Damon Vancaskerkin

Heidan of the Wild's page

38 posts. Alias of motteditor (RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16).


Full Name

Heidan Wyld

Race

HP 114, AC 22/13/19, F +14, R +13, W +9; init +3 (+5 with animal aspect)

Classes/Levels

Human hunter 13

Gender

M

Size

Medium (6 ft., 170 lbs.)

Age

28

Alignment

CG

Deity

Erastil

Location

Hartsland

Languages

Common, Sylvan

Strength 16
Dexterity 17
Constitution 18
Intelligence 12
Wisdom 16
Charisma 12

About Heidan of the Wild

http://paizo.com/people/Thkrull

[dice=Perception]1d20+22[/dice]

[ spoiler=Status]
HP 114/114
AC 22, touch 13, flat-footed 19
CMD 15
Fort +14, Ref +13, Will +9
Animal Focus: 0/13 minutes
Spells: 0/5 first level; 0/5 second level; 0/4 third level; 0/3 fourth level; 0/1 fifth level

Effects:
[/spoiler]

---

Favored Class: Hunter
Initiative: +3
Speed: 30 feet

Attacks:

BAB: +9
Melee: +12
Ranged: +12
CMB: +12

Masterwork longspear:
[dice=Masterwork longspear]1d20+13[/dice]
[dice=Damage]1d8+3[/dice]
Critical: x3; Type: P/P/B

Masterwork light pick/light hammer
[dice=Masterwork light pick/light hammer]1d20+13[/dice]
[dice=Damage]1d4+3[/dice]
Critical: x4 or x2; Type: P/B

Dagger:
[dice=Dagger]
[dice=dagger]1d20+12[/dice]
[dice=Damage]1d4+3[/dice]
Critical: 19-20/x2; Type: S

[ ooc]Coordinated Shot, Enfilading Fire: +1 to hit if Thkrull threatens target, +4 to hit if Thkrull flanks target[/ooc]

Bow (standard action): Critical: 19-20/x3; Range: 100'; Type: P
[dice=+3 adaptive composite longbow (Deadly Aim)]1d20+14[/dice]
[dice=Damage]1d8+12[/dice]
Critical: 20/x3; Range: 100'; Type: P

Bow (standard action, within 30 ft.): Critical: 19-20/x3; Range: 100'; Type: P
[dice=+3 adaptive composite longbow (Deadly Aim, Point Blank Shot)]1d20+15[/dice]
[dice=Damage]1d8+13[/dice]

Bow (full attack): 19-Critical: 20/x3; Range: 100'; Type: P
[ ooc]Full action: Fire arrows, Rapid Shot, Manyshot, Clustered Shots (total damage before applying damage reduction)[/ooc]
[dice=+3 adaptive composite longbow (Deadly Aim)]1d20+12[/dice]
[dice=Damage]1d8+12[/dice]
[dice=Damage (arrow 2)]1d8+12[/dice]

[dice=+3 adaptive composite longbow (Deadly Aim)]1d20+12[/dice]
[dice=Damage]1d8+12[/dice]

[dice=+3 adaptive composite longbow (Deadly Aim)]1d20+7[/dice]
[dice=Damage]1d8+12[/dice]

Bow (full attack, within 30 ft.): Critical: 19-20/x3; Range: 100'; Type: P
[ ooc]Full action: Fire arrows, Rapid Shot, Manyshot, Clustered Shots (total damage before applying damage reduction)[/ooc]
[dice=+3 adaptive composite longbow (Deadly Aim)]1d20+13[/dice]
[dice=Damage]1d8+13[/dice]
[dice=Damage (arrow 2)]1d8+13[/dice]

[dice=+3 adaptive composite longbow (Deadly Aim)]1d20+13[/dice]
[dice=Damage]1d8+13[/dice]

[dice=+3 adaptive composite longbow (Deadly Aim)]1d20+8[/dice]
[dice=Damage]1d8+13[/dice]

Defense:

AC: 22 (+9 armor +3 Dex)
Touch: 13
Flat-footed: 19
CMD: 15
Armor: celestial armor (Armor Bonus: +9; Max Dex: +8; Check Penalty: -2; Type: L; Weight: 20 lbs.)

Fortitude save: [dice=Fortitude]1d20+14[/dice] (8 base, +4 Con, +2 resistance) +1/adjacent ally
Reflex save: [dice=Reflex]1d20+13[/dice] (8 base, +3 Dex, +2 resistance) +1/adjacent ally; +2 for animal aspect?
Will save: [dice=Will]1d20+9[/dice] (4 base, +3 Wis, +2 resistance) +1/adjacent ally

Class abilities:

Animal focus: 13 minutes/day

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 (see Chapter 4 of the Core Rulebook). 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.

Track (Ex): At 2nd level, a hunter adds 1/2 her level to Survival checks made to follow tracks.

Hunter Tactics (Ex): At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion doesn't need to meet the prerequisites of these teamwork feats.

Teamwork Feat: At 3rd level and every 3 levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus teamwork feat.

As a standard action, the hunter can learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she had already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can change only the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier (minimum 1). Whenever she gains a new teamwork feat, her previous teamwork feats become permanent.

Improved Empathic Link (Su): At 4th level, the hunter gains an empathic link with her animal companion. This functions like an empathic link with a familiar, except the hunter can also see through a companion's eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.

Woodland Stride (Ex): At 5th level, a hunter and her animal companion 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 and her animal companion.

Bonus Tricks (Ex): At 7th level and every 6 levels thereafter, a hunter's animal companion learns a bonus trick (in addition to the bonus tricks gained from the hunter's effective druid level).

Second Animal Focus (Su): At 8th level, whenever a hunter uses her animal focus ability, she selects two animal aspects for herself instead of one, and can apply two aspects to her companion instead of one. As with the companion's previous aspect, the second one does not count against the minutes per day a hunter can take on an aspect.

If the hunter's animal companion is dead and the hunter has applied the companion's animal aspect to herself, that aspect does not count toward her maximum of two aspects at once. The hunter can still apply only one of her dead companion's aspects to herself, not both.

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.

Raise Animal Companion (Sp): At 10th level, a hunter gains raise animal companion as a spell-like ability. Using this spell-like ability gives the hunter a permanent negative level. This negative level cannot be overcome in any way (including by restoration), but automatically ends after 24 hours. At 16th level, this ability functions as resurrection instead of raise dead, but otherwise operates as normal.

Speak with Master (Ex): At 11th level, a hunter and her animal companion can communicate verbally, as if they were using a common language. Other creatures cannot understand the communication without magical aid.

Spells Known:

0: create water, detect magic, detect poison, grasp, purify food and drink, spark
1st: blend, bristle, entangle, faerie fire, feather step, longstrider
2nd: barkskin, communal endure elements, cure moderate wounds, lesser restoration, protection from natural attacks
3rd: aversion, bloody claws, neutralize poison, remove disease, quench
4th: animal growth, commune with nature, freedom of movement, inspiring recovery
5th: control winds, transmute rock to mud

Others to consider: 2nd -- greensight; 3rd -- bloody arrows, strong jaw, burrow, cleromancy, hydraulic torrent, lily pad stride, meld into stone, quell energy, reinvigorating wind; 4th -- thorn body, tree stride, air walk, control water

Feats and traits:

Weapon Focus (composite longbow) (1st): +1 to hit
Point-Blank Shot (Bonus Human): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot (bonus 2nd): You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Deadly Aim (3rd): -3 to hit/+6 damage
Coordinated Shot (3rd bonus teamwork): If your ally with this feat is threatening an opponent and is not providing cover to that opponent against your ranged attacks, you gain a +1 bonus on ranged attacks against that opponent. If your ally with this feat is flanking that opponent with another ally (even if that other ally doesn't have this feat), this bonus increases to +2
Rapid Shot (5th): When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
Enfilading Fire (6th bonus teamwork): You receive a +2 bonus on ranged attacks made against a foe flanked by 1 or more allies with this feat.
Spirit's Gift (7th): At the start of each day, you can commune with a single shaman spirit. (Although a shaman would need an hour of preparation, this action takes you no time.) Once during the next 24 hours, you can spend a standard action to grant your animal companion or familiar that shaman spirit's spirit animal ability for 1 minute per level in the class that grants your animal companion or familiar
Manyshot (9th): When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
Outflank (9th bonus teamwork): Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Clustered Shots (11th): When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent's damage reduction.
Shake It Off (12th bonus teamwork): When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).
Snap Shot (13th): While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity.

Improved Init., Impact Critical Shot
Can't take Improved Crit (per magic item)

Traits
World Traveler (Sense Motive): Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Influence (Diplomacy): Your position in society grants you special insight into others, and special consideration or outright awe from others. Choose one of the following skills: Diplomacy, Intimidate, or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Skills:

8 ranks/level (6 for hunter, +1 Int, +1 for human, +1 FCB)

Acrobatics (6 ranks, +3 class skill, +3 Dex)
[dice=Acrobatics]1d20+12[/dice]

Climb (6 ranks, +3 class skill, +3 Str)
[dice=Climb]1d20+12[/dice]

Handle Animal (13 ranks, +3 class skill, +1 Cha)
[dice=Handle Animal]1d20+17[/dice]

Heal (4 ranks, +3 class skill, +3 Wis)
[dice=Heal]1d20+10[/dice]

Diplomacy (7 ranks, +3 class skill, +1 Cha, +1 trait)
[dice=Diplomacy]1d20+12[/dice]

Knowledge (dungeoneering) (2 ranks, +3 class skill, +1 Int)
[dice=Knowledge (dungeoneering)]1d20+6[/dice]

Knowledge (geography) (5 ranks, +3 class skill, +1 Int)
[dice=Knowledge (geography)]1d20+9[/dice]

Knowledge (nature) (10 ranks, +3 class skill, +1 Int)
[dice=Knowledge (nature)]1d20+14[/dice]

Perception (13 ranks, +3 class skill, +3 Wis, +3 competence (bracers))
[dice=Handle Animal]1d20+22[/dice]

Ride (3 ranks, +3 class skill, +3 Dex)
[dice=Ride]1d20+9[/dice]

Sense Motive (5 rank, +3 class skill, +3 Wis)
[dice=Sense Motive]1d20+11[/dice]

Spellcraft (5 rank, +3 class skill, +1 Cha)
[dice=Spellcraft]1d20+9[/dice]

Stealth (13 ranks, +3 class skill, +3 Dex)
[dice=Stealth]1d20+19[/dice]

Survival (9 ranks, +3 class skill, +3 Wis)
[dice=Survival (+6 to track)]1d20+15[/dice]

Swim (3 ranks, +3 class skill, +3 Str)
[dice=Swim]1d20+9[/dice]

Intimidate

Gear:

+3 adaptive composite longbow (33,400)
Masterwork longspear (305 gp)
Masterwork light hammer (301 gp)
Masterwork light pick (304 gp)
Celestial armor (22,400 gp)
Everful quiver (3,300 gp)
-Normal arrows (1 gp)
-50 silver arrows (100 gp)
-50 cold iron arrows (5 gp)

Headband of inspired wisdom +2 (4,000 gp)
Aspect mask (mouse): evasion 3/day (6,500 gp)
Bracers of falcon's aim (+3 competence bonus on Perception checks, a +1 competence bonus on ranged attacks, and the critical multiplier for your bows and crossbows becomes 19–20/×3) (4,000 gp)
Elemental earth belt: +4 Constitution, immune to effects that would push, pull, or forcefully move the wearer; take the form of a Large earth elemental, and though subject to the elemental body III spell 1/day (24,000)
Sipping jacket: Once per day as a standard action, the wearer can pour a potion onto this lining, suffusing it into the coat. If the potion has an instantaneous duration, the wearer can activate the coat as a swift action to consume the potion. If the potion's duration is measured in rounds, the wearer can activate the coat as a swift action to gain the potion's benefits for 1 round, repeating as desired each round until the potion's entire duration has been used. These rounds do not need to be consecutive. (5,000 gp)
Eyes of the owl: Low-light vision (4,000 gp)
Cloak of resistance +2 (4,000 gp)

POTIONS
SCROLLS

Thkrull's gear: 23,040

134,656 SPENT (out of 140,000 gp)

Racial abilities/Advancement:

Base stats: Str 14, Dex 15, Con 14, Int 12, Wis 14, Cha 11
+2 to One Ability Score: Applied to Strength.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
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.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

4th level stat adjustment: Dexterity
8th level stat adjustment: Dexterity
12th level stat adjustment: Charisma

Heidan's history:

Heidan grew up in the Taldan nobility, a typical spoiled member of that class and culture. Little separated him from his peers, and little interested him except his pastimes -- particularly hunting. Learning at his father's side, Heidan demonstrated amazing skill and dedication to the art, eventually striking out on his own for every more-dangerous game. He traveled to the Land of the Mammoth Lords to hunt remorhazes, and to the Casmaron to try his aim at rocs. He claimed trophies in the Mwangi Wastes and in the Shining Sea, making a name for himself, not that he particularly cared.

He was on yet another hunt, seeking a new pelt in the Hold of Belkzen when he perspective on life changed. As he waited for his own prey, he caught a band of orcs hunting a rare white tiger they called thkrull -- killer in their own language. Suddenly realizing that his actions made him no better than the orcs, he turned his skills to saving the wounded big cat. Successful, he found he had a friend ... and a deep shame over his life to that point.

Turning his back on his family and trophies, he began wandering once more, hoping to find some way to make up for all the meaningless death he's caused. But it's not so easy to turn one's back on one's nature, and Heidan has found it difficult, lured still to the promise of glory he once attained. Thus, he found himself making his way to the River Kingdoms, and the Rushlight Tournament to prove his skills without bloodshed.