Zooif

Hopwil's page

15 posts. Alias of gemmik.


Full Name

Hopwil

Race

| HP: 38/38 | AC 18 (T15, FF 14) | CMB: +3 CMD: 17 | F:+5 R:+9 W:+7 | Init +4 | Perc +14, SM +5, Bluff +2, Diplomacy +6, Wild Empathy +7

Classes/Levels

| Speed 30 ft., Climb 20 ft., Woodland Stride | Spells: 2nd: 4/4, 1st: 7/7 | Animal Focus: 5/6, Liberation: 4/4 | Catching Cape: 1/1 | Active Conditions: Animal Focus Wolf (Scent 1 minute)

Gender

Male Grippli Hunter (divine champion) 6

Strength 10
Dexterity 18
Constitution 11
Intelligence 12
Wisdom 20
Charisma 13

About Hopwil

Statistics:

Hopwil
Male Grippli Hunter (divine hunter) 6
NG Small Humanoid (grippli)
Init +4; Senses Darkvision 60 ft, Perception +14

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DEFENSE
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AC 18, touch 15, flat-footed 14 (+3 armour, +4 Dex, +0 shield, +1 size)
…once: 1 min, 20% miss vs. ranged attacks (catching cape)
hp 38 (6d8)
Fort +5, Ref +9, Will +7
…glider

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OFFENSE
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Speed 30 ft., Climb 20 ft., Woodland Stride
Melee sickle +5 (1d4)
Ranged masterwork longbow +11 (1d6/x3)
…masterwork net +10 (entangled) (10 ft.) (-4 atk if unfolded, 2 rounds to refold) (DC 20 escape, DC 25 Str, Casting DC 15+Spell Lv)
…prehensile tongue +10 (15 ft. reach, lift 5 lbs, disarm, sleight of hand, steal, melee touch)

Spells Known (CL 6th, Concentration +11)
2nd—4/day—cure moderate wounds, fire sneeze, mud buddy, protection from energy, remove paralysis, summon nature’s ally II
1st—7/day—aspect of the falcon, charm animal, commune with birds, gravity bow, remove fear, summon nature’s ally I
0—At Will—chameleon scales, create water, detect psychic significance, light, mending, purify food and drink, stabilize

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STATISTICS
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Str 10, Dex 18, Con 11, Int 12, Wis 20, Cha 13
Base Atk +4; CMB +3; CMD 17
Traits trustworthy, soaring sprinter
FeatsPrehensile tongue, precise shot, point-blank shot, weapon focus (longbow)
Skills Acrobatics +13 (+4 tumble, +2 jump (always running start), +2 balance) (6R), Bluff +2 (0R), Climb +15 (4R), Diplomacy +6 (1R), Handle Animal +5 (1R), Knowledge (geography) +6 (2R), Knowledge (nature) +10 (6R), Knowledge (religion) +5 (1R), Perception +14 (6R), Stealth +17 (6R), Survival +14 (+3 track) (6R), Swim +9 (6R)
(8 points; 6 class, 1 INT, 0 race, 1 favoured class)
Abilities animal companion (falcon), animal focus (6 min), domain (liberation), glider, jumper, nature training, orisons, otherworldly companion (celestial), precise companion, track, wild empathy (+7), woodland stride
Proficencies simple, martial, nets, light, medium, shields
Languages Common, Grippli

Special Abilities:

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SPECIAL ABILITIES
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Animal Focus Swift, 1 min increment, 1 min/lv 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.
Bat The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.
Bear The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
Bull The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
Falcon The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Frog The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
Monkey The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Mouse The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.
Owl The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +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 +6 at 15th level.
Stag The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.
Tiger The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
Wolf The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

Domain: A divine hunter learns to call upon the power of her deity. The divine hunter must select one domain from those available to her deity. She gains the granted powers of this domain, using her hunter level – 2 as her cleric level for determining when the powers are gained and what effects they have. Once she chooses this domain, it cannot be changed.
…In addition, the divine hunter adds the 1st-level domain spell from her domain to her list of spells known. She adds the 2nd-level domain spell at 6th level, the 3rd-level domain spell at 9th level, the 4th-level domain spell at 12th level, the 5th-level domain spell at 15th level, and the 6th-level domain spell at 18th level. This ability replaces teamwork feats.
Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Domain Spells: 1st—remove fear, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—greater dispel magic

Glider Gripplis’ aerodynamic bodies and thick webbing between the toes enable a falling grippli to treat the distance fallen as half the actual distance. The grippli can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen. The grippli cannot use this trait if it is wearing heavy armor, is carrying a heavy load, or is unable to react to the fall (such as being helpless). This racial trait replaces swamp stride.

Improved Empathic Link (Su): 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.

Jumper Gripplis with this trait are always considered to have a running start when making Acrobatics checks to jump. This racial trait replaces camouflage.

Link (Ex): 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.

Nature Training (Ex): 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.

Share Spells (Ex): 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.

Soaring Sprinter As a youth, you often leaped and ran at treacherous heights, either because it was the only place with enough freedom for you to play or because it was not a good idea to play any lower. You gain a +2 trait bonus on Acrobatics checks to keep your balance or jump, and Acrobatics becomes a class skill for you.

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. 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. Spontaneous. Wisdom. 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.

Track (Ex): A hunter adds 1/2 her level to Survival skill checks made to follow tracks.

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.

Woodland Stride (Ex): 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.

Spellcasting:

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Spellcasting
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2nd
cure moderate wounds - 2d8+1/lv (max 10), Will DC 17 for half damage)
fire sneeze - 10 ft. cone, 1/round sneeze as standard, 2d6 fire, Reflex DC 17 for half damage, Once + 1 rd. / 2 CL) (4 rds.)
mud buddy - small unseen servant of mud, 1 hour/lv, simple tasks, can trip opponent then vanish (CMB = CL + Wis mod. = +13), AC 12, hp 10, Str 5, Speed 30 ft, Swim 30 ft.)
protection from energy - touch, 10 min/lv, Immune to energy type, 12 x CL damage negated (max 120)
remove paralysis - close, up to four creatures w/in 30 ft of each other, remove paralysis and related conditions (including staggered), if hit one they’re cured, if hit two they get a new save with a +4 bonus, if target 3 or 4 they get a new save with a +2 bonus.
summon nature’s ally II - 1 round to cast, lasts 1 round per level

1st
aspect of the falcon - personal, 1 min/lv, +3 perc, +1 ranged attack, critical bow: 19-20/x3
charm animal - close, Will DC 16 negates, 1 hour/lv, animal becomes your friend
commune with birds - personal, 10 minute duration, ask a question and birds within 1 mile answer. All answers over 10 min, correct answer at end of it.
gravity bow - personal, 1 min/lv, bows and crossbows deal damage as if one size bigger
remove fear - close, 10 min, +4 vs. fear or suppresses fear
summon nature’s ally I - 1 round to cast, lasts 1 round per level

Orisons
chameleon scales - personal, 10 min/level, change skin colour
create water - close, 2 gallons of clean water per level
detect psychic significance 40 ft. Radius burst, detect items of psychic significance in the area
light touch, 10 min/level, glows like torch
mending 10 ft., 10 minutes, object up to 1 lb/lv restored 1d4 damage
purify food and drink 10 ft., spoiled, rotten, disease, poisonous, or contaminated edibles are safe to drink and eat
stabilize - close, stabilize a target

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear sickle, masterwork net, masterwork longbow, arrows (60), blunt arrows (60), +1 arrows (9), silver arrows (12), +1 undead bane arrows (4), +1 ghost touch arrows (4), holy wayer (5), potion of cure light wounds (4), potion of cure moderate wounds (2), potion of hide from undead (4),
Possessions masterwork studded leather, belt of tumbling, catching cape, cracked orange prism ioun stone, hammock, blanket, backpack, fishing net, fishing pole, fishing line, fish hooks (5), mess kit, flint and steel, falconry gauntlet, bird whistle, bird feed (2 days), waterskin, rations (2 days), explorer’s outfit, scarf, belt pouch, quiver, painting of Harrowstone on Kendra’s Wall
Money 641 GP 2 SP 5 CP

Background:

From the forest south of Ravengro, on the Redwool River (marshy area). Collects natural components from swamp and woods for Professor Lorimar. Was married and has five froglets, but skeletons killed his wife a few years ago. Sad. Trying. Had to move. Found and defeated skeletons but didn’t find the necromancer who made them. Have a clue (gagged skull carved into their skulls).

A fisherman. Loves to eat fish and bugs. Has some other grippli friends in woods. Bringing his kids with him. Five froglets: Flip, Squelch, Penny, Wogga, Frogette

Likes: animals, making friends, having visitors, fishing, eating bugs and fish, playing with his froglets.

Dislikes: undead, necromancers, animal hunters

Appearance and Personality:

Male, 20, 2’0”, 30 lbs, Rainbow skin, Red eyes.