About Dresden II
Male qlippoth-spawn tiefling hunter 6 (Pathfinder Player Companion: Blood of Fiends 23, Pathfinder RPG Advanced Class Guide 26, Pathfinder RPG Bestiary 264)
CN Medium outsider (native)
Init +0; Senses darkvision 120 ft., low-light vision, see in darkness; Perception +11
AC 22, touch 10, flat-footed 22 (+7 armor, +2 natural, +3 shield)
hp 45 (6d8+12)
Fort +6, Ref +5, Will +4 (+2 trait bonus vs. charm and compulsion effects)
Resist cold 5, electricity 5, fire 5
Speed 30 ft.
Melee +1 adamantine longsword +10 (1d8+6/19-20) or
. . cold iron dagger +9 (1d4+5/19-20) or
. . cold iron longsword +9 (1d8+5/19-20) or
. . sap +9 (1d6+5 nonlethal) or
. . silver morningstar +9 (1d8+5) or
. . training whip +5 (1d3+5 nonlethal) or
. . bite +4 (1d6+2)
Ranged sling +4 (1d4+5)
Space 5 ft.; Reach 5 ft. (10 ft. with )
Spell-Like Abilities (CL 6th; concentration +6)
. . At will—speak with animals (wolf only)
Hunter Spells Known (CL 6th; concentration +8)
. . 2nd (4/day)—barkskin, carry companion, protection from energy, lesser restoration, summon nature's ally II
. . 1st (5/day)—cure light wounds, lead blades[APG], summon nature's ally I, thunderstomp[ACG], unbreakable heart[ISWG]
. . 0 (at will)—create water, detect magic, know direction, light, read magic, stabilize
Str 20, Dex 10, Con 12, Int 8, Wis 14, Cha 10
Base Atk +4; CMB +9; CMD 19
Feats Armor Of The Pit[ARG], Fiend Sight[ARG], Fiend Sight[ARG], Outflank[APG], Paired Opportunists[APG], Tandem Trip[UC]
Traits beastkin, free agent
Skills Climb +10, Escape Artist +1, Handle Animal +9, Heal +2 (+5 to treat common animals, but +1 to treat other creatures), Knowledge (dungeoneering) +3, Knowledge (geography) +3, Knowledge (nature) +3, Perception +11, Profession (butcher) +6, Ride +4, Spellcraft +3, Survival +14, Swim +9, Use Magic Device +1; Racial Modifiers +2 Escape Artist, +2 Survival
Languages Common, Infernal
SQ animal companion (wolf named Murphy), animal focus (6 minutes/day), hunter tactics, improved empathic link, nature training, prehensile tail[ARG], track +3, wild empathy +6, woodland stride
Combat Gear oil of bless weapon (2), oil of magic weapon (2), potion of cure light wounds, potion of gaseous form, potion of remove fear, scroll of entangle, scroll of faerie fire, scroll of feather step, scroll of monkey fish, scroll of obscuring mist, scroll of touch of the sea, snapleaf[UE], wand of cure light wounds, wand of endure elements (50 charges), acid, alchemist's fire (2), alkali flask[APG], antiplague[APG], antitoxin, holy water, smelling salts[APG]; Other Gear +1 mithral agile breastplate[APG], +1 mithral heavy steel shield, +1 adamantine longsword, cold iron dagger, cold iron longsword, sap, silver morningstar, sling, sling bullets (10), training whip[ARG], backpack, bandolier[UE], bandolier[UE], beast whistle (canine), bedroll, belt pouch, box of fishing tackle (2 lb), bucket, buttons (0.1 lb), carnivore feed (per day) (4), chalk, charcoal, chewing stick, climber's kit, coffee pot[UE], cold weather outfit, comb (0.2 lb), conditioning oil for leather (0.4 lb), courtier's outfit, crowbar, dandy brush, earplugs[APG], file, small (0.1 lb), fishing pole, simple (1 lb), flint and steel, furs[APG], grappling hook, hairbrush (0.3 lb), hemp rope (50 ft.), hip flask[UE], hot weather outfit[APG], jewelry[UE], jungle coffee (per cup)[UE] (10), leather paring knife (0.5 lb), leather straps (0.4 lb), measuring cord (10 ft.), mess kit[UE], metal polish (0.3 lb), mirror, mug/tankard, nail file (0.1 lb), oldlaw whiskey (per bottle)[UE], parchment (5), poncho[UE], pot, scissors (0.3 lb), scroll box[UE], scroll case, scroll case, sewing needle, silent whistle[APG], soap, soft cloth (0.1 lb) (2), spell component pouch, sponge, string or twine[APG], thread (50 ft.), tooth powder (0.1 lb), trail rations (5), training harness[ARG], veterinarian's kit[UE], waterproof bag[UE], waterskin, whet bone, whetstone, winter blanket, wooden holy symbol of Calistria, wrist sheath, spring loaded, wrist sheath, spring loaded, 356 pp, 8 gp, 6 sp
Acid - 0/1
Alchemist's fire - 0/2
Alkali flask - 0/1
Animal Focus (6 minutes/day) (Su) - 0/6
Antiplague - 0/1
Antitoxin - 0/1
Carnivore feed (per day) - 0/4
Cold iron dagger - 0/1
Holy water - 0/1
Jungle coffee (per cup) - 0/10
Oil of bless weapon - 0/2
Oil of magic weapon - 0/2
Potion of cure light wounds - 0/1
Potion of gaseous form - 0/1
Potion of remove fear - 0/1
Sling bullets - 0/10
Smelling salts - 0/1
Snapleaf - 0/1
Speak With Animals (Wolf only, At will) - 0/0
Teamwork Feat - 0/2
Trail rations - 0/5
Veterinarian's kit (10 uses) - 0/10
Wand of cure light wounds - 28/50
Wand of endure elements (50 charges) - 25/50
Animal Companion (animal companion (wolf named Murphy)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (6 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bear +2 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Darkvision (120 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Frog +4 (Su) When assuming this aspect, gain listed competence bonus to Swim & Acrobatics to jump.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Improved Empathic Link (1 mile) (Su) As the familiar ability, but as a swift action can see through companion's eyes (but not own).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Monkey +4 (Su) When assuming this aspect, gain listed competence bonus to Climb.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Stag +5 (Su) When assuming this aspect, gain listed enhancement bonus to speed.
Tandem Trip When you make a trip against an opponent threatened by any ally, roll twice and take the higher result
Track +3 Add the listed bonus to Survival checks made to track.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Animal Companion Murphy the Wolf
Dresden is a melee hunter that likes to get up close to his enemy with his companion wolf Murphy and trip the enemy. They will generally try to get flanking positions to take advantage of Outflank and Tandem Trip to get the enemy on the ground. When we are not in combat, we are almost always adjacent to one another so we can use Paired Opportunists.
Murphy is generally the one to rush into battle first and get the far flanking position then I would move up/charge for the flank. I try to resolve Murphy's attacks and actions before mine.
Normal combat actions are to rush in and try to trip the bad guy. I activate my Animal Focus at the beginning of combat which lasts 1 minute. Occasionally I'll use the spells Lead Blades on my weapon and Barkskin on myself.
Full attack (+ Bull Aspect + Outflank)
[dice=Fortitude Save]1d20 + 6[/dice]
[dice=Reflex Save]1d20 + 5[/dice]
[dice=Will Save]1d20 + 4[/dice] (+2 vs. charm and compulsion)
[dice=Climb]1d20 + 10[/dice]
[dice=Handle Animal]1d20 + 9[/dice] (+4 if companion)
[dice=Knowledge (Dungeon)]1d20 + 3[/dice]
[dice=Knowledge (Geography)]1d20 + 3[/dice]
[dice=Knowledge (Nature)]1d20 + 3[/dice]
[dice=Perception]1d20 + 11[/dice] (see in darkness)
[dice=Profession (Butcher)]1d20 + 6[/dice]
[dice=Survival]1d20 + 14[/dice] (+3 to track)
[dice=Swim]1d20 + 9[/dice]