Joran Vhane

Kuruk Vetrov's page

154 posts. Alias of GM_Solspiral (RPG Superstar Season 9 Top 32).


Full Name

Kuruk Vetrov

Race

Dwarf

Classes/Levels

Divine Hunter (Hunter) 5th

Gender

Male

Size

Medium

Age

95 (or whatever equivocates to late teens as a dwarf)

Alignment

TN

Strength 14
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 17
Charisma 8

About Kuruk Vetrov

description:

Kuruk likes to wear the war paint of his adopted people making the top half of his face red. He wears his hair long and restrained with a headband, mixing in crow feathers that protrude upward. He carries a tomahawk of exceptional quality, a wicked looking dagger, a long spear, and a shortbow for weapons, his armor is a metalic breast plate covered in cured buffalo hide. Unlike his adopted people he has a proud and prominent beard he has also interwoven beads and crow feathers into adding to his menacing look.

BAB +3 CMB +5 CMD +17 HP 44
Fort 9 Ref 5 Will 6
AC 21 touch 12 flat footed 17 (+8 armor, +2 dexterity, +1 buckler)
Speed 30 ft (+10ft from explorer Domain) Senses Darkvision 60 ft Perception +10
Feats: Toughness, Point Blank Shot, Precise Shot, Rapid Shot, Deadly Aim

Traits:

Hardened Veteran: Your service in the Mexica-American war has hardened you and made you better at getting back up after you've been knocked down. You get a bonus to stabilise equal to half your class level and can stand up from being prone as a swift action.
Scholastic: You have studied at prestigious academies or have much acquired knowledge on a few topics. Choose one knowledge skill, in which you gain a +1 and they become class skills. Your spellcasting stat is also considered one higher for the purposes of calculating extra spells.

Skills : Climb +6, Craft (bowyer/Fletcher) +4, Craft (Weapon and armor smith) +6, Handle Animal +6, Heal +7, Intimidate +3, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Knowledge (nature) +4, Knowledge (Religion) +5, Linguistics +3, Perception +11, Profession (Wis), Ride +6, Spellcraft +4, Stealth +8, Sense Motive +5, Survival +10 (+2 for tracking), and Swim +6.
SQs Explorer Domain.
Spells per day/known (Hunter)
0 level (Create Water, Detect Magic, Light, Mending, Spark, Guidance)
5- 1st level (Cure light wounds, Expeditious Retreat, Entanglement, Savage Maw, Aspect of the Falcoln)
3- 2nd level (Cure Moderate Wounds, Aggressive thundercloud)

Melee +6 MW cold iron Tomahawk
Ranged +6 +1 Adaptive Longbow

Class abilities::

Animal Focus (Su)

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.

The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter's minutes of duration per day—it remains in effect until the hunter changes it. The companion's aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.

If the hunter's animal companion is dead, the hunter can apply her companion's animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion's focus) remains in effect until the hunter changes it instead of counting against her minutes per day.

Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.

Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.

Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.

Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.

Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.

Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

Wild Empathy (Ex) 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 (Ex)

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 (Ex)

At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.

Improved Empathic Link (Su) At 4th level, the hunter gains an empathic link with her animal companion. This functions like an empathic link with a familiar, except the hunter can also see through a companion's eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.

Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.

Woodland Stride (Ex)
At 5th level, a hunter and her animal companion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect the hunter and her animal companion.

Dwarf Race Traits:

Racial Traits

Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Unstoppable: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves.

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.

Feat and Skill Racial Traits

Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.

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.

Senses Racial Traits
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Offense Racial Traits

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.

Huera a female Buffalo Companion (using War Bull stats has celestial template):

Size Large; Speed 50 ft.; AC 22 (+7 natural armor, +4 armor, +1 dex); Attack gore +10 (2d6+10) or Trample +12 (2d6+10 + knocks prone)
HP 41 BAB +3 Fort +7 Reflex +5 Will +1
Ability Scores Str 24, Dex 13, Con 17, Int 3, Wis 11, Cha 4;
SR 8, energy resistance 5 acid, cold, fire, electric
SQ low-light vision, darkvision 60ft. Special Attacks trample, smite evil 1/day +4 to damage vs target until dead swift action to activate
Feats: Power attack, Stable Gallop, light armor prof

Equipment:

+1 Adaptive composite shortbow (3180)
MW Cold Iron battle Axe (tomahawk) 380gp
Travler’s Any Tool 250 GP
Sleeves of Many Garments 200GP
+2 Breastplate
Masterwork Agile Breastplate covered in buffalo hide (to keep it quiet) 550gp
Chain shirt for a buffalo (dwarf made it himself) 400gp
Campfire bead 720

Cavalier’s Kit This includes animal feed (5 days), a backpack, a bedroll, a belt pouch, a bit and bridle, a flint and steel, an iron pot, a mess kit, a riding saddle, rope, saddlebags, soap, torches (10), trail rations (5 days), and a waterskin. 23 GP
Druids kit This includes animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. 14 GP
Leaves 243 GP