| Full Name |
Hakata |
| Race |
HP 56/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 0/2 X 3: 2/2 X 2: 2/2 X 1: 2/2 S |
| Classes/Levels |
speed 25 ft | focus 2/3| Hero 3 | Active Conditions: |
| Gender |
NG male half-elf animist 8 |
About Hakata
Hakata
Animist 8
Half-Elf Human
Mammoth Herder
Perception (E): +16
Skills: Arcana +12, Acrobatics +14, Athletics +10, Crafting +12, Deception +8, Diplomacy +8, Intimidation +8, Medicine +14, Nature (E) +17, Occultism +12, Performance +8, Religion +14, Society +10, Survival +18 (M), Stealth +14, Thievery +14; Battlegrounds Lore +14, Heraldry Lore +14, Forest, Heraldry, Herding, Hunting, Mountain, Volcano Lore +14, Elf Lore +16 (M)
Items: +1 leather armor, shortbow, light mace, dagger, healer's kit, minor healing potion, broken tusk pendant, greater bracers of missile deflection, expert repair kit, scroll of bone spray, scroll of boneshaker, 16.19 gp
STR: +2 DEX: +4 CON: 0 INT: +2 WIS: +4+ CHA: 0
AC (T): 26 HP: 72
Fort (E): +12 Ref (T): +14 Will (E): +16
dagger (agile, finesse, thrown 10 ft., Versatile S) +14 for 1d4+2 P
light mace (agile, finesse, shove) +14 for 1d4+2 B
+1 striking composite shortbow (deadly d8) +15 for 2d6+1 P
Divine Prepared Spells DC 26, spell attack +16; 4: calm, divine wrath 3: Soothing Blossoms, safe passage 2: noise blast, see the unseen 1: command, benediction C: gouging claw, ignition, light, needle darts, shield
Spontaneous Animist Spells 4 (1 slot): weapon storm, bestial curse, harm, heal, wall of fire; 3 (1 slot): ghostly weapon, fireball, heal, harm, wall of thorns 2 (1 slot): enlarge, exploding earth, vomit swarm, heal, harm; 1 (1 slot): interposing earth, runic body, sure strike, heal, harm.
Focus Spells:
Embodiment of Battle [one-action]
Duration sustained up to 1 minute Your apparition guides your attacks and imparts its skill to your movements. For the duration, your proficiency with martial weapons is equal to your proficiency with simple weapons, you gain a +1 status bonus to attack and damage rolls made with weapons or unarmed attacks, you gain the Reactive Strike reaction (Player Core 138), and you gain the critical specialization effect for any weapon you are wielding when you Cast or Sustain this Spell. The instincts of an apparition of battle run contrary to the use of magic; for the duration of this spell, you take a –2 status penalty to your spell attack modifier and your spell DCs.
Heightened (4th) The status bonus to attack and damage rolls granted by this spell is increased to +2. Heightened (7th) The status bonus to attack and damage rolls granted by this spell is increased to +3.
DARKENED FOREST FORM [one-action] FOCUS 1
UNCOMMON ANIMIST POLYMORPH
Duration sustained up to 1 minute
Your apparition casts a feral shadow over your form,
transforming you into another shape. You can polymorph
into any form listed in pest form. When you transform into
a form granted by a spell, you gain all the effects of the form
you chose from a version of the spell heightened to darkened
forest form’s rank. The apparition also helps you adapt more
quickly to your new form; you gain a +1 status bonus to your
attack rolls using the form’s default attack modifier. Each time
you Sustain this Spell, you can choose a different shape from
those available via the associated spell.
Heightened (2nd) You can also transform into the forms listed
in animal form.
Heightened (5th) You can also transform into the forms listed
in elemental form, and the status bonus to your attack rolls
when using the form’s default attack modifier is +2.
Actions
CHANNELER’S STANCE [one-action] FEAT 1 ANIMIST STANCE You enter a stance that allows the power of other levels of existence to flow through you more aggressively. While in this stance, whenever you cast or Sustain an apparition spell or vessel spell that deals energy damage, you gain a status bonus to the spell’s damage equal to the spell’s rank. Whenever you Cast a Spell that has the vitality or void traits that restores Hit Points, targets gain a status bonus to the amount of healing received equal to the spell’s rank.
Hunt Prey
[one-action]
Concentrate Ranger
Source Core Rulebook pg. 168 4.0
You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.
You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting.
You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.
Hunted Shot [one-action]
You take two quick shots against the one you hunt. Make two Strikes against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each Strike normally
Apparitions: Witness to Ancient Battles, Stalker in Darkened Boughs
Practice: Liturgist
Ancestry Feats
Elf Weapon Familiarity
Elven Lore
Class Feats
Circle of Spirits
Channeler's Stance
Embodiment of Balance
Apparition's Enhancement
Blazing Spirit
Ranger Dedication
Hunted Shot
Monster Hunter
Hunter's Aim
General Feats
Canny Acumen: Perception
Untrained Improvisation
Skill Feats
Train Animals
Tame Animal
Quick Identification
Survey Wildlife
Additional Lore (Elf)
Environmental Guide