Str 16(18). AC 25 tch 19 ff 18 (+6armor,+4dex,+3buckler,+2ring)
Dex 16(18) hp 105
Con 12 .... BAB+9
Int 13 ..... Fort+7
Wis 16 .... Ref+11
Cha 12 .... Will+7
CMB+13 CMD 27 ; Move 40'
DR5/magic and +1 deflection vs ranged attacks; Wildshape 3/day
Combat:
Melee
+1 Bastard Sword +14 (1d10+5/19-20x2)
combat expertise -2 to hit, +3AC
power attack -3 to hit, +6 damage
two-handed power attack -3 to hit, +11 damage, -3AC
lead blades damage dice goes from 1d10 to 2d8
--known foci--(change as swift action)
Bat: darkvision 90 feet.
Bear: +4 enhancement bonus to Constitution.
Bull: +4 enhancement bonus to Strength.
Falcon: +6(+4 FCO) competence bonus on Perception checks.
Frog: +6 competence bonus on Swim checks and on Acrobatics checks to jump.
Monkey: +6 competence bonus on Climb checks.
Mouse: gain evasion, as the rogue class feature.
Owl: +6(+4 FCO) competence bonus on Stealth checks.
Snake: +4 bonus on attack rolls when making attacks of opportunity and a +4 dodge bonus to AC against attacks of opportunity.
Stag: 10-foot enhancement bonus to its base land speed.
Tiger: +4 enhancement bonus to Dexterity.
Wolf: gain the scent ability with a range of 20 feet. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.
Mythic:
Hard to Kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without
needing to attempt a Constitution check. If you have an ability that
allows you to act while below 0 hit points, you still lose hit points
for taking actions, as specified by that ability. Bleed damage still
causes you to lose hit points when below 0 hit points. In addition, you
don’t die until your total number of negative hit points is equal to or
greater than double your Constitution score.
Mythic Power (Su)
Mythic characters can draw upon a wellspring of power to accomplish
amazing deeds and cheat fate. This power is used by a number of
different abilities. Each day, you can expend an amount of mythic power
equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at
2nd, etc.). This amount is your maximum amount of mythic power. If an
ability allows you to regain uses of your mythic power, you can never
have more than this amount.
Surge (Su)
You can call upon your mythic power to overcome difficult challenges.
You can expend one use of mythic power to increase any d20 roll you
just made by rolling 1d6 and adding it to the result. Using this
ability is an immediate action taken after the result of the original
roll is revealed. This can change the outcome of the roll. The bonus
die gained by using this ability increases to 1d8 at 4th tier, 1d10 at
7th tier, and 1d12 at 10th tier.
Inspired Spell (Su)
As a standard action, you can expend one use of mythic power to cast
any one divine spell without expending a prepared spell or spell slot.
The spell must be on one of your divine class spell lists (or your
domain or mystery spell list), must be of a level that you can cast
with that divine spellcasting class, and must have a casting time of “1
standard action” (or less). You don’t need to have the spell prepared,
nor does it need to be on your list of spells known. When casting a
spell in this way, you treat your caster level as 2 levels higher for
the purpose of any effect dependent on level. You can apply any
metamagic feats you know to this spell, but its total adjusted level
can’t be greater than that of the highest-level divine spell you can
cast from that spellcasting class.
Mighty Summons (Su)
Each creature you conjure with any summon spell gains DR 5/epic for the
duration of the summoning. If you cast a summon spell to summon more
than one creature, you summon one additional creature of the same type.
If you cast a summon spell to summon just one creature, you can expend
one use of mythic power to give it the agile or savage mythic simple
template for the duration of the summoning.
Mythic Sustenance (Su)
Your mythic power is enough to sustain you. You no longer need to eat,
drink, or breathe to live. You’re immune to inhaled poisons and any
spell or effect that requires breathing, though you are still affected
by any food or drink you intake.
Class Abilities:
Buckler Bash (Ex)
At 2nd level, a buckler duelist can perform a shield bash with a
buckler (use the same damage and critical modifier as for a light
shield).
This ability replaces Bravery.
Buckler Catch (Ex)
At 3rd level, a buckler duelist can catch his opponent’s weapon between
his buckler and his forearm, effectively wedging the hafts of polearms
and hammers or the flats of blades. This functions as a disarm combat
maneuver, and the buckler duelist gains a +4 bonus on the roll. If the
buckler duelist’s attack fails by 10 or more, he suffers a –2 penalty
to his AC until the start of his next turn.
This ability replaces Armor Training 1.
Feral Focus (Su)
At 1st level, a feral hunter gains a limited ability to change her
shape into hybrid animal forms. This functions as the animal focus
class feature, except that the hunter always applies the animal aspect
to herself, and there is no limit to this ability's duration. She can
end this ability as a free action.
When a feral hunter uses this ability, her body takes on cosmetic
aspects of an animal, such as furry skin, longer nails, elongated
teeth, and oddly colored eyes; these changes do not grant her any
abilities other than what is stated in the animal focus, and end when
she takes on a different aspect or ends the ability. This physical
change is a polymorph effect, though the effects of the animal focus
are not.
Precise Summoned Animal (Ex)
This ability alters animal focus and replaces the hunter tactics and
speak with master class abilities.
This functions like the precise companion class ability, except the
hunter grants her teamwork feats to all animals she summons with
summon nature's ally.
Track (Ex)
At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.
Swift Tracker (Ex)
At 8th level, a hunter can move at her normal speed while using Survival
to follow tracks without taking the normal –5 penalty. She takes only a
–10 penalty (instead of the normal –20) when moving at up to twice
normal speed while tracking.
Wild Shape (Su)
At 4th level, a feral hunter gains the ability to change shape. This
ability functions like the druid wild shape ability, except the hunter
can take only animal forms (not elemental or plant forms). The hunter's
effective druid level is equal to her class level.
This ability replaces the bonus tricks, improved empathic link, greater
empathic link, master of the wild, and raise animal companion class abilities.
Summon Pack (Sp)
Starting at 6th level, whenever a feral hunter casts a summon nature's
ally spell to summon one or more animals, she summons one additional
animal of the same type. The summoned creature or creatures must be
animals and must be of the same type as the hunter's current aspect or
of a similar type (bears for bear aspect, dogs or wolves for wolf
aspect, great cats for the tiger aspect, and so on). The additional
creature immediately vanishes if the hunter chooses a different aspect
or ends his feral focus ability. She can increase the duration of any
one summon nature's ally spell affected by this ability to 1 minute
per level. She can have only one spell with a duration increased by
this ability active at a time.
This ability replaces the teamwork feats gained at 6th, 9th, 12th,
15th, and 18th levels.
Nature Training (Ex)
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 (Ex)
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.
Woodland Stride (Ex)
At 5th level, the hunter may move through any sort of undergrowth (such
as natural thorns, briars, overgrown areas, and similar terrain) at
their normal speed and without taking damage or suffering any other
impairment.
Thorns, briars, and overgrown areas that are enchanted or magically
manipulated to impede motion will still affect the hunter.
Racial:
Deft Swords: +2 to CMD while wielding a sword.
Senses: Tengus have low-light vision allowing them to see twice as far
as humans in conditions of dim light.
Glide: Some tengus can use their feathered arms and legs to glide.
Tengus with this racial trait can make a DC 15 Fly check to fall safely
from any height without taking falling damage, as if using feather
fall. When falling safely, a tengu may make an additional DC 15 Fly
check to glide, moving 5 feet laterally for every 20 feet he falls.
This racial trait replaces gifted linguist.
Swordtrained: Tengus are trained from birth in swordplay, and as a
result are automatically proficient with sword-like weapons (including
bastard swords, daggers, elven curve blades, falchions, greatswords,
kukris, longswords, punching daggers, rapiers, scimitars, short swords,
and two-bladed swords).
Gear:
+3 Studded leather, +1 Furyborn Bastard sword, +1/+2 Arrow Catching Living Steel Buckler,
+1 Adaptive Longbow, Arrowmaster's Bracers, +2 ring of protection, Boots of Striding and Springing,
Belt of Physical Might(+2 str,+2 dex), 20 cold iron arrows, Explorer's outfit.
Handy Haversack
Traveler's Any-tool, 100' silk rope, grappling hook, hammer, 8 pitons,
waterskin, bedroll, blanket, hammock, 40 cold iron arrows, 9 rations, Rod of Ruin.