Full Name |
Karu Sÿdan |
Race |
| HP: 27/27 | AC: 17 (11 Tch, 16 Fl) | CMB: +5, CMD: 17 | F: +7, R: +5, W: +4 | Init: +3 | Perc: +8, SM: +2 |
Classes/Levels |
| Speed 20ft | Animal Focus: 3/3 | Spells: 1st 4/4 | Active conditions: None. |
Gender |
Female NG Dwarf Hunter 3 |
About Karu Sÿdan
Karu Sÿdan
Hunter 3
ATTRIBUTES
STR 16
DEX 12
CON 15
INT 13
WIS 14
CHA 8
STATS
Age 42
Alignment NG
Gender Female
Initiative +3
Languages Common, Dwarf, Giant, Goblin
Senses Perception +8
Size M
Speed 20ft
Type Humanoid (Dwarf)
OFFENSE
BAB +2
Giant-Sticker Spear
Attack 1d20+6 2 BAB + 3 Str (or +4 Str)
Damage 2d6 + 4 Str
Notes 10ft reach, brace, +4 when flanking, crit provokes AoO for AnCmp
Dwarven Ram Hammer
Attack 1d20+5 2 BAB + 3 Str (or +4 Str)
Damage 1d8 + 2 Str
Notes x3 crit, 10ft throwing range
Snag Net
Attack 1d20+3 2 BAB + 1 Dex
Notes ranged touch attack, causes ‘entangled’ (-2 to hit, -4 dex)
DEFENSE
HD 27 3d8 + 2 Con/Level + 1 FCB / level
AC 17 10 Base + 6 Armour + 1 Dex
SAVES
Fort +7 +3 Base +2 Con +1 Shake It Off, +1 Trait (+2 vs spells, spell-likes and poison)
Refl +5 +3 Base +1 Dex +1 Shake It Off (+2 vs spells, spell-likes and poison)
Will +4 +1 Base +2 Wis +1 Shake It Off (+2 vs spells, spell-likes and poison)
SKILLS
9 / Level (6 Base + 1 Int + 2 Background)
Climb +6 +1 Rank +3 Class +3 Str
Kn Dungeoneering +7 +3 Rank +3 Class +1 Int
Kn Geography +7 +3 Rank
Kn Nature +7 +3Rank +3 Class +1 Int
Perception +8 +3 Rank +3 Class +3 Wis +2
Spellcraft +5 +1 Rank +3 Class +1 Int
Stealth +7 +3 Rank +3 Class +1 Dex
Heal +8 +3 Rank +3 Class +2 Wis
Swim +9 +1 Rank +3 Class +3 Str
Survival +8 +3 Rank +3 Class +2 Wis
Handle Animal +5 +3 Rank +3 Class -1 Cha
Notes
Gain half level to survival when tracking.
+2 perception to notice unusual stonework such as traps and secret doors.
+1 bluff, sense motive, and perception.
-3 ACP, but does not apply to climb and jumping skill checks.
FEATS
-Outflank (Teamwork): Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
-Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
-Pack Flanking (Teamwork): When you and your companion creature have this feat, your companion creature is adjacent to you or sharing your square, and you both threaten the same opponent, you are both considered to be flanking that opponent, regardless of your actual positioning.
-Shake It Off (Teamwork): When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).
TRAITS
Giant Slayer: +1 trait bonus to Bluff, Perception, Sense Motive. +1 to hit and dmg vs giants.
Life of Toil: +1 trait bonus to Fortitude saves
Reactionary: +2 trait bonus to Initiative checks
SPECIAL ABILITIES
Hunter
Proficiencies: A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Animal Companion: gain an animal companion.
Animal Focus: give a permanent bonus to your companion, and spend a swift action to gain a bonus for a minute. You can do this your level times a day. Bonuses: + 2 str / dex / con, +2 attack on AoO and +2 AC vs AoO, +4 to perception / climb / swim & acrobatics to jump / stealth / gain 10ft scent / gain evasion / gain +5 ft movement / gain darkvision.
Nature Training: 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: A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. 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: 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: At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.
Hunter Tactics: 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.
Dwarf
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
SPELLS
Cast / DCs are Wis-based, spells are from the Ranger & Druid list.
0-Level Spells (X/Day)
Detect Poison
Detect Magic
Light
Mending
Guidance
Create Water
1-Level Spells (4/Day)
Keep Watch
Resist Energy
Windy Escape
Cure Light Wounds
Summon Nature’s Ally I
ANIMAL COMPANION
KARJYS the Grizzly Bear
Str 18, Dex 14, Con 15 (13), Int 2, Wis 13, Cha 6
22 HP | 40ft speed | Medium size | animal subtype | low-light vision, scent.
Feats: Toughness, Power Attack, Shake It Off, Pack Flanking, Outflank
Skills: +6 Stealth, +5 Perception, +8 Climb
Offense: +6 bite 1d6+4, +6/+6 claws 1d4+4
Notes: +4 to hit when flanking, -1 to hit and +2 to damage from power attack
Defense: AC 18 (10 + 2 dex + 3 armor + 3 NA)
Saves: +6 Fort / +6 Ref / +3 Will - has Evasion
Gear: masterwork hide shirt, exotic saddle pack and carrying add-ons.
Notes: Animal Focus goes into +2 Con by default.
EQUIPMENT
Gold: 45 gp
Load: 0 / 76 lbs (Light) 77–153 lbs (Medium) 154–230 lbs (Heavy)
Combat gear: Masterwork Giant-Sticker, Ram Hammer, Slag Net, Dagger, Agile Breastplate.
Consumables: Scroll of Faerie Fire (x4), Brightest Night (x2), Feather Step (x4), Lead Blades (x4), Magic Fang (x4), Magic Weapon Oil (x2),
Other gear: Wand of Cure Light Wounds (48/50), Ioun Torch (x2), Deluxe Wilderness Kit (hunting knife 2 gp 1 lb, whetstone 2 cp 1 lb, bucket 5 sp 2 lbs, shovel 2 gp 8 lb, hammer 5 sp 2 lbs, 2 square yards canvas 2 sp 2 lbs, fishing line and hook 1 sp, flint and steel 1 gp, iron pot 5 sp 10 lbs, signal whistle 8 sp, large tent 30 gp 40 lbs, waterskin 1 gp 4 lbs, 2 vials antitoxin 100 gp, climber’s kit 80 gp 5 lbs)
BACKGROUND
BACKSTORY
Karu’s life has been anything but easy. Born to a dwarven couple from the Iron Peaks, she never got to meet her father as he died during her pregnancy at the hands of giants. The full story of how he died isn’t known to Karu, but it caused her mother such grief that eventually the poor woman’s heart broke and stopped ticking when Karu was but twenty-four - while old for a human, this is well before a dwarf, especially a sheltered one, reaches adulthood.
Her father, instead of fighting the giants like the rest of the settlement, tried to escape the attack and got gutted by a group of Hyena Skull goblins. These goblins shadowed the giants wherever they went, picking up whatever they left behind. Karu knows no better than that he died fighting the giant menace.
To avoid shame and ridicule from her dwarf brethren, Karu’s mother traveled up and down the Yondabakari River. She kept telling Karu that as long as they followed Desna’s starspun path, they’d be alright. She offered her services as a practiced healer, but more often than not was too short on coin to make sure they always had a roof over their heads. Making a virtue of necessity, Karu picked up hunting, but as she lacks a natural talent for bows, it wasn’t until she apprenticed with a grizzled old halfling ranger that she learned how to hunt.
As her mother passed, her new mentor became the father she never had, but he too came to pass eventually. A late-thirties Karu traversed the Sanos Forest and Mushfens, knowing no better than life to be an experience of solitude. It was in the Malgorian foothills that she stumbled upon a young cub, its mother gone - slain by hunters perhaps? With it being late fall, the cub would never survive winter on its own and so she adopted it best she could.
Many years later, the two are now looking for a home as the experience of being alone - even though she always has Karjys with her, is starting to gnaw on her. Stories of an ancient holy place of Desna have drawn her to Sandpoint and whilst not a priest or devout follower by any stretch of the imagination, the young dwarf feels the need to get more out of life. Surely she isn’t to roam the wilds by herself forever? What about all these stories of friendship and comradery? Of chivalry and romance? Of waking up to the smell of fresh bread? Argh, why had she let that gnome peddler convince her to buy a bunch of his old pocket books?!
APPEARANCE & PERSONALITY
Rugged and stout, Karu has pleasant enough features for a dwarf but lacks any and all refinement. She’s impressively tall for a dwarven woman and has calloused feet and hands, a sure sign she isn’t one of those lazy no-good sorts of women! A wide variety of tiny scars and discolorations mar her body, but luckily for Karu, her face has barely been touched.
Her pierced ears rock a set of silver rings engraved with runes of protection. The beads woven into her hair are marked with Desnian symbols of guidance and luck - allegedly. The halfling merchant told her so, after all. When on the hunt, she applies woad to her face and that of Karjys. She swears that it brings them luck.
While not superstitious, Karu does believe that when something that goes right once and then twice, it ought to be done that way again and again in the future. She can be rather rigid in her ways and has trouble following others when they’re suggesting something rash - patience is key! So her mentor had told her and hey, he was a hunter who died of old age! Still, she yearns to experience a sense of companionship and friendship, and is willing to blunder into situations to make it so. Awkward and reclusive, Karu has come to Sandpoint to take another step forward - as a person, as a hunter, as a Sÿdan.
Karjys, while a grizzly bear, looks like a domesticated animal thanks to him wearing a hide vest made from boiled deer skins. The armor is adorned with dwarven runes of strength and protection, and the bear carries around its neck a sizable decorative silver chain. On this chain bungles a silver coin, decorated with a howling dog. A traveling Magnimarian whose profession wasn’t entirely clear to Karu gave this to her, saying it truly belonged to Karjys. To those in the know, it is a holy symbol of the agathion empyreal lord Lorris.