Kul'Theraka Archon-Blooded Aasimar Male
NG Ranger (Wilderness Medic) 2 / Hunter (Patient Ambusher) 1
Background:
Born to Dar'Theraka and Sherana of the Northstar Rougarou tribe in the far northern reaches of the River Kingdoms, Kul grew up learning to hunt, fish, and trap. When he was a young whelp, three mechanical monstrosities wandered south out of Numeria and attacked the village. Many were slain that day, but Dar'Theraka was amazing. Kul looked up to his father beforehand but after that day he idolized him.
During the next six years under his father's tutelage, Kul was taken into southern Numeria where they hunted the mechanical abominations. Dar passed on all of his skills to his young son. Finally, upon reaching the age of eighteen he felt it was time for him to make a name for himself. Before finding a mate and settling down he wanted to go on an adventure. Seeing the unpredictable mechanical menace in Numeria as the most pressing threat to his people he decided to go north.
In his travels he heard of the robot husk found at Torch and headed in that direction to ensure no other robot like things came up from below the town.
Str 17 Dex 14 Con 14 Int 13 Wis 14 Cha 10
BAB +2, CMB +5, CMD 17
Stat Building
Init Str 17 Dex 14 Con 12 Int 13 Wis 12 Cha 10
Cost Str 13 Dex 5 Con 2 Int 3 Wis 2 Cha 0
Race Con +2 Wis +2
Level
Total Str 17 Dex 14 Con 14 Int 13 Wis 14 Cha 10
> Combat Style: Two-handed Weapon style
> Favored Enemy: Constructs +2 to hit, dmg, Bluff, Knowledge, Perception, Sense Motive, and > Survival checks against creatures of his selected type.
> Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
> Herbalist training: At 1st level, a wilderness medic can attempt Profession (herbalism) checks untrained and the wilderness medic gains a bonus equal to 1/2 his ranger level (minimum +1) on Heal checks and Profession (herbalism) checks. When he successfully forages for herbs (Pathfinder Player Companion: Heroes of the Wild 10), he finds twice as many doses of any herb he would normally.
> Trapfinding: A patient ambusher adds half his hunter level (minimum +1) on Perception checks to locate traps and on Disable Device skill checks. A patient ambusher can use Disable Device to disarm magic traps.
> Animal Companion: Wolf
> Animal Focus: At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or 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 must be spent in 1-minute increments. The hunter can emulate only one animal at a time.
Archon Blooded Aasimar Racial Traits:
> Ability Score Bonus: +2 Con +2 Wis
> Medium
> Darkvision 60'
> Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
> Skilled: +2 intimidate and sense motive
> Incorruptible: Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability
Traits:
Robot Slayer: The strange automatons that plague the wilds of Numeria are a blight upon the world, and the idea that there could be countless more of these creatures lying in wait in the unknown ruins scattered throughout the region chills your blood. Khonnir’s recovery of a deactivated robot from the caves below Torch worries you—not only could that thing wake up and run amok in town, but there may well be more lurking below! You want to explore the caves under Torch to determine if there is indeed a lurking robot threat below town. You gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots.