Member of the Old Cults

Jack White-Falcon's page

1 post. Alias of Sammy Kirkpatrick.


About Jack White-Falcon

JACK WHITE-FALCON CR 14
Male Human Ranger (Skirmisher) 15
NN Medium Humanoid (Human)
Init +6; Senses Perception +17
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DEFENSE
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AC 27, touch 15, flat-footed 22. . (+10 armor, +5 Dex, +2 natural)
hp 156 (15d10+45)
Fort +17, Ref +20, Will +9
Defensive Abilities Evasion
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OFFENSE
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Spd 30 ft.
Melee Unarmed Strike +20/+15/+10 (1d3+5/20/x2)
Ranged Sammy's Crossbow +26/+26/+21/+16 (1d10+4/19-20/x2)
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STATISTICS
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Str 16/20, Dex 18/22, Con 16, Int 14, Wis 9, Cha 8
Base Atk +15; CMB +20; CMD 35
Feats Crossbow Mastery: Crossbow, Heavy, Dazzling Display: Crossbow, Heavy, Deadly Aim -4/+8, Endurance, Far Shot, Improved Vital Strike, Point Blank Shot, Precise Shot, Precise Strike, Quick Draw, Rapid Reload: Crossbow, Heavy, Rapid Shot, Vital Strike, Weapon Focus: Crossbow, Heavy
Skills Acrobatics +5, Bluff +2, Climb +23, Diplomacy +2, Disguise +2, Escape Artist +5, Fly +5, Handle Animal +20, Heal +17, Intimidate +20, Perception +17, Ride +5, Spellcraft +20, Stealth +23, Survival +24, Swim +22
Languages Common, Draconic, Elven
SQ Animal Companion Link (Ex), Camouflage (Ex), Circlet of Persuasion, Enemies: Aberrations (+4 bonus) (Ex), Enemies: Dragons (+4 bonus) (Ex), Enemies: Magical Beasts (+4 bonus) (Ex), Enemies: Undead (+2 bonus) (Ex), Heart of the Wilderness +7, Hunter's Trick: Bolster Companion (Ex), Hunter's Trick: Chameleon Step (Ex), Hunter's Trick: Cunning Pantomime (Ex), Hunter's Trick: Defensive Bow Stance (Ex), Hunter's Trick: Second Chance Strike (Ex), Hunter's Trick: Trick Shot (Ex), Hunter's Tricks (6/day) (Ex), Quarry, Ring of Animal Friendship, Share Spells with Companion (Ex), Swift Tracker (Ex), Terrains: Mountain (+4 bonus) (Ex), Terrains: Underground (+4 bonus) (Ex), Terrains: Urban (+2 bonus) (Ex), Track +7, Wild Empathy +14 (Ex), Woodland Stride (Ex)
Combat Gear Sammy's Crossbow, +4 Glamered Mithral Agile Breastplate, Masterwork Cold Iron Bolts, Crossbow (50), Adamantine Bolts, Crossbow (50); Other Gear Amulet of Natural Armor +2, Belt of Physical Might, STR & DEX +4, Boots of Speed, Circlet of Persuasion, Cloak of Resistance, +5, Ring of Animal Friendship
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SPECIAL ABILITIES
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Camouflage (Ex) You can use the Hide skill in favored terrain.
Circlet of Persuasion +3 competence bonus to CHA-based checks (skills already included).
Crossbow Mastery: Crossbow, Heavy You can reload any crossbow as a free action. With your chosen crossbow type, this does not provoke attacks of opportunity.
Dazzling Display: Crossbow, Heavy Intimidate check to demoralize can affect those within 30' who see you.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Enemies: Aberrations (+4 bonus) (Ex) +4 to rolls vs Aberrations.
Enemies: Dragons (+4 bonus) (Ex) +4 to rolls vs Dragons.
Enemies: Magical Beasts (+4 bonus) (Ex) +4 to rolls vs Magical Beasts.
Enemies: Undead (+2 bonus) (Ex) +2 to rolls vs Undead.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Far Shot Halve the range increment penalty for extended range.
Heart of the Wilderness +7 +5 on CON checks to stabilize, +1/2 level to negative HP level for death, +1/2 level Survival.
Hunter's Trick: Bolster Companion (Ex) The ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the an
Hunter's Trick: Chameleon Step (Ex) The ranger can move up to twice his speed as a move action. The ranger does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.
Hunter's Trick: Cunning Pantomime (Ex) As a standard action, the ranger can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the ranger suffers a –4 penalty on all Bluff and Diplomacy checks relating to
Hunter's Trick: Defensive Bow Stance (Ex) The ranger can use this trick as a swift action. Until the start of his next turn, his ranged attacks do not provoke attacks of opportunity.
Hunter's Trick: Second Chance Strike (Ex) When he misses with a melee attack, the ranger may reroll his attack at a –5 penalty. Using this ability is an immediate action.
Hunter's Trick: Trick Shot (Ex) As a standard action, the ranger can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover.
Hunter's Tricks (6/day) (Ex) Various tricks.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Quarry +2 to hit and other bonuses against your designated quarry.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Rapid Reload: Crossbow, Heavy You can reload fast with one type of Crossbow.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of Animal Friendship On command, this ring affects an animal as if the wearer had cast charm animal.

Faint enchantment; CL 3rd; Forge Ring, charm animal; Price 10,800 gp.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Terrains: Mountain (+4 bonus) (Ex) +4 to rolls vs Mountain.
Terrains: Underground (+4 bonus) (Ex) +4 to rolls vs Underground.
Terrains: Urban (+2 bonus) (Ex) +2 to rolls vs Urban.
Track +7 +7 to survival checks to track.
Vital Strike Standard action: x2 weapon damage dice.
Wild Empathy +14 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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ANIMAL COMPANION CR 10
Male Leopard
NN Medium Animal
Init +10; Senses Low-Light Vision, Scent; Perception +1
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DEFENSE
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AC 25, touch 16, flat-footed 19. . (+6 Dex, +9 natural)
hp 78 (+20)
Fort +9, Ref +13, Will +4
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OFFENSE
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Spd 50 ft., Sprint x10 (1/hour)
Melee Bite (Leopard) +13 (1d6+6/20/x2) and
. . Claw x2 (Leopard) +14 x2 (1d4+6/20/x2) and
. . Unarmed Strike +13/+8 (1d3+6/20/x2)
Special Attacks Trip
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STATISTICS
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Str 22, Dex 23, Con 15, Int 2, Wis 12, Cha 6
Base Atk +7; CMB +13; CMD 29 (33 vs. Trip)
Feats Agile Maneuvers, Blind-Fight, Improved Initiative, Improved Natural Attack: Claw x2 (Leopard), Multiattack (Multiattack / Extra Attack), Weapon Focus: Claw
Tricks Attack [Trick], Attack Any Target [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Seek [Trick], Stay [Trick], Track [Trick]
Skills Acrobatics +19 Modifiers +4 Stealth in Undergrowth
Languages
SQ Attack Any Target [Trick], Come [Trick], Defend [Trick], Devotion +4 (Ex), Down [Trick], Evasion (Ex), Fetch [Trick], Guard [Trick], Heel [Trick], Multiattack / Extra Attack, Seek [Trick], Stay [Trick], Track [Trick]

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SPECIAL ABILITIES
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+4 Stealth in Undergrowth (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Agile Maneuvers Use DEX instead of STR for CMB
Attack Any Target [Trick] The animal will attack any creature on command.
Blind-Fight Re-roll misses because of concealment, other benefits.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Sprint x10 (1/hour) (Ex) 1/hour, your charge speed is 10 times your land speed.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
Trip (Ex) You can make a trip attempt on a successful attack.

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