Alain

Hal the Sky Stalker's page

88 posts. Alias of Dragonflyer1243.


Full Name

Hal

Race

Suli

Classes/Levels

Skirmisher/Sky Stalker Ranger 5 AC 20 (touch 14, FF 17); Hp: 40; Saves: +7,+8,+4; CMD 22; Perception +9; init +5

Gender

Male

Size

M

Alignment

CN

Strength 20
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 14
Charisma 15

About Hal the Sky Stalker

Stats:

Spoiler:
Male Suli(Electricity Energy Strike) Ranger(Sky Stalker/Skirmisher) 4
CN Medium Outsider (Native)
Init +5; Senses Low-Light Vision; Perception +9
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Defense
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AC 20, touch 14, flat-footed 17
HP 48/48
Fort +7, Ref +8, Will +4 (+2 vs fear)
CMD 23
Electricity Resistance 5
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Offense
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Speed 20 ft.
Melee
Masterwork Glaive-Guisarme +11 (1d10+7/X3)
+1 Greataxe +11 (1d12+7/X3)
Warhammer +10 (1d8+5/X3)
Range
Masterwork Composite Longbow +9 (1d8+5/X3) 110 foot range
Hunters Tricks 4/4
BAB +5
CMB +10
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Statistics
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Str 20, Dex 16, Con 14, Int 12, Wis 14, Cha 15
Skills Acrobatics +4, Climb +6, Disable Device +3, Escape Artist +4, Handle Animal +6, Knowledge(Geography) +5, Knowledge(Nature) +6, Perception +9, Ride +5, Sense Motive +6, Sleight of Hand +6, Stealth +6, Survival +6, Swim +6, UMD +3
Feats Monstrous Mount, Power Attack, Mounted Combat, Endurance
Languages Common, Auran, Draconic
Traits Reactionary; Courageous, Vengeful
Favored Enemy Humanoid(Human), Animal
Hunter's Tricks: Rattling Strike
Favored Terrain Mountain
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Special Abilities
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Elemental Assault (Su) Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.
Shockshield (electricity): Once per round as an immediate action, the suli can shock a creature that touches or attacks her with a natural attack, unarmed strike, or metal melee weapon, dealing 1d6 points of electricity damage to the creature.
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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 ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Favored Terrain (Ex) At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Hippogriff Companion: At 2nd level, a sky stalker adds Monstrous Mount to the list of bonus feats made available to him by his chosen combat style, regardless of the style chosen. He can only use this feat to select a hippogriff mount. If he does so, he treats his ranger level – 1 as his effective druid level. A stalker who takes this option does not gain the hunter's bond class feature at 4th level.
At 6th level, a sky stalker adds Monstrous Mount Mastery to the list of available bonus feats granted by his chosen combat style. If he takes this feat as his 6th-level combat style bonus feat, note that he must wait until 8th level before he meets the effective druid level prerequisite to utilize his mount's mastery abilities.
Hunter's Tricks: At 5th level, a skirmisher Ranger learns the use of hunter’s tricks, which typically grant a boon or bonus to the Ranger or a nearby ally. At 5th level, the Ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A Ranger can use these tricks a total number of times per day equal to 1/2 his Ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. A Ranger cannot select an individual trick more than once.
Rattling Strike (Ex): The Ranger can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.

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Gear
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1 Breastplate
1 Masterwork Glaive-Guisarme
1 +1 Greataxe
1 Warhammer
1 Masterwork Composite Longbow Str. +5
1 +1 Cloak of Resistance
1 Potion of Cure Moderate Wounds
1 Potion of Bear's Endurance
2 Potions of Cure Light Wounds
2 Vials of Alchemists Fire
1 +1 Ring of Protection
1 Waterskin
Silk Rope
1 Blanket
2 Belt Pouches
1 Small Treasure Chest
1092 gold
10 Animal Feed


Stats for Flit the Hippogriff:
Spoiler:

Hippogriff
N Large magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +5

DEFENSE
AC 18, touch 13, flat-footed 14 (+3 Dex, +1 dodge, +2 natural, –1 size, +3 Barding)
hp 22 (3d8+6)
Fort +5, Ref +6, Will +2
Evasion
OFFENSE
Speed 40 ft., fly 50 ft. (average)
Melee bite +6 (1d6+3),
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 16, Dex 16, Con 14, Int 3, Wis 12, Cha 9
Base Atk +3; CMB +6; CMD 19
Feats Dodge, Light Armor Proficiency
Skills Fly +8, Perception +5; Racial Modifiers +5 Perception
GEAR
Studded Leather Barding
Exotic Military Saddle
Saddlebags