Hunter Deadeye's page

364 posts. Alias of DoubleGold.

Full Name

Hunter Deadeye




Ranger/Freebooter-1/Cleric-1 16/16 HP Speed 30: Init:5 AC:16 FF:13 Touch:13 Saves: will:4 Reflex:5 Fort:5 cold resistance 5: CMB:2 CMD:15




5ft 8in 160 LBS




Neutral Good




Common, Aquan, Elven, Dwarven, Orc

Strength 13
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 15
Charisma 10

About Hunter Deadeye

Racial Traits
Ability Score Racial Traits: +2 Dexterity, +2 Wisdom, and –2 Strength.
Type: outsiders with the native subtype.
Size: Medium
Base Speed: Undine have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Energy Resistance: cold resistance 5.
Hydrated Vitality: An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.
Acid Breath: Undines whose outsider heritage can be traced to a water mephit can wield acid as a weapon. Such an undine has a breath weapon that is a 5-foot cone of acidic water usable once per day. The breath deals 1d8 points of acid damage per two character levels (maximum 5d8). A Reflex saving throw (DC 10 + 1/2 the undine's level + the undine's Constitution modifier) halves the damage. This racial trait replaces the spell-like ability racial trait.
Darkvision: Undines can see perfectly in the dark up to 60 feet.

Class Features
1. Weapon and Armor Proficiency: Hunters are proficient with all simple weapons and martial weapons plus the bolas and net. They are proficient with light and medium armor, but not with shields.
2. Track
A hunter adds half her level (minimum 1) to Survival skill checks made to follow or identify tracks.
3. Wild Empathy (Ex)

A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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 ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check
4. Freebooter's Bane (Ex)

At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1. The freebooter’s bane lasts until the target dies or the freebooter selects a new target.

This ability replaces favored enemy.
5. Favored class bonus: 1 skill point

Aura (Ex)

A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).


A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy (Su) (3 times per day)

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.


A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

1. Rapid Reload: Heavy crossbow.

1. Reactionary: +2 Init
2. Campaign: River Lander: +1 on all Fortitude Saves.

1. Outfit free: Traveler's
2. Heavy crossbow: 50 GP
3. Bedroll: 1 SP
4. Wooden Holy Symbol: 1 GP
5. 10 Crossbow bolts: 2 GP
6. short sword and longsword: 25 GP
7. Two Sunrods: 4 GP
8. Masterwork studded leather: 175 GP
9. Masterwork Backpack: 50 GP
10. 135 GP and 1 SP left over
11. Horse

Most often prepared spells:
Spells prepared: Guidance, enhanced diplomacy, spark.
Spells prepared: Bless, forbid action
Spells prepared-Domain: Obscuring Mist

1. Init:5
2. BAB:1
3. Crossbow, heavy attack:4 1d10 19–20/×2 120 ft. Piercing.
4. sword, short. attack:2 1d6 crit 19/20 X2. Slashing.
5. sword, long. attack:2 1d8 crit 19/20 X2. Slashing
6. CMB:2 CMD:15
7. Hydrated Vitality: Water Healing
8. Channel Energy: 3 times per day
9. 3 orisons per day
10. 2 level one spells per day
11. spontaneous casting
12. One domain per day (Water and Weather)
13. Acid Breath: 1d8 acid damage, cone of 5-ft

1. AC:16 FF:13 Touch:13
2. Resistance 5 to cold
3. Saves: will:4 Reflex:5 fort:5

1. Darkvision 60

Class Skills
The hunter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).
1. Acrobatics:5 (2 skill rank+dex)
2. Climb:6 (2 skill rank 3 trained+str)
3. Diplomacy:4 (1 Skill rank+cha+class skill)
4. Linguistics:3 (1 skill rank+int)
5. Knowledge Arcana:6 (1 skill rank+int+class skill)
6. Knowledge Nature:6 (1 skill rank +3 trained+int)
7. Perception:6 (1 skill rank+wis+3 trained)
8. Sense Motive:6 (1 skill+wis+class skill)
9. Stealth:7 (1 skill rank +3 trained+dex)
10. Survival:7 (2 skill rank+wis+3 trained)
all other skills, equal to modifier if they can be used untrained.

House Lodovka

Hunter is the type of person who will not stand for invaders. If someone or something is invading something, he will stop at nothing to find every last one of them in the group and kill them all off without questions. He enjoys working with any race and he loves both the jungle and the water. He is the kind to crack jokes and is fun to be around.
He does not have a problem with cross race dating, but when he does, he sets his age to the equivalent. If he were to date a human for example, he does the math and thinks to himself, a 78 year old undine is the equivalent of a 19 and 1/2 year old human. In fact, he decided to learn so many languages so he could cross race date or even make good friends from other races.

Sky blue skin, limpid blue eyes, lime green hair, slightly webbed hands and feet, slightly webbed and pointed ears, average size and weight, and slightly muscular. His clothes and armor are colored a shamrock green to match him.

Hunter Deadeye was born under a sea ruled by Tyrants and the land was not much different as some of the land creatures were working together with them. Hunter did not like this, but he couldn't do anything about it at the time. He has seen many horrors in his day, but this had ruined him. He saw his friends being pushed around for not obeying orders and he couldn't do anything about it. In his forties he tried to take action, but only to get bruised up with miserable failure and to be thrown in prison for two years. When he got out, he decided to be smarter about it. He formed a group of people over the years after he left the land entirely of course. Only to return many years later in his sixties. I've got it formed now he said. And with this group I will reclaim my family honor. So he turned to Tulius who he met on his travels for advice so he can figure out what to do. Tulius was busy with his own things, so he couldn't help him in his area that was kind of far away, but he was a great leader and helped to train the army. Corrupt politics no more, tyrants no more. He and his group did months of training with a lot of help from Tulius of course. So with went in with a stealth mission in mind, no problem, they got them with eaz. The second group was a bit harder but they took them out with stealth. But even with stealth, missing persons raised alarms but by the time they had to fight head on, they were well trained, ready to fight and they outnumbered the army. Finally, Hunter took back his freedom and his family honor. The city had no more politics as it corrupted the city. If Hunter ever did accept politics again or live in a city with politics, he would make sure that they weren't corrupt. He would make sure that he would someday be king and free other slaves or do justice to wrong doers, and of course he thanked Tulius for all his help.