Effects/Conditions: Rage, Animal Focus: Strength (rd 3 of 10), Enlarge Person (rd 5 of 10), Lead Blades (cold iron morningstar)
Animal Focus 2/3 remaining
Rage 7/10 remaining
Teamwork Feat Swap 1/1 remaining
Lvl 1 3/4 remaining
Hunter Tricks 2/2 remaining
Huc & Fynn, Male human hunter 3
Str 16, Dex 14, Con 12, Int 10, Wis 14, Cha 8
Init +2; Speed 30ft (20 in armor)
hp 29 (3d8 [8,6,6], 2 con, 3 feat, 3 fav)
BAB +2; CMB +5;
Hunter Spells Known (CL 3; concentration +4)
Eye for Talent: +2 Sense Motive; +2 to animal companion stat
Heart of the Wilderness: 1/2 bonus equal to character level on Survival checks. +5 racial bonus to Con checks to stabilize when dying. Add 1/2 character level to amount below zero necessary to die.
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 effect immediately ends.
Animal Focus (Su): At 1st level, a hunter can apply the aspect of an animal to herself as a swift action. She must select one type of animal to emulate, gaining a bonus or a 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 it must be spent in 1-minute increments. Normally, 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 aspects 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 aspect to herself instead of her animal companion. This is in addition to the normal animal aspect 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.
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 - Outflank (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 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 learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she had 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.
Fynn, the mutt:
Fynn CR –
Feats Power Attack (Bonus), Toughness (1), Outflank (Hntr2), Extra Rage (3), Pack Attack (Hntr3)
Skills (24 total = 18 class, 0 int, 6 bg)
Worn: woodsman’s clothes (traveler’s clothes), Mwk breastplate, holly & mistletoe (divine focus), lumber axe (mwk greataxe), cold iron morningstar, alchemical silver shortspear, 5 javelins, dagger, sling
belt pouch: flint & steel, whetstone, monies (30.03g)
mwk backpack: bedroll, mess kit, 2 torches, trail rations (5 days), waterskin, rope, crowbar, grappling hook
Fynn: doggy leather armor, dog harness (double backpack) containing: pot, 8 torches, 2 empty sacks, Huc’s leather lamellar armor, heavy wooden shield
About Huc & Fynn:
Secrets don’t generally stay secrets in small towns like Benhaim. So when the old tavern had an unexpected son dropped into his lap about twenty years ago, everyone knew about it. They also knew his wife wasn’t happy with it. And they also knew when he took the baby up to Faldamont … to be raised by someone who’d find less shame in the whole situation. Rumors said it was an older brother.
And that’s how Huc was raised. An outsider among outsiders in a backwoods town. Not that it was altogether bad. He got to grow up running around the forests and getting into all sorts of trouble that most mothers won’t let their boys get into. It made him independent. It made him tough. it also gave him a whole lumbering crew’s worth of “uncles” who raised the kid up as one of their own, teaching him all sorts of woodsy, roughneck things. There was even one “uncle” who claims to have spent some time with the druid gnomes of the deeper forests, taught the boy a thing or two about their old ways.
As Huc came of age—a time when most young men are gaining apprenticeships—he used his talents as an aspiring hunter to bring meat and hides to the lumbermen’s camps, earning a bit of coin and no title bit of good will. Knowing the local forests as he did, he was also able to pick up jobs as a sort of local guide. It was never much money, but then, Huc never really had need to buy much. A tool here, a weapon there, never much. It was a simple life, but it was his life.
His life as a woodsman and an outsider shaped him in other ways, too. First, despite becoming highly self-reliant, he always had a deep yearning to fit in … to earn a place in Faldamont and—eventually—in Benhaim. Secondly, and somewhat related, it gave the growing young man a soft spot for outsiders, runts, and cast-offs. A guy with his story can’t help but identify with such folk, I guess. And this is how he met Fynn, a massive mutt who would become his best friend. The mutt was actually a gift from his half-sister, Talia, and Huc loves the dog more than anything else.
He was actually just swinging back through town. It was always nice to catch up with Talia, but this time, he’d gotten one of his first real assignments. Guide and guard duty on Gribb’s caravan.
2) *Outflank; **Power Attack
3) Extra Rage; MC: Barbarian (rage)
4) +1 Str
6) *Teamwork Feat? (Stealth Synergy?)