Adaro

Heskavar Stormswimmer's page

56 posts. Alias of Art Burd.


Race

| Darkvision (60ft), LL Vision, Keen Scent | Hunter Spells: 1st: 2/3 | Active Conditions: None

Classes/Levels

Fang:
HP: 18/18 | AC: 15 (14 T; 11 FF) | CMB: +3; CMD: 17 | F: +3; R: +7; W: +3 | Swim: 80ft | Per: +7 | Active Conditions: Orca Animal Focus (+2 Str)

Gender

Male N Adaro Hunter (Aquatic Beastmaster) 2 | HP: 18/18 | AC: 17 (10 T; 17 FF) | CMB: +4; CMD: 14 | Fort: +5; Ref: +3; Will: +1 | Init: +0 | Per: +6; SM: +2 | Speed 10ft; Swim 50ft (35ft in armor)

About Heskavar Stormswimmer

Adaro Hunter (Aquatic Beastmaster) 2
N Male Monstrous Humanoid (Aquatic)
Init +0; Senses: Darkvision (60 ft), Low-Light Vision, Keen Scent; Perception: +6

DEFENSE
AC: 17, touch: 10, flat-footed: 17 (10 + 4 Armor + 2 Natural Armor + 1 shield + 0 Dex)
HP: 18
Fort: +5, Ref: +3, Will: +1

OFFENSE
Speed: 10 ft., Swim 50 ft.
Melee: Bite +4 (1d6+3)
or Trident +4 (1d8+3 P)
or Spiked Heavy Shield +4 (1d6+3 P)
or Spear +4 (1d8+3 P)
or Shortspear +4 (1d6+3 P)
Ranged: Trident +1 (1d6+3 P)
or Spear +1 (1d8+3 P)
or Shortspear +1 (1d6+3 P)

STATISTICS
Str: 16, Dex: 10, Con: 14, Int: 13, Wis: 13, Cha: 13
Base Atk: +1; CMB: +4; CMD: 14
Feats: Extended Animal Focus, Outflank
Traits: Armor Expert, Coastal Emisary

Skills::

Acrobatics -2 (0 rank, +0 dex, -2 ACP)
*Appraise +1 (0 rank, +1 int)
Artistry +1 (0 rank, +1 cha)
Bluff +1 (0 rank, +1 cha)
^Climb +1 (0 rank, +3 str, -2 ACP)
^*Craft +1 (0 rank, +1 int)
Diplomacy +2 (0 rank, +1 cha, +1 trait)
#Disable Device +NA (0 rank, +0 dex, -2 ACP)
Disguise +1 (0 rank, +1 cha)
Escape Artist -2 (0 rank, +0 dex, -2 ACP)
Fly -2 (0 rank, +0 dex, -2 ACP)
#^*Handle Animal +6 (2 rank, +1 cha, +3 class)
^Heal +6 (2 rank, +1 wis, +3 class)
^Intimidate +1 (0 rank, +1 cha)
#Knowledge (Arcana) +NA (0 rank, +1 int)
#^Knowledge (Dungeoneering) +6 (2 rank, +1 int, +3 class)
#*Knowledge (Engineering) +NA (0 rank, +1 int)
#^*Knowledge (Geography) +6 (2 rank, +1 int, +3 class)
#*Knowledge (History) +NA (0 rank, +1 int)
#Knowledge (Local) +NA (0 rank, +1 int)
#^Knowledge (Nature) +6 (2 rank, +1 int, +3 class)
#*Knowledge (Nobility) +NA (0 rank, +1 int)
#Knowledge (Planes) +NA (0 rank, +1 int)
#Knowledge (Religion) +NA (0 rank, +1 int)
#^*Linguistics +NA (0 rank, +1 int, +1 trait)
Lore +1 (0 rank, +1 int)
^Perception +6 (2 rank, +1 wis, +3 class)
*Perform +1 (0 rank, +1 cha)
#^*Profession (Sailor) +NA (0 rank, +1 wis)
^Ride -2 (0 rank, +0 dex, -2 ACP)
Sense Motive +2 (0 rank, +1 wis, +1 trait)
#*Sleight of Hand +NA (0 rank, +0 dex, -2 ACP)
#^Spellcraft +6 (2 rank, +1 int, +3 class)
^Stealth +3 (2 rank, +0 dex, +3 class, -2 ACP)
^Survival +6 (2 rank, +1 wis, +3 class)
^Swim +13 (1 rank, +3 str, +3 class, -2 ACP, +8 swim speed)
#Use Magic Device +NA (0 rank, +1 cha)
* Background Skill
^ Class Skill
# Trained Only

Languages: Aquan, Common
Length: 8'10"
Weight: 400 lbs
Age: 22
Special Qualities: Amphibious, Keen Scent, Powerful Bite, Rain Frenzy, Poison Use, Speak with Sharks, Animal Companion, Animal Focus, Nature Training, Orisons, Wild Empathy, Precise Companion, Track
Combat Equipment: Armored Coat, Spiked Heavy Bone Shield (Wooden Shield), Trident, Spears (2), Shortspears (2)
Other Gear: Backpack, Bedroll, Belt Pouch, Explorer's Outfit, Mess Kit, Rope, Spell Component Pouch, Trail Rations (5 days), Bone Holy Symbol
Currencies: 47.70 gp

Deity Worshipped: Theriopus

Hunter Spellcasting
0-Level Spells (DC 11): Orisons
Spells Known: Create Water, Detect Magic, Know Direction, Mending, Stabilize
1st Level Spells (DC 12): 3/day
Spells Known: Cure Light Wounds, Entangle, Lead Blades, Summon Nature's Ally 1

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Appearance:

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Fang Stats

Animal Companion Statblock:

Orca Animal Companion
N Medium Animal
Senses Perc +7, Low-Light Vision

Defense
AC: 15, touch: 14, flat-footed: 11 (10 + 0 Armor + 1 Natural Armor + 4 Dex)
HP 18
Fort +3, Ref +7, Will +3

Offense
Speed 80 ft. swim
Melee Bite +3 (1d6+1)
Space 5 ft.; Reach 5 ft.

Statistics
Str 13, Dex 19, Con 10, Int 2, Wis 14, Cha 6
BAB: +2; CMB: +3; CMD: 17
Feats: Power Attack
Tricks: Attack

Skills
*Acrobatics +4 (0 rank, +4 dex, -0 ACP)
Appraise -4 (0 rank, -4 int)
Artistry -2 (0 rank, -2 cha)
Bluff -2 (0 rank, -2 cha)
*Climb +1 (0 rank, +1 str, -0 ACP)
Craft -4 (0 rank, -4 int)
Diplomacy -2 (0 rank, -2 cha)
^Disable Device +NA (0 rank, +4 dex, -0 ACP)
Disguise -2 (0 rank, -2 cha)
Escape Artist +4 (0 rank, +4 dex, -0 ACP)
*Fly +4 (0 rank, +4 dex, -0 ACP)
^Handle Animal +NA (0 rank, -2 cha)
Heal +2 (0 rank, +2 wis)
Intimidate -2 (0 rank, -2 cha)
^Knowledge (Arcana) +NA (0 rank, -4 int)
^Knowledge (Dungeoneering) +NA (0 rank, -4 int)
^Knowledge (Engineering) +NA (0 rank, -4 int)
^Knowledge (Geography) +NA (0 rank, -4 int)
^Knowledge (History) +NA (0 rank, -4 int)
^Knowledge (Local) +NA (0 rank, -4 int)
^Knowledge (Nature) +NA (0 rank, -4 int)
^Knowledge (Nobility) +NA (0 rank, -4 int)
^Knowledge (Planes) +NA (0 rank, -4 int)
^Knowledge (Religion) +NA (0 rank, -4 int)
^Linguistics +NA (0 rank, -4 int)
Lore -4 (0 rank, -4 int)
*Perception +7 (2 rank, +2 wis, +3 class)
Perform -2 (0 rank, -2 cha)
^Profession (Sailor) +NA (0 rank, +2 wis)
Ride +4 (0 rank, +4 dex, -0 ACP)
Sense Motive +2 (0 rank, +2 wis)
^Sleight of Hand +NA (0 rank, +4 dex, -0 ACP)
^Spellcraft +NA (0 rank, -4 int)
*Stealth +4 (0 rank, +4 dex, -0 ACP)
Survival +2 (0 rank, +2 wis)
*Swim +13 (1 rank, +1 str, +3 class, -0 ACP, +8 swim speed)
^Use Magic Device +NA (0 rank, -2 cha)
* Class Skill
^ Trained Only Skill

Other Abilities
Hold Breath, Link, Share Spells

Equipment:
None

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Feats:
Power Attack:
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Hefty Brute:
You treat your size as one category larger for the purposes of calculating CMB, CMD, carrying capacity, and any size-based special attacks you use or that are used against you (such as grab, swallow whole, and trample).
Outflank:
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.

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Special Abilities

Low-Light Vision:
A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.

Hold Breath:
The creature can hold its breath for a number of minutes equal to 6 × its Constitution score before it risks drowning.

Link:
A druid 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 druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells:
The druid 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 druid 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.

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Feats:

Extended Animal Focus: Add your Wisdom bonus (minimum 1) to the number of minutes per day that you can use your animal focus ability to assume the aspects of an animal.
Outflank: 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.

Orisons:
Hunters learn a number of orisons, or 0-level spells, as noted on Table 1-7: Hunter Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Spellcasting:
A hunter casts divine spells drawn from the druid and ranger spell lists. Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels listed for the spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level hunter spell. Likewise, detect poison is a 0-level druid spell and a 2nd-level ranger spell, making it a 0-level hunter spell.

The hunter can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against a hunter’s spell is 10 + the spell’s level + the hunter’s Wisdom modifier.

A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below.

Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1-6: Hunter. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1-3 of the Core Rulebook).

Unlike druids and rangers, a hunter’s selection of spells is extremely limited. A hunter begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new hunter level, she gains one or more new spells, as indicated on Table 1-7: Hunter Spells Known. Unlike spells per day, the number of spells a hunter knows is not affected by her Wisdom score; the numbers on Table 1-7 are fixed.

In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature’s ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them.

At 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one she already knows. In effect, the hunter loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A hunter may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any summon nature’s ally spells.

Unlike a druid or ranger, a hunter need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Amphibious:
Adaros have the aquatic subtype, but they can breathe both water and air.

Keen Scent:
Adaros can detect creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.

Powerful Bite:
Adaros have a natural bite attack that deals 1d6 points of damage. This bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.

Rain Frenzy:
Adaros revere storms, and their lust for blood is amplified exponentially while it is raining. While fighting in the rain or during other stormy weather, adaros act as though affected by the rage spell. An adaro gains this benefit even if it is underwater, but only as long as it remains within its swim speed of the water’s surface.

Poison Use:
Adaros are skilled with poison and never risk accidentally poisoning themselves when applying poison to weapons.

Speak with Sharks:
Adaros can communicate telepathically with sharks to a distance of 100 feet. This communication is limited to simple concepts, such as “attack,” “come,” and “defend.”

Animal Companion:
At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). 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 companion’s statistics and abilities. A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype (Pathfinder RPG Advanced Player’s Guide 128) instead of standard tricks. 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.

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 new companion typically lives. While the hunter’s animal companion is dead, any animal she summons with a summon nature’s ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature’s ally spell active in this way at one time. If this ability is used again, any existing summon nature’s ally immediately ends.

Animal Focus:
At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.

The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day-it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.

If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day.

An aquatic beastmaster emulates animals found beneath the waves. This functions as animal focus, but it allows only the following choices.

Crab: The creature gains a +4 competence bonus on Swim checks and a +2 competence bonus on grapple combat maneuver checks. These bonuses increase to +6 and +4, respectively, at 8th level and to +8 and +6 at 15th level.

Dolphin: The creature gains a +4 competence bonus on Knowledge checks to identify the abilities and weaknesses of creatures. This bonus increases to +6 at 8th level and to +8 at 15th level.

Eel: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and to +6 at 15th level.

Manta Ray: The creature gains a +4 competence bonus on Stealth checks and a +2 bonus on saving throws against poison. These bonuses increase to +6 and +4, respectively, at 8th level and to +8 and +6 at 15th level.

Octopus: The creature gains a +4 competence bonus on Swim checks and a +2 competence bonus on grapple combat maneuver checks. These bonuses increase to +6 and +4, respectively, at 8th level and to +8 and +6 at 15th level.

Orca: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and to +6 at 15th level.

Shark: The creature gains a +4 competence bonus on Survival checks to track a creature to which the hunter or her animal companion has dealt damage in the past 24 hours. This bonus increases to +6 at 8th level and to +8 at 15th level.

Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and to +6 at 15th level.

Turtle: The creature gains a +2 enhancement bonus to its natural armor bonus. This bonus increases to +4 at 8th level and to +6 at 15th level. (A creature without natural armor has an effective natural armor bonus of +0.)

Nature Training:
A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

Wild Empathy:
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.

An aquatic beastmaster’s wild empathy functions only on creatures that have a swim speed or the aquatic or water subtype. However, she can improve the attitude of any such creature with Intelligence 2 or less regardless of type, including mindless creatures.

Precise Companion:
At 2nd level, a hunter chooses either Precise Shot or OutflankAPG as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well.

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

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