Thorn's End Guard

Elric Woodborne's page

14 posts. Alias of Steven_Evil.


Full Name

Elric Woodborne

Race

(Ravenloft Home Game Character)

Classes/Levels

Half Elf Hunter 6

Gender

Male

Size

Medium

Age

24

Alignment

Nuetral Good

Deity

Erastil

Location

Sandpoint

Languages

Common, Elven

Occupation

Woodland Guardian

Strength 13
Dexterity 18
Constitution 15
Intelligence 13
Wisdom 14
Charisma 10

About Elric Woodborne

Home Game: Ravenloft

Racial Traits:

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Treated as an Elf for all effects related to race.
Elven Immunities: Immune to sleep and +2 to enchantment spells and effects.
Keen Senses: +2 to Perception Checks

Traits:

(Alternate Racial) Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.(Elven Curved Blade)
(Alternate Racial) Jungle Affinity:+4 to stealth checks in jungle terrain and move normally through difficult terrain in a jungle environment.
Fast Talker:+1 to Bluff Checks and Bluff is a class skill.
Backstabber:When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Class Abilities:

Animal Companion:At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). 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 companion's statistics and abilities. A hunter may teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks.

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 new companion typically lives. While the hunter's animal companion is dead, any animal she summons with a summon nature's ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature's ally spell active in this way at one time. If this ability is used again, any existing summon nature's ally immediately ends.

Animal Focus:At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.

The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter's minutes of duration per day—it remains in effect until the hunter changes it. The companion's aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.

If the hunter's animal companion is dead, the hunter can apply her companion's animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion's focus) remains in effect until the hunter changes it instead of counting against her minutes per day.
Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.
Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.
Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.
Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

Nature Training:A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

Wild Empathy:A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Stats
HP:57
AC:21
Touch:14
Flat Footed:17
Speed:30ft
Initiative:+4

Saves
Fort:8
Ref:10
Will:5

Attacks
+1 Keen Elven Curved Blade +9, 1d10+17
Shortbow +9, 1d6, 20x3

Feats:
Exotic Weapon Proficiency-Elven Curved Blade:Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow
Weapon Finesse:With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Outflank:Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Pack Flanking:When you and your companion creature have this feat, your companion creature is adjacent to you or sharing your square, and you both threaten the same opponent, you are considered to be flanking that opponent, regardless of your actual positioning.
Paired Opportunists:Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.
Broken Wing Gambit:Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens first. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat.
Power Attack:

Skills
Acrobatics:14
Bluff:10
Handle Animal:10
Knowledge Nature:11
Perception:14
Ride:14
Spellcraft:6
Stealth:14
Survival:12
Favored Class Bonus: Extra Skill Point.

Spells Known
0:4
--Detect Magic
--Light
--Resistance
--Stabilize

1:4
--Cure Light Wounds
--Lead Blades
--Entangle
--Hunter's Howl

2:4
--Barkskin
--Eagle Eye
--Reduce Animal
--Natural Rythym

Spells Per Day
0:--
1:5
2:4

Gear:
+1 Keen Elven Curved Blade
Shortbow
Arrows-40
+1 Elven Chain
+1 Cloak of Resistance
Ranger's Kit
Backpack
bedroll
belt pouch-5
flint and steel
iron pot
mess kit
rope
torches-10
trail rations-5 days
waterskin
19gp

Languages
Common
Elven
Ulfen

Mythic Choices
Path-Guardian
Guardian Path- Sudden Block:As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.
Path Ability:Extra Mythic Feat

Mythic Feats
--Mythic Weapon Finesse:When using Weapon Finesse, you may also use your Dexterity modifier instead of your Strength modifier on your damage rolls. If you carry a shield, its armor check penalty doesn't apply to either the attack rolls or the damage rolls.

--Mythic Power Attack:When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it's multiplied by the weapon's critical multiplier. You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.

Background:

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Anto the Tiger
HP:58 (HD:6)
AC:21
Speed:40ft
Initiative:+3

Str:23
Dex:17
Con:17
Int:2
Wis:15
Cha:10

Fort:8
Ref:8
Will:4

Attacks
Bite +11, 1d8+8, 20x2
2 Claws +11, 1d6+8, 20x2
Rake 1d6, special: When grappling, two free claw attacks
Grab
Pounce

Tricks
Attack
Come
Defend
Flank
Heel
Track
Aiding Attack: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.
Chameleon Step: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.
Vengeance Strike: 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.

Feats
Armor Proficiency Light
Armor Proficiency Medium
Power Attack

Skills
Acrobatics:9
Perception:7
Stealth:9
Survival:7

Special Qualities
Low Light Vision
Scent
Link: A druid 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 druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells: The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid 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.
Evasion: If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Devotion: An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Gear
Breastplate Barding