The Enraged Warrior

Elric Woodsborne's page

100 posts. Organized Play character for Steven_Evil.


Full Name

Elric Woodsborne

Race

Human Hunter 1 HP:16

Classes/Levels

AC:17, T:11, FF:16, Init:+1 Fort:4, Ref:3, Will:4; Elven Curved Blade +4, 1d10+3; 18-20 x2; Shortbow +1, 1d6; 20x3

Skills:
Acr:5 Bluff:5 Ha An:6 Kn Na:5 Per:8 Ride:5 Stlth:5 Srvl:8

Gender

Male

Size

Medium

Age

23

Special Abilities

Animal Focus

Alignment

Neutral Good

Deity

Erastil

Location

Absalom

Languages

Common, Elven

Occupation

Woodsman

Strength 16
Dexterity 12
Constitution 14
Intelligence 13
Wisdom 14
Charisma 10

About Elric Woodsborne

XP:2
Fame:2
PP Earned:4
PP Available:2

Racial Traits:

Ability Score Racial Traits:Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size:Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed:Humans have a base speed of 30 feet.
Languages:Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat:Humans select one extra feat at 1st level.
Skilled:Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Traits:

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:16
AC:17
Touch:11
Flat Footed:16
Speed:20ft
Initiative:+1

Saves
Fort:4
Ref:3
Will:4

Attacks
Masterwork Elven Curved Blade +4, 1d10+3; 18-20 x2
Cold Iron Longspear +3, 1d8+3, 20x3
Shortbow +1, 1d6; 20x3

Feats:
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.
Tribal Scars:You gain 6 hit points. In addition, you gain one the following:
--You gain a +2 bonus on Perception and Survival checks.

Skills
Acrobatics:5
Bluff:5
Handle Animal:6
Knowledge Nature:5
Perception:8
Ride:5
Stealth:5
Survival:8
Favored Class Bonus: Extra Skill Point for Animal Companion.

Spells Known
0:4
1:2

0:
Detect Magic
Light
Resistance
Stabilize

1:
Cure Light Wounds
Lead Blades

Spells Per Day
0:--
1:2

Gear:
Masterwork Elven Curved Blade
Chainmail
Shortbow
-Arrows (20)
-Blunt Arrows (20)
-Cold Iron Arrows (20)
-Incendiary Arrows (20)
-Silvered Arrows (20)
-Thistle Arrow (5)

Bandolier (2)
-Alchemist's Fire (2)
-Acid Flask (2)
-Holy Water (1)
-Wand of Cure Light Wounds (50 Charges)

Hunter's Kit
-Backpack
-Bedroll
-Belt Pouch (5)
-Flint and Steel
-Iron Pot
-Mess Kit
-Rope (50ft)
-Grappling Hook
-Piton (10)
-Spell Component Pouch
-Torches (10)
-Trail Rations (5 days)
-Waterskin
-Wooden Holy Symbol of Erastil
10 gp

Level Up Strategy:

1:Combat Expertise, Tribal Scars
2:Outflank
3:Power Attack, Paired Opportunists
4:Ability Score Increase- Intelligence
5:Broken Wing Gambit
6:Pack Flanking
7:Mounted Combat
8:Ability Score Increase- Strength
9:Lookout, Ride By Attack
10:--
11:Spirited Charge
12:Ability Score Increase- Strength

Anto the Tiger
Animal Companion 1
Gender Male
Size Medium
Age 13

Strength 13
Dexterity 17
Constitution 13
Intelligence 2
Wisdom 15
Charisma 10

HP:14 (HD:2)
AC:17
Speed:40ft
Initiative:+3

Fort:4
Ref:6
Will:2

Attacks
Bite +2, 1d6+2; 20x2
2 Claws +2, 1d4+2; 20x2
Rake (special) 1d4

Tricks
Attack
Come
Defend
Flank
Heel
Track
Vengeance Strike: The animal companion can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The animal companion can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.

Feats
Armor Proficiency Light

Skills
Acrobatics:7
Stealth:8
Perception:6

Special Qualities
Low Light Vision
Scent

Gear
Masterwork Chain Shirt Barding

Completed Scenarios
Trial By Machine
The Confirmation