Primal Companion Hunter

Dreskin Vray's page

9 posts. Alias of Shady_Motives.


Full Name

Dreskin Vray

Classes/Levels

Goliath Druid/Wild Hunter Skirmisher Ranger 1| HP 17| AC:16, T: 13, FF:14| Fort: +8, Reflex: +5, Will: +11| Init +2| Perception +12

About Dreskin Vray

Dreskin Vray

Appearance:
Gnarled and scarred would be the most accurate descriptions for this brutes broad features. With a protruding forehead sans a chunk of flesh missing from over his violet right eye from a prodigious scar that runs from crown to lantern jaw chin. Vibrant evergreen skin gives way to a thick mane of startling white hair roped and twisted into numerous complicated braids that hang down to the middle of his heavily muscled back. Despite the ruin of the brutes' face the rest of his body is layered with prodigious muscles with hawser like tendons. The heavily chiseled physique flows up a long neck, down long arms and finally down even longer legs. Though obviously heavy with orc blood there is something else beyond human that lay within his veins.

Level 1 Half Orc Goliath Druid/Wild Hunter Skirmisher Ranger
AL:LN
Init +2
Perception +12
Darkvision
7', 276 Lbs.

Race alterations:

Powerful Shape
Flexible Abilities (+2 Str, +2 Wisdom)
+Shamans Apprentice
+Sacred Tattoo
-Orc Ferocity
-Intimidating

LANGUAGES
Common, Orc, Druidic, Sylvan, Draconic, Giant

STATS
Str 20, Dex 17, Con 17, Int 16, Wis 20, Cha 15, Beauty 5

DEFENSE
AC 18, touch 14, flat-footed 14
HP 17
Fort +8, Ref +6, Will +11
+6 Concentration

Speed 30 ft.
CMB: +2
CMD: 15

OFFENSE
Base: +0
Melee +6
Ranged +4
Large Greataxe: +6 (3d6+7, x3)
Large Longbow: +4 (2d6, x3)

FEATS
Combat Casting
Skill Focus (Intimidating)

Bonus Feats
Toughness
Endurance

TRAITS
Pioneer
Fates Favored
Criminal
Focused Mind

DRAWBACK
Scarred

ADVENTURING SKILLS
Acrobatics: +1
Bluff: +0
Climb: +3
Diplomacy: +2
Disguise: -3
Escape Artist: +1
Fly: +0
Handle Animal: +6
Heal: +5
Intimidate: +14
Knowledge:
>>Arcane: +3
>>Nature: +7
>>Planes: +3
>>Religion: +3
>>Dungeoneering:+7
>>Local:+3
Perception: +12
Ride: +1
Sense Motive: +9
Spellcraft: +7
Stealth: +1
Survival: +10
Swim: +2
UMD: +9

BACKGROUND SKILLS
Appraise: +5
Craft (Arms+Armor): +7
Knowledge (engineering): +3
Knowledge (geography): +7
Knowledge (history): +3
Knowledge (nobility): +3
Linguistics: +3
Perform: +2
Profession (Soldier): +9

SPECIAL ABILITIES
Orisons
Sacred Tattoo

Strength (Ferocity) domain CL1:
Deities: Abhoth, Alocer, Ananshea, Arlachramas, Arshea, Ashukharma, Ayrzul, Baphomet, Bohga, Cayden Cailean, Ceyannan, Charg, Cihua Couatl, Dranngvit, Ealdeez, Falayna, Geryon, Gorum, Guyuku, Haagenti, Hadregash, Haggakal, Iapholi, Imbrex, Irori, Kazutal, Kols, Kostchtchie, Kurgess, Lamashtu, Lanishra, Llamolaek, Malacoda, Marishi, Minderhal, Myr, Nameless, Neshen, Nightripper, Nulgreth, Ondisso, Ruapceras, Sabnach, Saloc, Sicva, Sobek, Szuriel, Trudd, Urazra, Urgathoa, Uruskreil, Uskyeria, Xoveron, Yamatsumi, Zevgavizeb, Zipacna

Granted Powers: In strength and brawn there is truth—your faith gives you incredible might and power.

Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.

Domain Spells: 1st—enlarge person, 2nd—bull's strength, 3rd—Rage, 4th—spell immunity, 5th—righteous might, 6th—Bull's Strength (Mass), 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.


Gladiator:
The gladiator represents any occupation that involves fighting as a spectator sport. While gladiators can be arena fighters, they are also bare-knuckle fighters and duelists.

Alignment: Any

Skills: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Acrobatics, Bluff, Escape Artist, Intimidate, Perception, Profession, Ride, Sense Motive[\b]

Bonus Feat: Choose either Weapon Focus or [b]Toughness

Starting Money: 3d4 x 10 gp

Starting Money: 3d4 x 10 gp


Goliath Druid:

Goliath druids hone their spiritual and magical connections to nature’s largest creatures, especially dinosaurs, giants, and megafauna, revering these massive creatures as living relics of a primeval time when all creatures were more in harmony with nature. Despite this respect, a goliath druid doesn’t hesitate to infiltrate giant groups who defile nature and destroy them from within.

Goliath druids have the following class features.

Class Skills
A goliath druid gains Bluff, Diplomacy, and Knowledge (local) as class skills, but does not gain Craft, Profession, and Ride as class skills.

Bonus Languages
A goliath druid with an Intelligence bonus can select Giant as a bonus language.

Primal Size
A goliath druid adds enlarge person to her list of class spells. She can cast this spell only on herself.

She can also channel stored spell energy to cast this spell without preparing it—she can lose a prepared spell of 1st level or higher to cast enlarge person.

This ability replaces nature sense.

Primal Bond (Ex)
When a goliath druid forms a nature bond, if she selects a cleric domain, she must selected from the Animal, Destruction, or Strength domains, or the Ferocity, Growth, or Rage subdomains.

If the goliath druid selects an animal companion, she must select a dinosaur or megafauna. If she has a dinosaur or megafauna animal companion, she can target it with enlarge person even though the companion isn’t of the humanoid type.

This ability alters nature bond.

Primal Empathy (Ex)
A goliath druid’s gets a +4 to wild empathy checks with animals that are large or larger.

This ability alters wild empathy.

Face Nature’s Might (Ex)
At 4th level, a goliath druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of giants.

This ability replaces resist nature’s lure.

Wild Shape (Su)
Druids’ ability to wild shape into a creature of the animal type allows a goliath druid to assume only the form of a dinosaur or megafauna. She doesn’t gain the ability to become an elemental or plant.

At 6th level, the goliath druid can use wild shape to become a Large humanoid of the giant subtype. This functions as the alter self spell, except the goliath druid gains a +4 size bonus to Strength, a –2 penalty to Dexterity, and a +1 natural armor bonus. If the Large humanoid form she takes has rock throwing, she gains rock throwing (range 40 feet, 1d8 damage). If the form has the aquatic subtype, she gains the aquatic and amphibious subtypes.

At 12th level, when taking the form of a giant, the goliath druid’s wild shape functions as giant form I.

At 14th level, the goliath druid can also use wild shape to change into a Huge giant. When taking the form of a giant, the goliath druid’s wild shape functions as giant form II.

This ability alters wild shape.


Skirmisher:
Many rangers rely on spells, but there are some who eschew aid from divine powers for their own reasons. Skirmishers rely on their wits, their wisdom, and sometimes even instinct to aid in their quests.

A skirmisher has the following class features:

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.

This ability replaces the Ranger’s spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.


Wild Hunter:

A wild hunter seeks to emulate the animals around him to keep him safe while he tracks his prey. Instead of studying the traits and behaviors of a favored enemy, a wild hunter studies those of various animals, incorporating those attributes into his hunting strategy.

Animal Focus (Su)
At 1st level, as a swift action a wild hunter can take on the aspect of an animal, gaining a bonus or special ability based on the type of animal emulated. This functions as the hunter’s animal focus class feature, though this only applies to the wild hunter and not an animal companion (see shared focus, below). The wild hunter can use this ability for 1 minute per day per ranger level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. He can only emulate one animal at a time.

This ability replaces all instances of the favored enemy class ability.

Shared Focus (Su)
At 7th level, a wild hunter can share his current animal focus with one creature appropriate to his hunter’s bond. If the wild hunter’s bond is with an animal companion, the companion automatically gains the benefits of the wild hunter’s current animal focus. If the wild hunter’s bond is with his companions, as a swift action he can select one bonded ally to gain the benefits of the hunter’s current animal focus; this lasts until the hunter’s bond ends, the animal focus ends for the wild hunter, or the wild hunter selects a different companion.

This ability replaces woodland stride and swift tracker.

Items:
Adventurer's Outfit
Large Greataxe
Hide Armor
Light Wagon
Heavy Horse

Potions:

Scrolls:

Future Options::
3-
5-Cornugan Smash
Heavy Armor Proficiency

Frank:

Draft (Heavy) Horse CR 2

XP 600
N Large animal
Init +4; Senses low-light vision, scent; Perception +8

DEFENSE

AC 15, touch 13, flat-footed 11 (+4 Dex, –1 size, +2 natural)
hp 28 (2d8+12)
Fort +8, Ref +7, Will +3

OFFENSE

Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +5 (1d6+2)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats: Endurance, Run
Skills: Perception +8

TRICKS
Come
Work
Defend
Attack
Down
Stay

ECOLOGY

Environment temperate plains
Organization solitary, pair, or herd (3–30)
Treasure none

Heavy horses are larger and heartier, bred for labor such as pulling plows or carriages. These horses gain the following adjustments to the base horse statistics:

A heavy horse gains the Advanced Simple Template (already applied here). In addition, it also gains a bite attack that inflicts 1d4 damage, and its hoof damage increases to 1d6. As with a light horse, a heavy horse can be specifically trained for combat with the Handle Animal skill.

Heavy horses stand 5 to 6 feet tall at the shoulder and weigh between 1,000 and 1,500 pounds.