Horizon Hunter
Provision: Breath of Life Scroll, Rank 5
Default Downtime: Earn Income w/ Elysium Lore (Master) or Naturalist
Descriptive Profile and Daily Preparations:
An Ulfen woman between middle and old age carrying a large backpack with lots of equipment and weapons strapped to it - the most prominent of which is a fierce looking longbow. Her eyes are nearly always red and relaxed, and although she is fleet of foot, she never seems to be in a hurry, even when she is, which is most of the time.
A handsome eagle with sharp beak and claws and the wingspan of one and a half men circles near her at all times - and answers to the name of "Ro". Every couple hours, it returns with a dead rodent, dropping it before "Jakoby", who stashes them in her belt pouch. If pressed, she gladly explains that although possessing little meat, what is there is surprisingly efficient as a food source when mixed with loose nuts or berries.
Jakoby wakes up early every day to watch the sun rise while mixing, packing into her carved wooden pipe, and smoking sweet-smelling herbs from her pouch. She gladly shares with anyone that joins her.
Senses
Perception (***`) +21 visual w/ Obsidian Goggles (◆, item, 1-hr, □/day); +2 circumstance vs hunted prey
Swift Tracker (◇) If Jakoby rolls Tracking for Initiative, may Stride towards Prey on first turn
Languages ➤ Common, Skaldi; Fey
Explore ➤ Track or Search w/ Longbow (o utside) or Katana (inside)
Defense
AC 28 (bands of force) or 29 vs prey / shield (hard 15), HP 148
Fortitude (**`) +18, Reflex (***`) +22 w/ Evasion, Will (**`) +19
Shield Block (↺) Reduce damage from triggering attack or magical effect that deals damage by 15 while Shield spell active (□/10-min)
Life Block (↺) Sustain 5/10/15 HP to reduce triggering damage to Ro by 10/20/30 while Protect Companion spell active (□/10-min)
Retrieval Belt (◇, 1h) for Breath of Life (↺, 60-ft) Ally restored to 5d8 HPs triggered when they would otherwise die
Return Force (↺) Shove a creature that critically fails to melee strike you w/ Athletics +14
Offense
Ranger Class DC (**) 29
Divine Warden Spellcasting DC (**) 28
Martial Weapons (**); Medium Armor (*)
Nature's Edge (~) You always find the weak points in your foes' defenses when they're on unfavorable terrain. Enemies are flat-footed to you if they're in natural difficult terrain or in difficult terrain resulting from a snare.
Speed 30 feet, Bulk 7.8 / 9.0
"Regicide"
[dice=Cunning Fearsome Composite Longbow (P, 100-ft; deadly d10, volley 30-ft) vs Foe]1d20+21; 2d8+4; 1d10[/dice]
Cunning ➤ Recall Knowledge (◇, 1/min) if strike hits and foe has blood or vital fluids
Fearsome ➤ Critical hit leaves foe Frightened 1
Crit Spec (Bow) ➤ Foe Immobilized until they Interact to roll Athletics vs DC 10
"Spiritbreaker"
[dice=Astral Katana (S, 1h; deadly d8, two-handed d10, versatile P) w/ Astral (1d6 spirit) vs Foe]1d20+20; 2d6+6; 1d6; 1d8[/dice]
[dice=Astral Katana (S, 2h; deadly d8, two-handed d10, versatile P) w/ Astral (1d6 spirit) vs Foe]1d20+20; 2d10+6; 1d6; 1d8[/dice]
Astral ➤ Extra Spirit damage (1d6) and if strike hits may eject any possessing entity vs Will DC 28
Crit Spec (Sword) ➤ Foe off-guard 1 round
To the Ends of the Earth (ability text):
Alloy Orb (◆)
Astral Rune
Battle Medicine (◆)
Beacon Shot (◆)
Breath of Life (↺)
Cunning Rune (◇)
Exotic Edge (◇)
Experienced Tracker and Swift Tracker (◇)
Fearsome Rune
Heroic Hustle (◇)
Hunter's Luck (◇)
Hunt Prey (◆) w/ Outwit and Monster Hunter
Magic Hide (◆)
Nature's Edge
Onyx Panther (◆)
Potion of Quickness (◆)
Retrieval Belt (◇ or ◆)
Rugged Wayfinder (◆)
Support (◆) with Bird Companion
Water of Warlock's Barrow (◆◆)
Wayfinder (◆) and Wayfinder of Rescue (◆ or ◆◆)
Alloy Orb (◆)
Usage affixed to a metal weapon; Bulk —
Activate (◆, concentrate)Although solid, this orb of metal swirls with bright silver and dark iron colors, as if made of liquid. When you activate the alloy orb, select cold iron or silver. The affixed weapon functions as the chosen material for 1 minute, suppressing its original material. Powerful weapons overwhelm the magic of this talisman, and it works only on weapons of 8th level or lower.
Astral Rune Usage etched onto a weapon; Bulk —
Astral weapons command powerful spiritual energy from the Astral Plane. This rune has the same effects as a ghost touch rune, plus Strikes with it deal an extra 1d6 spirit damage. If used to attack a creature that's possessing another creature, this weapon deals no damage to the possessed creature. On a critical hit against a creature possessing another creature, the possessing creature must succeed at a DC 26 Will save or be expelled and unable to possess a creature for 1d4 rounds.
Battle Medicine (◆)
Requirements: You're holding or wearing a healer's toolkit.
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
Beacon Shot (◆)
Ammunition: arrow, bolt; Bulk —
Activate (◆, manipulate)The shaft of a beacon shot is studded with flecks of gemstones. When an activated beacon shot hits a target, it embeds itself into that target and spews sparks for 1 minute. If the target is invisible, it becomes merely hidden to creatures who would otherwise be unable to see it. The sparks also negate the concealed condition if the target was otherwise concealed.
A creature can remove the arrow or bolt by using an Interact basic action and succeeding at a DC 20 Athletics check.
Breath of Life (↺)
Trigger: A living creature within range would die
Range 60 feet; Targets: the triggering creature
Your blessing revives a creature at the moment of its death. You prevent the target from dying and restore 5d8 Hit Points to the target. You can't use breath of life if the triggering effect was a death effect or an effect that leaves no remains, such as disintegrate.
Heightened (+2) The healing increases by 1d8.
Cunning Rune (◇)
Usage: etched on a slashing or piercing weapon; Bulk —
The weapon performs divination magic on the blood of your foes, granting you insight into their abilities and weaknesses.
Activate (◇, envision); Frequency once per minute; Requirements On your previous action this turn, you used this weapon to hit and damage a creature that has blood or other vital fluids; Effect You learn the secrets the weapon gleaned from the creature's blood. Attempt to Recall Knowledge about the target of the required attack, gaining an item bonus to the Recall Knowledge skill check equal to the weapon's item bonus to attack rolls from its potency rune. If the required attack was a critical hit, you also gain a +2 circumstance bonus to this check.
Exotic Edge (◇)
By traveling so widely, you have developed an intuitive talent for using esoteric techniques. Once per adventure, you can activate this boon as a free action to apply these techniques, gaining a +1 circumstance bonus to either all of your attack rolls or all of your skill checks for 1 round.
Experienced Tracker and Swift Tracker (◇)
Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.
Your keen eyes catch signs of passage even when you’re moving. You can move at your full Speed while you Track. If you have master proficiency in Survival, you don’t need to attempt a new Survival check every hour while Tracking. If you have legendary proficiency in Survival, you can use another exploration activity while Tracking.
If you roll Survival for initiative while tracking your hunted prey, when you start your first turn of the encounter, you can Stride toward your hunted prey as a free action.
Fearsome Rune Usage: etched onto a weapon; Bulk —
When you critically hit with this weapon, the target becomes frightened 1.
Heroic Hustle (◇)
In moments of true heroism, you can always move to where the action is. When you spend a Hero Point to reroll a check, you also gain a +10-foot status bonus to your Speed until the end of your next turn. After you spend a Hero Point to avoid death, you can also Stand as a free action when you next become conscious.
Hunter's Luck (◇)
Trigger: You attempt a check to Recall Knowledge about a creature, but you haven’t rolled yet
You have a preternatural ability to remember details about your foes. Roll the triggering check twice and use the better result.
Hunt Prey (◆) w/ Outwit and Monster Hunter You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.
You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting.
You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.
You are talented at outwitting and evading your prey. You gain a +2 circumstance bonus to Deception checks, Intimidation checks, Stealth checks, and any checks to Recall Knowledge about the prey, and a +1 circumstance bonus to AC against your prey's attacks.
You quickly assess your prey and apply what you know. As part of the action used to Hunt your Prey, you can attempt a check to Recall Knowledge about your prey. When you critically succeed at identifying your hunted prey with Recall Knowledge, you note a weakness in the creature’s defenses in addition to any other benefits. You gain a +1 circumstance bonus to your next attack roll against that prey, and any ally you tell gains the same benefit. You can give bonuses from Monster Hunter only once per day against a particular creature.
Magic Hide (◆)
Range 30 feet; Targets your animal companion
Duration: 1 minute
Your animal companion grows a thicker hide, matted fur, or a harder shell, granting it a +1 status bonus to AC.
Nature's Edge You always find the weak points in your foes' defenses when they're on unfavorable terrain. Enemies are off-guard to you if they're in difficult terrain.
Onyx Panther (◆)
Usage: affixed to armor; Bulk —
Activate [one-action] (concentrate)This beautiful black pebble is sculpted into a stylized panther shape. When you activate it, use a Sneak action with a +1 item bonus to the check. You can move your full Speed (instead of half) on this Sneak action and any others you take this turn.
Potion of Quickness (□□□□)
Usage: held in 1 hand; Bulk: L
Activate [one-action] (manipulate)Drinking this silver potion grants you the effects of haste for 1 minute.
Haste
Duration: 1 minute
Magic empowers the target to act faster. It gains the quickened condition and can use the extra action each round for only Strike and Stride actions.
Retrieval Belt (◇ or ◆)
Usage: worn belt; Bulk —
This belt is covered in small pouches that clasp with buttons of painstakingly carved stone. The belt is tied to an extradimensional space that can hold one item of 1 Bulk or less. Anyone holding the belt can sense its contents, but only those who've invested it can store or retrieve items. Many retrieval belts are found with an item already inside.
Activate—Store Item (◆, manipulate); Requirements There is room for an item in the belt; Effect One item you're holding with a Bulk of 1 or less vanishes into the belt's extradimensional space.
Activate—Retrieve Item (◇, manipulate); Requirements An item is stored in the belt and you have a free hand; Effect The item stored in the belt appears in your hand. Neither Store Item nor Retrieve Item can be activated again for 1 minute.
Rugged Wayfinder (◆)
You have modified your wayfinder to absorb a small amount of your exhaustion, allowing you to continue exploring unhindered. When you purchase this boon, you apply its benefits to one wayfinder in your possession, granting you a special ability when the wayfinder is invested and in your possession.
As an action (◆), you can reduce the severity of your clumsy, enfeebled, or sickened condition, reducing that condition’s value by 1.
You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit.
Support (◆) with Bird Companion Your animal companion supports you. You gain the benefits listed in the companion type’s Support Benefit entry. If the animal uses the Support action, the only other actions it can use on this turn are basic move actions to get into position to take advantage of the Support benefits; if it has already used any other action this turn, it can’t Support you.
The bird pecks at your foes' eyes when you create an opening. Until the start of your next turn, your Strikes that damage a creature that your bird threatens also deal 1d4 persistent bleed damage, and the target is dazzled until it removes the bleed damage. If your bird is nimble or savage, the persistent bleed damage increases to 2d4.
Water of Warlock's Barrow (◆◆)
You vanquished the spirits of Warlock’s Barrow, and now through some quirk of fate, you can call upon them to help you lay other undead to rest. As a double-action (◆◆), you can check the box to have the purified waters of Warlock’s Barrow surround your weapons, now harming the undead instead of the living. You cast disrupting weapons as a 1st-level innate spell, except the spell also has the water trait.
Disrupting Weapons
Range: touch; Targets: up to two weapons, each of which must be wielded by you or a willing ally, or else unattended; Duration: 1 minute
You infuse weapons with positive energy. Attacks with these weapons deal an extra 1d4 positive damage to undead.
Wayfinder of Rescue (◆ or ◆◆)
As a standard wayfinder, but once per day you can activate it to cast heal on a creature other than yourself, using either the one-action or two-action version of heal as a 1st-level spell.
Warden Spellcasting:
Divine DC 26, Primal DC 26
Warden Focus Spells (□) @ Magic Hide (◆, 30-ft, status, 1-min)
Wayfinder of Rescue (□) @ Light (◆, self), Heal (◆/◆◆, touch/30-ft, □/day)
Erastil "Old Deadeye" (LG)
Domains: Earth, Family, Nature, Wealth; Alternate: Duty
Favored Weapon: Longbow; Divine Skill: Survival; Divine Font: Heal
Edicts: Care for your home and family, fulfill your duties, keep the peace, protect the community
Anathema: Abandon your home in its time of need, choose yourself over your community, tarnish your reputation, tell lies
Granted Spells: True Strike, Wall of Thorns, Tree stride
Character Progression:
Ancestry and General
1: Human, Skilled Heritage ➤ Nature; General Training ➤ Fleet
3: Ancestry Paragon ➤ Natural Ambition ➤ Initiate Warden ➤ Magic Hide
5: Clever Improvisor
7: Toughness
9: Multitalented ➤ Cleric Dedication
Level Nine
(#VW) "Naturalist" @ Potion of Quickness (Task 8, 180.00gp Raw Materials, 2 Days Preparation)
(#2-24) "Breaking the Storm: Parting Clouds" (4xp, 440.00gp, 4HH; 18.00 Naturalist) @ 10/15/2021
(#4-17) "Trapping the Hag's Claw" (4xp, 440.00gp, 4HH; 24.00 Naturalist) @ 12/14/2023
(#5-20) "The Rakshasa's Court" (4xp, 440.00gp, 4HH; 24.00 Naturalist) @ 9/3/2024
= 12xp, 1320.00gp, 12 Reputation w/ Horizon Hunters, 66.00 Naturalist
Level 10
Remastered August 6th, 2024
(#6-07) "A God Falls where Magic Fails" (4xp, 600.00gp, 4HH; 24.00 Naturalist) @ 3/5/2025
(#4-06) "Signal from the Electric Laboratory" (4xp, 600.00gp, 4HH) @ October 2025
(#4-10) "Prisoners of the Electric Castle" (underway)
= 8xp, 1200.00gp, 8 Reputation w/ Horizon Hunters, 24.00 Naturalist
Level 11
(#VW) "Naturalist" @ Oil of Keen Edges (Task 11, 500.00gp Raw Materials, 2 Days Preparation)
Other Chronicles
(#VW) "Naturalist" @ Moderate Healing Potion Batch (Task 6, 100.00gp Raw Materials, 2 Days Preparation)
(#VW) "Naturalist" @ Moderate Healing Potion Batch (Task 6, 100.00gp Raw Materials, 2 Days Preparation)
(#VW) "Naturalist" @ Moderate Healing Potion Batch (Task 6, 100.00gp Raw Materials, 2 Days Preparation)
(#VW) "Worldly Mentor"
(#ACP) "Avid Collector: Core Rulebook” @ Oil of Keen Edges
(#ACP) “Avid Collector: GM Core” @ Retrieval Belt
Subtotals
Total XP: 118
Total Earned Gold: 5302.54 gold
Standing and Reputation:
Grand Reputation (108; Admired, T4)
Primary Reputation: Horizon Hunters (76; Admired, T3)
Secondary Reputation: Verdant Wheel (22; Liked, T1)
Tertiary Reputation: Envoy's Alliance (4), Grand Archive (2), Vigilant Seal (4)
Slotted Boons
Advanced: Grand Finale (□), Maze Walker, or Seasoned Diplomat (□)
Ally: Expert Hireling (6), Hireling (4), Professional Hireling (6), Master Hireling (8)
Chronicle: Big Game Hunter (□□□), Cryptid Scholar (☑☑☑), One-Who-Waits (□□□), Society Connections (□), Team Player (□□□), Water of Warlock's Barrow (□)
Retired: Exotic Edge, Naturalist > Moderate Healing Potion (☑☑☑☑), Rugged Mentor, Rugged Wayfinder, Wayfinder
Achievement: Avid Collector > Oil of Keen Edges, Heroic Hustle, Naturalist > Potion of Quickness (□□□□), Worldly Mentor
Boon Records
Fame Purchased (81): Bequeathal (8) to Fjorn (Numerian Steel Breastplate), Exotic Edge (4), Expert Hireling (6), Hireling (4), Master Hireling (8), Naturalist > Moderate Healing Potion (4), Professional Hireling (6), Resurrection Plan (25), Rugged Mentor (2), Rugged Wayfinder (2), Swift Traveler x3 (6), Untarnished Reputation (4), Wayfinder (2)
➤ Aware of the strengths and limitations of her primary weapon - her longbow (with the Volley trait which imposes a -2 penalty to Strikes within 30 feet) - while exploring, she will typically carry it when she is in an more spacious outdoors setting, and typically stow it and instead draw her katana when she is in a less spacious indoors setting.
➤ A bit of a dedicated switch-hitter, if Jakoby finds herself amongst a party that lacks a dedicated front-line combatant, and if at least one of the other members volunteers to support her in doing so, she can play that role for the duration of the adventure, and will always carry her katana as her default weapon.
➤ Jakoby will attempt, when possible, to Track every creature she encounters, having a few class abilities that interact with her having successfully done so, including Hunt Prey and Swift Tracker - the latter enabling her a free Stride on her first turn when rolling Survival for initiative against her prey.
➤ When using her Monster Hunter class feat - granting a free action Recall Knowledge check against her prey - if she elects not to use her Hunter's Luck focus spell (which provides the best of two rolls) - if Jakoby has any remaining Hero Points, she will typically use one to avert critical failure, so as to prevent the possibility of acting upon erroneous information
➤ Jakoby has Assurance with her master proficiency in the Nature skill, and when rolling for Master Monster Hunter against multiple foes, will typically use it to assure her result (currently "26"). Against an individual creature, she would typically prefer to roll, using the same precaution for Hero Points (to avert critical failure) as above.