Wizard Statue

Dwynnweer's page

61 posts. Alias of thunderspirit.


Full Name

Dwynnweer

Race

Male oread Hun2 | hp 22/22 | Init +2 | AC 16, T 11, FF 15 | CMB +4, CMD 15 |

Classes/Levels

F +5 R +3 W +3 | Prcptn +8 (darkvision) |

About Dwynnweer

Dwynnweer
Male oread hunter 2 (ACG 26, Bestiary 2 205)
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +8

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DEFENSE
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AC 16, touch 11, flat-footed 15 (+3 armor, +1 Dex, +1 natural, +1 shield, )
hp 22 (2d8+9)
Fort +5, Ref +4, Will +3
Resist acid 5

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OFFENSE
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Speed 20 ft.
Ranged acid (flask) +2 (1d6-3)
Melee battleaxe +4 (1d8+4/x3)
Ranged shortbow +2 (1d6/x3)
Melee warhammer +4 (1d8+4/x3)
Melee pick, heavy (cold iron) +4 (1d6+4/x4)

Spell-Like Abilities (CL 2nd; concentration +3)
. . 1/day—magic stone
Hunter Spells Known (CL 2nd; concentration +6)
1st(3/day)-feather step, lead blades, magic fang, summon nature's ally I (DC 14)
0th(at will)-create water, detect magic, purify food and drink, read magic, stabilize (DC 13)

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STATISTICS
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Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 11,
Base Atk +1; CMB +4; CMD 15
Feats Toughness
Skills Handle Animal +5, Kn (dungeoneering) +5, Kn (geography) +4, Kn (nature) +5, Linguistics (Sylvan) +1, Perception +8, Survival +8
Traits Arcane Temper, Armor Expert,
Languages Common, Sylvan, Terran
SQ animal companion, animal focus (2 min/day), crystalline form, darkvision, mountain-born, nature training, orisons, weapon and armor proficiency, wild empathy,
Combat Gear acid (flask) (2), torch (2),
Other Gear studded leather, outfit (traveler's), buckler, backpack, common, flint and steel, battleaxe, shortbow, warhammer, pick, heavy (cold iron), arrows (20), arrow, blunt (5), arrow (cold iron) (5), arrow (alch silver) (5), 5.75 gp

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SPECIAL ABILITIES
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Animal Companion (Ex) At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals on the druid list. This animal is a loyal companion that accompanies the hunter on her adventures. The hunter's effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the sought companion typically lives. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier

Animal Focus (Su) You can take on the aspect of an animal as a swift action, gaining a bonus or special ability based on the type of animal emulated. The ability is usable 2 minutes per day. The animal companion gets a constant benefit.

Arcane Temper You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Crystalline Form (Ex) Gain +2 AC against rays; 1/day deflect a ray as if using Deflect Arrows.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision

Granite Skin (Ex) Gain a +1 racial bonus to natural armor.

Mountain-Born Oreads are drawn to mountains and other high places, and after many generations they've grown well suited to their environment. Oreads with this racial trait gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saves against altitude fatigue and sickness. This racial trait replaces the spell-like ability racial trait.

Nature Training (Ex) Count as druid or ranger for feats, traits, and options that modify or improve an animal companion. [Not implemented].

Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.

Wild Empathy +2 (Ex) At 1st level, a hunter can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds 1 (Hunter level + Charisma modifier + any other bonuses) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

Shwyurr
Female Wolverine animal companion 1
NG Small animal
Init +4, Senses low-light vision; scent, Perception +6

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DEFENSE
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AC 16, touch 15, flat-footed 13 (+3 Dex, +2 natural, +1 size )
hp 22 (3d8+9)
Fort +5, Ref +6, Will +4

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OFFENSE
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Speed 30 ft. Burrow 10 ft. Climb 10 ft.
Melee bite +3 (1d4), 2 claws +3/+3 (1d3)
Special Attacks rage

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STATISTICS
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Str 10, Dex 19, Con 15, Int 2, Wis 12, Cha 10,
Base Atk +2; CMB +1; CMD 14 (18 vs. trip)
Feats Iron Will, Toughness, Outflank [TM]
Feats Iron Will, Outflank[APG], Toughness
Tricks Attack, Attack, Attack Any Target, Come, Defend, Down, Flank, Guard
Skills Climb +8, Perception +6, Survival +2

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SPECIAL ABILITIES
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Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Rage (Ex) (6 rnds/day) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 5 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 2 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Toughness You gain +3 hit points.

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ANIMAL TRICKS
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Guarding An animal trained to guard knows the tricks attack, defend, down, and guard. Training an animal for guarding takes 4 weeks.
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Animal will attack all creatures
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Fetch The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
Guard The animal stays in place and prevents others from approaching.
Stay The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.