Jemet Winderbole

Hrolf Bloodrider's page

85 posts. Alias of pad300.


Full Name

Hrolf Bloodrider

Race

HP 46/46| AC: 23 , T: 14, FF:21 | Spd: 30ft/ 20ft w/armor |

Classes/Levels

Brawler (Wildchild)1 Hunter (Primal Companion)4 | Init +2, Darkvision 60; Percept: +9, Sense Motive: +2 | Saves: F: +9, R: +9, W: +4; +2 vs charm and compulsion | CMB +7 / CMD 19

Gender

M Aasimar (Angel-Kin)

Size

Small (3'7", 47 lbs)

Special Abilities

See text

Alignment

CG

Deity

Cayden Cailen

Location

The Tower Dungeon

Languages

Common, Celestial

Occupation

Adventurer

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 14
Charisma 10

About Hrolf Bloodrider

Background:

Son of Harman and Thiera, Hrolf was born an Aasimar after a celestial was summoned to bless their union by Thiera’s grandmother ( a significant cleric who has since passed). He found great joy in the company of animals growing up, and adopted a tiger cub found abandoned in the woods.

Description:

3’7” tall and 47 lbs .Brown curly hair in a mop, with green eyes peering out below the bangs. Freckles on weather beaten skin, a hooked nose and long scar down one cheek. Inevitably where you find him, you also find She-Ra, his tiger animal companion.

Mechanical:

Brawler (Wild Child) 1 Hunter (Primal Companion)4
Alignment: Chaotic Good
Diety: Cayden Cailen

Init += +2 Dex
Speed 30 ft
60’ Darkvision
Defense
AC : 23 =10+ 2 dex +1 small+6 armor +1 ABP +2 Shield +1 deflection
HP: 46 = 10+ (4d8 =>15 )15 +7 + 10 (2*5con)+4 FCB
Fort + 9 = +2 Brawler 1 +4 hunter 3 +2 con +1 resistance
Ref + 9 = +2 Brawler 1 +4 hunter 3 + 2 dex +1 resistance
Will + 4 = +0 Brawler 1 +1 hunter 3 + 2 wis+1 resistance
+2 trait vs charm and compulsion
CMD : 19 = 10 + 4 (bab)+2 (dex) +4 (Str) -1 small
Offense
Melee: +9(+4+4 str+1 abp) Waveblade 1d4+4(STR)+1(ABP)
Ranged:
BAB : +4
CMB : + 7 = +4 (BAB)-1 small +4 str
Spells
L0 (6 known) Create Water, Guidance, Stabilize, Detect Magic, Light, Read Magic
L1 (4 know, 3+1 per day); Cheetah’s Sprint, Heightened Awareness, Longstrider, Stone Shield, Summon Nature’s Ally I
L2 (2 know, 1+1 per day); Barkskin, Protection From Energy, Summon Nature’s Ally II

Race = Aasimar (Angelin, Small) (favored class: Hunter)

Str: 18 = 15 (7 pts) +1 lvl 4 +2 racial
Dex : 14 = 14 (5 pts)
Con : 14 =14 (5 pts)
Int : 10 =10 (0 pts)
Wis; 14 =14 (5 pts)
Cha: 10 = 8 (-2 pts)+2 racial

Skills : (4+3*6) (Not including ACP of -3)
Handle Animal ( +8 = 5 ranks +3 trained)
Ride ( +10 = 5 ranks +3 trained +2 dex )
Stealth ( +14 = 5 ranks +3 trained +2 dex+4 small)
Perception ( +10 = 5 ranks +3 trained +2 wis )
Survival ( +9 = 4 ranks +3 trained +2 wis )
Acrobatics ( +9 = 4 ranks +3 trained +2 dex )

Laguages : Common, Celestial (Aasimar)

Traits : Strong Willed (Religion), Militia (Regional)

ABP:
Resistance +1, Armor Attunement +1, Weapon Attunement +1 (Waveblade), Deflection +1

Feats
Combat Expertise (Bonus)
Deadly Aim (Bonus)
Power Attack (Bonus)
Weapon Finesse (Bonus)
Improved Unarmed Strike (Brawler 1)
Paired Opportunist (1st)
Outflank (Hunter 2)
Combat Reflexes (3ed)
Pack Flanking (Hunter 3)
EWP Fauchard (5th)

Race Abilities:

Native Outsider: Aasimars are outsiders with the native subtype.
Small: As an Aasimar of Halfling descent, Hrolf is a small creature.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Angle-Blooded Aasimars have a +2 racial bonus on Heal and K Plans checks
Spell-Like Ability: Angel-Blooded Aasimars can use Alter Self once per day as a spell-like ability (with a caster level equal to the aasimar’s character level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Class Abilities:

Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).

Brawler’s Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.

Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

A brawler also deals more damage with her unarmed strikes than others, (1d4).

Animal Companion (Ex): At 1st level, a wild child forms a bond with a loyal companion that accompanies the wild child on his adventures. A wild child can begin play with any of the animals available to a druid. The wild child uses his brawler level as his effective druid level for determining the abilities of his animal companion. This ability replaces the bonus combat feats gained at 2nd, 8th, 14th, and 20th levels.

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

Spells: 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.

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.

Chaotic, Evil, Good, and Lawful Spells: A hunter can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

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 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.

Primal Transformation (Su): At first level, a primal companion hunter can awaken a primal creature from within his animal companion as a swift action. The animal companion gains a pool of 2 evolution points (Advanced Player’s Guide 60) that can be used to temporarily give the companion evolutions as if it were an eidolon. A primal companion hunter uses her hunter level to determine her effective summoner level for the purpose of qualifying for evolutions and determining their effects. At 8th level, the number of evolution points in her pool increases to 4, and at 15th level, it increases to 6.

Activating these evolutions on the animal companion is a swift action. A primal companion hunter can use this ability for 1 minute per day per hunter level. This duration need not to be consecutive, but it must be spent in 1-minute increments. An animal companion transformed in this way cannot exceed the maximum number of attacks available to the eidolon of a summoner whose class level equals that of the hunter. While transformed in this way, the animal companion’s type changes to magical beast, though the primal companion hunter still treats it as an animal for the purpose of the Handle Animal skill.

If a primal companion hunter’s animal companion is dead, she can apply these evolutions to herself instead of to her animal companion. Uses of this ability count toward the hunter’s maximum daily duration of evolution use. This ability replaces animal focus.

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.

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.

Precise Companion (Ex): At 2nd level, a hunter chooses either Precise Shot or Outflank 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 (Ex): At 2nd level, a hunter adds 1/2 her level to Survival skill 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 choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has 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.

Equipment (3000 gp):

Weapons ( 26.1 gp)
Cold Iron Waveblade (10 gp), Lance (10 gp), 6 Chakrams (6 gp), Sling, 10 bullets (1 sp)

Armor ( 607 gp)
Masterwork Breastplate (350 gp), Darkwood Heavy Wooden Shield (257 gp),

Equipment ( 69.91 gp)
Explorers oufit ( Free, class),heavy cloak (1 sp), wide brim hat (2 sp), Masterwork Backpack (50 gp), bedroll (1sp), hammock (1sp), 50 ft hemp rope (1gp), belt pouch(1 gp), String 50 ft (1 sp), chalk (1 cp), flint and steel (1 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), spell component pouch (5 gp), waterskin (1 gp), Mistletoe Divine Focus
She-Ra Equipment (221.1): Masterwork Studded Leather Barding (200 gp), Saddlebags (4 gp), 10 days of Feed (5 sp), waterskin (1 gp), Spell Component Pouch (5gp), 2x Wooden Holy Symbol (2 gp), 50 ft of rope (1 gp), 4 sack (4 sp), trail rations 10 days (5gp), Mistletoe Divine Focus, 20 sling bullets (2 sp)
75.89 gp
Magic Items (2000 gp): Handy Haversack (2000 gp)

Animal Companion:

She-Ra
Big Cat Animal Companion
Size : Medium
Low Light Vision, Scent
Speed : 40 ft
HP : 32 = 5d8 => 22+5 (Toughness)+5*1 Con
AC: 22 = 10 +1 NA +2 NA Bonus+ 3 Armor +1 armor enhancement (ABP)+ 4 Dex +1 deflection(ABP)
Fort +6 = +4 animal HD+1 Con +1 resistance (ABP)
Reflex +9 = +4 animal HD +4 Dex +1 resistance (ABP)
Will +6 = +1 animal HD +2 Wis +1 resistance (ABP) +2 Iron Will
Attack : +5 Bite 1d6+2 (str), 2X +6 Claws 1d4+2 (str)+1 (ABP), Rake 1d4+2
BAB +3
Str 14=13+1(AC Bonus)
Dex 18=17+1 (AC Bonus)
Con 13=13
Int 3=2+1(4hd ability score increase)
Wis 15
Cha 5
Skills (5 pts)
Swim (+6, 1 rank +2 str +3 trained)
Climb (+6, 1 rank +2 str +3 trained)
Perception (+6, 1 rank +3 trained +2 wis)
Stealth (+ 8, 1 rank +4 dex +3 trained)
Survival (+6, 1 rank +3 trained +2 wis)
Special: Link, Share Spells, Evasion
Tricks: 9+2
Attack, attack, defend, guard, down, heel, sneak, Sic’em, Bolster Companion, Vengeance Strike, Tangling Strike

Feat: Combat Expertise (bonus), Power Attack (Bonus), Weapon Finesse (Bonus), Deadly Aim (Bonus), Toughness (1 hd), Combat Reflexes (3hd), Iron Will (5 HD)
Primal Evolution: Stinger (1 pt), Improved Natural Armor (1 pt)
ABP:
Resistance +1, Armor Attunement +1, Weapon Attunement +1 (claws)+1 Deflection