Valeros

Hengeist Karlsson's page

46 posts. Alias of DBH.


RSS


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Sorry to have to say this but I'm going to be dropping out. Between my health issues and real life I simply don't have the time I used to for gaming.

I hope the game keeps going and that you all have fun.


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Just an update for you. I've had Meniere's disease for 30 years now. I haven't had a bad spell in over 5 years but last week it flared up again and put me on my back.

It's fading again and from experience I should be good to go in a day or two. Thanks for your patience.


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Sorry, my health is bad at the moment. Bot me as needed.


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Sorry, are we down in the hole, or is this still up top?


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Hengeist offers to go first and deal with anything waiting below? "Me first and Kragg next. Send Kragg fast if I start screaming."


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Hengeist takes his rope and grappling hook out and readies it for when the party reaches the area it will be needed.


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Lacking any real scholarly training Hengeist keeps an eye on their surroundings as the group studies the crater.

perception: 1d20 + 7 ⇒ (3) + 7 = 10 :(

Managing to not walk into a tree with great skill.


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Hengeist will go with what the party wishes, though some more of the taverns ale would be nice. :)


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Si.


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

There might be something to see there. :)


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Hengeist will join Trieste in the water, as he has a swim speed and can breath in it.


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Hengeist takes the front while they are in the wilds, looking for more trouble since it seemed the island was well supplied with it!
perception: 1d20 + 7 ⇒ (4) + 7 = 11

Nevermind :(


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Hengeist looks around carefully, hoping to spot the nest or burrow of these vile pests. "I think you're right. One man on his own against these bastards wouldn't last long!"

Survival: 1d20 + 7 ⇒ (12) + 7 = 19


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Hengeist lopes over to the last and swings at it eagerly.

attack: 1d20 + 10 ⇒ (1) + 10 = 11

Then turns the blade around and lops off his own head, except that misses as well!


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Feeling his blood rising Hengeist keeps the rage under control, it won't help in this fight.

He swings hard at Blue.

Attack: 1d20 + 8 ⇒ (11) + 8 = 19
damage: 2d4 + 5 ⇒ (2, 3) + 5 = 10


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Hengeist will first take care of the creature on Trieste.

Attack: 1d20 + 8 ⇒ (5) + 8 = 13 :(

damage if it's a hit?: 2d4 + 5 ⇒ (1, 2) + 5 = 8


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Hengeist moves to be beside Triest and holds his blade ready to swing when one swoops at either of them.

Readied action:

attack: 1d20 + 8 ⇒ (19) + 8 = 27
crit?: 1d20 + 8 ⇒ (6) + 8 = 14 Probably not.
damage Falchion: 2d4 + 5 ⇒ (1, 1) + 5 = 7
damage Falchion if crit?: 2d4 + 5 ⇒ (1, 4) + 5 = 10


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Hengeist draws his blade when Trieste gives the warning, looking to where she was pointing.


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

"Finally something I can understand!" Hengeist sighs happily.

Being in the dark while everyone glared at the shifty woman had been making him very twitchy and hitting something sounded like a good plan.


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

When Kragg speaks Hengeist is ready to strike if Eliza turns violent.


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Hengeist doesn't know anything about the woman, he takes his lead from the response of the others, moving to where he can get a shot at the her from moving to her blindside.

He watches and listens intently.

When the others confront her Hengeist casually drifts behind her.


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Diplomacy, untrained, aid another: 1d20 + 1 ⇒ (17) + 1 = 18

Hengeist calmly takes a long swig of the drink, letting out a hoarse chuckle. "Not bad! It's got a real kick to it. Be dangerous if you can't hold your booze."


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Hengeist is happy to demonstrate the drink is not poison as well.


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Sorry for my silence, a family matter has had me away from home the last few days. Things are settling and I"ll be back to regular posting tomorrow.


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Hengeist takes the mirror from his shaving kit and admires his new makeup, giving the artist a big smile.


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Sitting behind Thame Hengeist holds a thumbs up, indicating he wants his face painted.


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Making a note that his juggling needs work Hengeist blinks as things get moving, following along politely and sitting at the meal. A bit wary of being off the ground he wonders if the branch will hold the heavier party members?

He eats politely, internally mourning the lack of meat.


1 person marked this as a favorite.
male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Hengeist nods his thanks to Kragg and practices his juggling with some stones he found lying around.

perform Juggle Untrained: 1d20 + 1 ⇒ (15) + 1 = 16

And almost looks competent.

Hengeist might have an attention span problem. :)


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Hengeist just stands there admiring the decorated feathers, he can't understand a word.


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Hengeist shrugs as the others run through the various languages in an attempt to communicate with the Strix. Thinking they might know Aquan due to the many aquatic races hereabouts he adds his bit.

Aquan:

"Yo, we're here in peace to talk."


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

"Think wearing a few feathers would be taken the wrong way?" Hengeist asks, not entirely seriously.


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

perception: 1d20 + 7 ⇒ (15) + 7 = 22

"Lots of small huts in the trees." Hengeist points out, indicating where he can see them.


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Hey!!

I protest of behalf of meatshields everywhere!


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Hengeist cleans up after working hard in the sun, putting on his adventuring gear and slinging a Falchion over one shoulder.

He waits patiently while you discuss where to go as he knows nothing about what awaits outside the settlement.


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Hengeist looks a little shy. "Well I tend to go a bit crazy in battle, so best to give me a bit of room. I know a little magic, I can breath water and swim like a fish." He shrugs with a slight grin. "Reckon someone in the family line wasn't too worried about what they bedded."

Aside from that I can hunt and track. Mainly I hit things, hard." He says with simple understatement.


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

The man is obviously of Ulfen stock, thick brown hair tied back and a neatly trimmed beard. In the heat of the day he has removed his shirt while he works, exposing powerful muscles, and a number of scars that are not from carpentry, but rather more martial sources.

Finishing the section he was working on he put down his hammer and drank heavily from a water skin, giving himself time to think, and to study you all.

Finally he nods carefully. "Aye. Don't mind a bit of honest work, It's good to build things to last. Plenty here that are better carpenters than me though. Done a bit of fighting and exploring in the past, and that's needed here and now. Happy to join you if'n you need me?"

Obviously tired after using so many words he drinks again and awaits your response.


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Sorry for going missing. I picked up a nasty cold from somewhere on Sunday and have been bedridden since then. It might be a day or two more before things get back to normal.


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Sorry, google doc should be viewable now, the profile is just a straight copy though.


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

And here is the new guy. He arrived on one of the later ships. He intends to claim some land of his own eventually, and has been working as a carpenter while looking over the available areas.

Hengeist

Probably going to adjust his spells, but aside from that he's about complete.


I'm going to drop out, don't have the time to remake Harkan as a Gestalt character.

Good luck to all.


Gnomezrule wrote:
Harkan Outseeker wrote:

I hunt them down, The Warpriest beats them down, and the Inquisitor puts them to the question!

Eyes everybody with paranoid suspicion. "Are you a heretic?"

NO ONE SUSPECTS THE DWARVEN INQUISITION!

That's 'NO ONE EXPECTS THE DWARVEN INQUISITION!'

Getting it that wrong... Suspicious...


Olaf the Holy wrote:
I think you lack half a gestalt by the way, Harkan.

Eh. Hunter is already gestalt.


"Where, where?" Head spins wildly.


I hunt them down, The Warpriest beats them down, and the Inquisitor puts them to the question!

Eyes everybody with paranoid suspicion. "Are you a heretic?"


Here is my Dwarf Hunter, and his dog Ripper.

Harkan:

HARKAN OUTSEEKER

Male Dwarf hunter 1, NG medium humanoid (dwarf),

Init +5; Senses Darkvision (60 ft.), Perception +8,

Languages Common, Dwarven, Undercommon

AC 15, touch 11, flat-footed 14, hp 10 (1HD)

Fort +4, Ref +3, Will +4, +2 vs. poison, spells, and spell-like abilities
Speed 20 ft. (4 squares)

Melee longaxe (dwarven/cold iron) (two handed) +3 ((two handed) 1d12+4/x3)
Melee dagger +3 (1d4+3/19-20)
Ranged dagger (thrown) +1 (1d4+3/19-20)
Melee dagger (alchemical silver) +3 (1d4+2/19-20)
Ranged dagger (alchemical silver/thrown) +1 (1d4+2/19-20)
Ranged light crossbow +1 (1d8/19-20)

Base Atk +0; CMB +3; CMD 14 (18 vs bullrush) (18 vs trip)

Known Hunter Spells (CL 1st):
1st (2/day) - cure light wounds (DC 15) , lead blades (DC ) , summon nature's ally i
0th (at will) - create water , detect magic , mending (DC 14) , spark (DC 14)

Abilities Str 17, Dex 12, Con 14, Int 12, Wis 18, Cha 9

Special Qualities Animal Companion, Animal Focus, Darkvision, Defensive Training, Greed, Hardy, Hatred, Improved Initiative, Nature Training, Orisons, Stability, Steady, Stonecunning, Weapon and Armor Proficiency, Weapon Familiarity, Wild Empathy,

Feats Improved Initiative

Skills Acrobatics (Jump) -4, Appraise +1, Appraise (Precious metals and gemstones) +3, Artistry +1, Bluff -1, Climb +2, Craft (Untrained) +1, Diplomacy -1, Disable Device +5, Disguise -1, Handle Animal +3, Heal +4, Intimidate -1, Knowledge (Dungeoneering) +5, Knowledge (Geography) +5, Knowledge (Nature) +5, Perception +8, Perception (Notice unusual stonework) +10, Perform (Untrained) -1, Sense Motive +4, Stealth +4, Survival +8, Swim +2,

Possessions hat (common); longaxe (dwarven/cold iron); masterwork armored coat; outfit (explorer's); thieves' tools; smoked goggles; Backpack, Masterwork [ Waterproof Bag; Whetstone; Survival Kit (Masterwork); Wire Saw (Common); Soap (per lb.) (x2); Shovel; Oil (1 Pint Flask); Iron Spike (x4); Rope (Silk/50 ft.); Bedroll; Blanket (Winter); Coffee Pot; Crowbar; Grappling Bolt (x2); Grappling Hook, Common; Shaving Kit; Coffee (Cup) (x10); Rations (Trail/Per Day) (x10); String (50 feet) (x2); ]; Waterproof Bag [ Stationery; Inkpen; Ink (1 oz. Vial); Scroll Case; ]; Scroll Case ; Belt Pouch [ Fishhook (x2); Sewing Needle (x2); Compass; ]; Wrist Sheath [ Dagger; Dagger (Alchemical Silver); ]; Canteen ;

Animal Companion (Ex) At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals on the druid list. This animal is a loyal companion that accompanies the hunter on her adventures. The hunter's effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the sought companion typically lives. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier

Animal Focus (Su) You can take on the aspect of an animal as a swift action, gaining a bonus or special ability based on the type of animal emulated. The ability is usable 1 minutes per day. The animal companion gets a constant benefit.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.

Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.

Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Improved Initiative Before rolling initiative, you can spend 10 stamina points to use 20 as the number rolled.

Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Nature Training (Ex) Count as druid or ranger for feats, traits, and options that modify or improve an animal companion. [Not implemented].

Orisons Hunters can prepare a number of orisons, or 0-level spells, each day, as noted on Table 1-6 under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again.

Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.

Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.

Trap Finder Forgotten dungeons and ancient tombs have always held an appeal for you, and you've never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you've nonetheless become skilled at spotting and disabling hidden traps. You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Weapon and Armor Proficiency Hunters proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Wild Empathy (Ex) At 1st level, a hunter can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds 0 (Hunter level + Charisma modifier + any other bonuses) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

Ripper:

RIPPER

Male Companion Dog animal 2

Init +4; Senses Low-Light Vision, Perception +5, Scent,

AC 17, touch 15, flat-footed 13, hp 18 (2HD)

Fort +5, Ref +7, Will +1

Speed 40 ft. (8 squares)

Melee bite +3 (1d4+1)

Base Atk +1; CMB +1; CMD 15 (19 vs trip)

Abilities Str 13, Dex 19, Con 15, Int 2, Wis 12, Cha 6

Special Qualities Hunting, Bonus Tricks 1, Link, Low-Light Vision, Scent, Share Spells,

Feats Diehard

Skills Acrobatics +4, Acrobatics (Jump) +8, Artistry -4, Climb +1, Escape Artist +4, Fly +6, Intimidate -2, Perception +5, Stealth +12, Survival +1, Swim +1,

Hunting An animal trained for hunting knows the tricks attack, down, fetch, heel, seek, and track. Training an animal for hunting takes 6 weeks.

Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Animal will attack all creatures
Bonus Tricks 1

Diehard When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.

Fetch The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.

Heel The animal follows you closely, even to places where it normally wouldn't go.
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Seek The animal moves into an area and looks around for anything that is obviously alive or animate.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)

Background:

Harkan is a solid looking, quiet Dwarf. His chestnut hair and beard tidily maintained. His skin is weathered, showing he spends his time outdoors.

He wears a battered hat on his head proudly, a heavy leather coat and sturdy clothing. A heavy longaxe is strapped to his pack, ready to be drawn quickly.

Harkans clan is unusual for Dwarves, they prefer to explore and travel. Harkan shares this family trait fully, spending his time scouting and delving.

He has explored and survived a number of old ruins and other trap laden sites as part of his families training.

Hearing of the chance to explore and make safe lost and dangerous lands Harkan is eager to take part, Hurrying to Restov to offer his skills of wilderness exploration and survival.

He found Ripper scrapping with other dogs over food and liked the scarred brutes courage. Making friends with him and taking him with him on his journeys.

For his trait I took Trapfinder, so Harkan can cover Rogue as well.


Interesting.

3d6 ⇒ (1, 3, 1) = 5
3d6 ⇒ (3, 5, 3) = 11
3d6 ⇒ (6, 5, 5) = 16
3d6 ⇒ (4, 6, 3) = 13
3d6 ⇒ (1, 2, 3) = 6
3d6 ⇒ (1, 5, 1) = 7

So that goes to: 10. 12. 17. 16. 9. 12.

Not bad. I'll roll up a Hunter, with his Dog companion.

Full Name

HK-71

Race

Android

Classes/Levels

1 Mechanic

Gender

NA

Size

Medium

Age

115

Deity

Triune