About HopwilStatistics:
Hopwil Male Grippli Hunter (divine hunter) 6 NG Small Humanoid (grippli) Init +4; Senses Darkvision 60 ft, Perception +14 ------------------------------
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Spells Known (CL 6th, Concentration +11)
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Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ 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.
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.
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:
------------------------------ Spellcasting ------------------------------ 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
Orisons
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ 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. |