shares his favored enemy and favored terrain bonuses. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger’s effective druid level is equal to his ranger level –3. Familiar (Ex or Sp)
A familiar grants special abilities to its master, In Hunter's case he grants +3 bonus on sight-based and opposed Perception checks in bright light These special abilities apply only when the master and familiar are within 1 mile of each other. Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level. If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.
-Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Bonus Feats
A wizard may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these levels. Traits Student of Philosophy: You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat). Cosmopolitan (Local) Living in a trade city has put you in touch with numerous different civilizations, cultures, and races.
Skills:
Adventure Ranks: 10 Ranks [+6Class+1Race+6int+1FC]
Background Skills Craft (Alchemy) +14 [5ranks3inclass+6int] Craft (trap): +10 [1ranks3inclass+6int] Adventure Skills
Spellcraft +15 [6ranks+3inclass+6int]
Spell Books and Arcane Schools:
Spells gained at Level 1 At first level A wizard gains Three 1st-level spells plus his intelligence modifier to add to the spellbook. At first Level Caledon’s IntMod was 5, giving him eight level one Spells. Summon Monster I, Grease, Mage Armor, Unseen Servant, Mount, Silent Image, Enlarge Person and Vanish.
A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, if he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Spells Prepared for the Day Spell Book Known Wizard Cantrips: All not of Necromancy or Abjuration
Known lvl 1
Known lvl 2
Known lvl 3
Arcane School
Acid Dart (Sp) As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance. Dimensional Steps (Sp)
Equipment:
gear on ox
Blanket, winter (large sized for ox)
Background:
Familiar - Falcon: Hunter:
Hunter Whitetree
DEFENSE
OFFENSE
Speed 10 ft., fly 60 ft. (average)
Saving Throws
Attribute Scores
Traits, Feats
All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative. Natural Armor Adjustment: +3 The number noted here is in addition to the familiar’s existing natural armor bonus. The familiar’s Intelligence: Intelligence is 9 Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
Skills
Knowledge Arcane +2 [+3ranks-1int]
Falconers prize these majestic birds as trained hunting companions if raised from chicks and properly instructed.The master of a hawk familiar gains a +3 bonus on sight-based and opposed Perception checks in bright light. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills. ECOLOGY:Temperate forests, solitary or in pairs Animal Companion - Falcon: Hunteress:
|