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About Hal the Sky StalkerStats: Spoiler:
Male Suli(Electricity Energy Strike) Ranger(Sky Stalker/Skirmisher) 4
CN Medium Outsider (Native) Init +5; Senses Low-Light Vision; Perception +9 ==================== Defense ==================== AC 20, touch 14, flat-footed 17 HP 48/48 Fort +7, Ref +8, Will +4 (+2 vs fear) CMD 23 Electricity Resistance 5 ==================== Offense ==================== 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 ==================== Statistics ==================== 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 ==================== Special Abilities ==================== 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. ====================
Stats for Flit the Hippogriff: Spoiler:
Hippogriff N Large magical beast Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +5 DEFENSE
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