Sleepless Detective

Landhan "The Professor" Pelham's page

43 posts. Alias of cartmanbeck (RPG Superstar 2014 Top 16).


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Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

Bump? Has this one died completely?


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

Yep, same here. I would much rather it slow down a bit than to end completely... I think we have a great group here!


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

"Think they mighta made the d'cision fer us. Think they wanna fight."

The professor mixes a quick extract, steps toward the badguys, and fires off a spray of rainbow colors at them. Color spray, DC 14 Will save.


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

I'll be having a busy Valentine's weekend, so feel free to bot me as necessary.


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

Maps look great to me!


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

"I don' like 'em. Kin we kill'um?"

The Professor doesn't really wait for a response, readying an extract for the moment the creatures turn hostile. Readied action to cast acid splash upon hostile action from the baddies.


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

"Carvings show Dokhamaut shielding a buncha monsters frum r'incarnation. Bad god. Nasty biz'niss."

Perception: 1d20 + 5 ⇒ (17) + 5 = 22

"Some sorta brown goo on th' altar. See some gold. Might wanna check 'tout."


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

"You worree about holdin' yer weapons. 'll hold a torch."

Landhan lights a torch and holds it aloft, walking just behind Sukumar. He has a hand at his belt on his acid splash extract, ready to toss it at an enemy if we run into any.


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

"'ll go secund. Kin use ma' extrax on'm if 'e needs 'em."


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

Percep: 1d20 + 5 ⇒ (14) + 5 = 19 Landhan feels like he should notice something, but doesn't quite notice whatever it was. LOL

"Ye' kin stay with tha boat. Seems like a good aydea. This way ya won't git killed."


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

"A lil' scured are ya? Gods're jest powerful bein's, but powerful they are. I'll deferr teh y'all on this one. I like daimunds, tho."


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

That is pretty much what I'm going for. LOL


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

"Ain't no religish man, but that sez 'Dokhamaut - God of Immortality and Permanent Death'. Them two things seems mutually essclusive teh me."


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

"Sahnds yooseful. I'll take 't. Thank ya."


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

When Landhan wakes the next watcher, he simply says "Centipede came thru. Didn't bite no one. Watch fer it."


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

The Professor stays awake, taking the first watch. In about two hours, he nudges the nearest person. "Yeh're tern." Once he's satisfied that the next person is awake and alert, he lies down and falls into a deep sleep.


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

"Yeh'll see mah skills when thay're needed, young'un. An' yeh'll be thankful for 'em."


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

Landhan, successfully rebuked, simply *harrumphs* and goes back to tinkering with his alchemical reagents.


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

The Professor scoffs at Samuel's small talk with Nandita. "Ye flirtin' instead a helpin'. Typical Taldane. Why don' ya make yerself useful and get sum sticks fer the faer?"


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

I just wanna say that I love that you're willing to draw the scene by hand, that is super awesome. I wish I had even a modicum of drawing talent.

"Ah can help with makin' faar. Purty easy fer me. Ah'm from nunna-yer-dam-bizniss. Ah'm heer now. Be glad uv it."

Landhan pretty much never talks of his past, nothing against your character, Sam. :)

The Professor pulls out some alchemical reagents and tinkers with them a bit. "If any o' yeh have sum scrolls, ah can turn 'em into potion-sorta-things... lets less majikly-inclined folks use 'em easier."


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

Percep: 1d20 + 5 ⇒ (9) + 5 = 14

"Fine wit' me. Who's watchin' camp first?"


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Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

I'll tone it down a bit. :)

-Posted with Wayfinder


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

Oh yeah sorry, I'll get them in there now. I'll just make a listing for his entire formulae book.


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

Craft(alchemy) from that earlier extraction: 1d20 + 10 ⇒ (12) + 10 = 22

"Got sum poison. Mi' be yoosful latur. Got too dohses."

Adding two doses of tiger centipede venom to my inventory. I assume it uses the same poison stats you posted above?

"M'fine with gon' on. M' not tyred. Havn't evun used mah x-tracs fer tha day yet."

I do hope the party doesn't get annoyed with Landhan's tough-to-read dialogue. :)


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

@GM: Could I use Craft(alchemy) for that, perchance?


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

Better to ask! The whole psychic magic thing can be confusing for sure. :)

RPG Superstar 2014 Top 16

I would agree with Laughmask, if the creature is immune to the stare, Painful Stare shouldn't work.
That being said, I do see where an argument could be made based on the wording:
"When an attack that deals damage hits the target of a mesmerist's hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist's class level (minimum 1)."
This says the "target", and the centipede could be considered his target whether it's affected or not. But I think the intent is clear that it shouldn't work.


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

Not wanting to use his more powerful abilities on these paltry vermin, Landhan draws a vial to his lips and takes a tiny sip, then points with one finger at the nearest centipede (left). A ray of cold shoots from his hand.
ranged touch: 1d20 + 1 ⇒ (4) + 1 = 5
cold: 1d3 ⇒ 3

Unfortunately his shot goes wide.


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

No ranks in Kn.religion, so I don't think we're getting that info. Pity.


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

Landhan assists with carefully searching the body, then the caravan.
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
We now have a few rations, a vial of centipede poison, and a small ruby, as well as some broken shackles and a ceremonial knife emblazoned with the symbol for the warrior's caste. Does anyone wish to create a loot log somewhere online? If not, I have no problem storing loot on my character profile for now.

"Sumthin small 'n red zippin' around. Cu'be a snake. Be curful."


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

Sorry bout that, weekends are generally tougher for me to get a post in compared to weekdays. Thanks for the GMPC. :)

"Ded boddy ain't gud sign. Mi' wanna looksee. Trap's possble, who knows? An'thin kin be a trap."

translation:

Landhan thinks you should investigate the body.


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

"At the 'bow', wit yerr 'bow', herr we arr, hafta row..." the Professor grumbles, clearly not enjoying the trip.


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

@Laughmask: I didn't see anything from your gmail. You can send to this email address: cartmanbeck@pathfindercommunity.net

I also have a personal gmail address for Google Hangouts if you'd like to use that. PM me for that one.

RPG Superstar 2014 Top 16

Ah! I thought we were on a 15 point buy according to the recruitment! Gotcha, I'll get those couple points spent :).

Also, is there any chance you could open the Gameplay thread for dotting? The game doesn't show up on the My Campaigns tab unless you've posted in Gameplay.


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

"Ain't no perfesser of taynted watur. I know plants're dead. S'all."


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

"Hmmph.," the grumbly voice of the Professor suddenly out of nowhere may startle you all, as he's sad little or nothing since leaving town. "Th' rivar's lookin' diffrnt frum whut aye redd abaut it. Shuld be a buncha reeds n' such. Looks ded. Nothing growing. All these playnts are ded. Water cud be taynted."

Translation..?:

Basically, the Professor has noticed that there should be ample plantlife along the river, but you've suddenly come upon an area that seems devoid of living plant matter, as you move toward the mists ahead. The jungle may be denser here, but it all looks dead.


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

Yep they get their spells back after 8 hours rest, and can only regain them once per day.


Male human apothecary 1 | hp 8/8 | AC 13, T 11, FF 10 | Fort +5, Ref +4, Will +2 | Init +1 | Inspiration (4/4 points) | Percep +5

Checking in as well. Very cool! It's been a while since I've gotten to play anything but published PFS Scenarios/Modules, so it'll be fun to have absolutely no clue what's coming next. :-D


What has my character heard of the Skittering Mists?
He will have studied them extensively in the process of studying the general area, so I'm guessing a lot. Given that, however, I should probably switch one of his Knowledge skills to Local, so I'll figure that out today.

Excited to play!! :)


requested roll: 1d6 ⇒ 2
What outside communication are you comfortable with? Gmail is fine
And answer the following questions:
What is your motivation for this expedition? Learning about secrets of alchemy and magic in general
What was the last thing you did before falling asleep last night? Me? I played a game of Pandemic Legacy with my wife. The Professor probably drank some heavy sleep-inducing narcotics, as he has trouble sleeping.
What is your character's goal in life? Learning, specifically about alchemical magic.
What have you heard about the Skittering Mists? Not a lot. I plan to read up a lot more on Vudra before starting if I'm chosen, though.


Professor Landhan, or simply "The Professor" as he prefers people to address him, is a quiet, middle-aged man who keeps to himself and tinkers with things incessantly. He doesn't speak of his past, though it's easy to tell from his accent that he is not from Vudra originally. He spends most of his time dabbling in several professions, from herbalist to healer to teacher. His teaching style is gruff and no-nonsense, and he expects instant perfection from his students... so he is often disappointed.

The Professor often speaks of the Breathers of Ash, a mysterious group of alchemists hiding in their volcanic citadel many miles from Radripal, in an almost reverent way. It would seem that he has studied all he can find on them, and believes them to be the last vestiges of an ancient group of what he calls "true alchemists". The Professor can often be found sitting in front of a fire, breathing deeply of the smoke from the flames, and as a result his voice has become deep, gravely, and difficult to understand. His talk about the Breathers of Ash has even strayed into the idea of going out in search of them, though most who know him recognize this as a fantasy. He's too old to start adventuring, they say. And the Breathers of Ash are evil, they say.

Weren't his closest students and neighbors surprised when the Professor suddenly packed up his worldly possessions, sold his small home, and signed on with an adventuring group?

I will show them, he thinks to himself as he enters the meeting place of the adventurer's group. But to do so, the Professor knows that he must train himself, and learn much more than he can in this relatively small city. He has joined this adventuring group in order to travel to ruins, find secrets, and study the magic of alchemical mixing. Learning more about these luck-giving Ceru creatures could be a good start. I will discover the secrets of the true alchemists, and transcend lesser forms of magic, becoming a god of alchemy!


@Laughmask:
I can't seem to find much lore on the Breathers of Ash, but I was considering including a slight obsession with them in my character's backstory. Have you come up with any background or more information about them, or could I even make up a few simple details about them as part of my backstory?


Alright here's my Apothecary's stat block. I'll be working on his background during the afternoon. :)

Full Name

LifeTracker

Race

HP 58/70, AC 29/T 16/F 23, Init +7, Perc +18, Fort +11, Ref +18, Will +11, CMB +16/31

Classes/Levels

Active:
Haste; Bless; Gravity Bow (13 min); Animal Aspect (Bull [str], Tiger [dex]); echolocation (65 min)

Gender

Resources:
Animal Focus: 12/12; Spells: 1st 5/6, 2nd 6/6, 3rd 3/4, 4th 2/3, 5th 1/1

Size

Medium 5'11" 185 lb.

Age

83

Alignment

Chaotic Neutral

Deity

Ketephys

Languages

Common, Infernal, Elven

Occupation

Bowyer, Fisherman

Strength 16
Dexterity 20
Constitution 10
Intelligence 12
Wisdom 15
Charisma 8

About LifeTracker

PFS # 126926-2
Experience 36
Faction The Exchange (Retired Sczarni)
Wealth 271 GP, 40.5 PP 66.5 Fame

Animal Companion: Kali the giant mantis

character sheet:

LifeTracker
Male tiefling hunter 13 (Pathfinder RPG Advanced Class Guide 26, Pathfinder RPG Bestiary 264)
CN Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +18
--------------------
Defense
--------------------
AC 28, touch 15, flat-footed 23 (+9 armor, +5 Dex, +1 natural, +3 shield)
hp 70 (13d8+2)
Fort +11, Ref +16, Will +11; +4 dodge bonus vs. allies spells that have this feat
Resist cold 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +12/+7 (1d8+3/19-20) or
. . switchblade knife +12/+7 (1d4+3/19-20) or
. . training whip +8/+3 (1d3+3 nonlethal)
Ranged +1 adaptive undead-bane composite longbow +16/+11 (1d8+4/×3 plus 2d6 vs. undead) or
. . +3 adaptive seeking veering darkwood composite longbow +18/+13 (1d8+6/×3) or
. . cold iron javelin +14 (1d6+3) or
. . greenwood composite longbow +16/+11 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with )
Spell-Like Abilities (CL 13th; concentration +12)
. . 1/day—darkness
Hunter Spell-Like Abilities (CL 13th; concentration +15)
. . At will—raise animal companion (neg level when cast)[UM]
Hunter Spells Known (CL 13th; concentration +15)
. . 5th (1/day)—cure critical wounds, sturdy tree fort[UW], summon nature's ally V
. . 4th (3/day)—cure serious wounds, dispel magic, echolocation[UM], freedom of movement, summon nature's ally IV
. . 3rd (4/day)—cure moderate wounds, life bubble[APG] (DC 15), greater magic fang, strong jaw[APG] (DC 15), summon nature's ally III, sylvan hideaway
. . 2nd (6/day)—aggressive thundercloud[ACG] (DC 14), carry companion, flurry of snowballs (DC 14), protection from energy, stone call[APG], summon nature's ally II
. . 1st (6/day)—gravity bow[APG], magic fang, monkey fish[ACG], resist energy, snowball[UW], summon nature's ally I, unbreakable heart[ISWG]
. . 0 (at will)—create water, detect magic, detect poison, know direction, read magic, stabilize
--------------------
Statistics
--------------------
Str 16, Dex 20, Con 10, Int 12, Wis 15, Cha 8
Base Atk +9; CMB +12; CMD 27
Feats Animal Soul[ACG], Clustered Shots[UC], Deadly Aim, Friendly Fire Maneuvers, Improved Spell Sharing[ACG], Iron Will, Lookout[APG], Point-Blank Shot, Precise Shot, Rapid Shot, Stealth Synergy[UC], Weapon Focus (longbow)
Traits beast bond, tracker of the society
Skills Acrobatics +15, Bluff +1, Climb +13, Craft (bows) +7, Disable Device +7, Handle Animal +16, Heal +11 (+14 to treat common animals, but +1 to treat other creatures), Knowledge (arcana) +2, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (history) +2, Knowledge (local) +2, Knowledge (nature) +9, Knowledge (nobility) +2, Knowledge (planes) +2, Perception +18, Ride +19, Spellcraft +8, Stealth +22, Survival +18 (+20 while in your favored terrains), Swim +6; Racial Modifiers +2 Bluff, +2 Stealth
Languages Common, Elven, Infernal
SQ animal companion (giant mantis named Kali IV), animal focus (13 minutes/day, double), bonus trick (2), hunter tactics, improved empathic link, nature training, prehensile tail[ARG], speak with master, swift tracker, track +6, wild empathy +12, woodland stride
Combat Gear adamantine durable arrow (10), blunt arrows[APG] (40), blunt arrows[APG] (10), cold iron arrow, durable (ghost salt blanched) (10), cold iron arrow, durable (silver blanched) (10), cold iron arrows (41), cold iron arrows (5), cold iron durable arrow (15), cold iron durable arrow (15), potion of cure serious wounds (2), potion of fly, potion of gaseous form (2), potion of water breathing (2), scroll of air bubble, scroll of air bubble, scroll of ant haul, scroll of carry companion, scroll of comprehend languages, scroll of entangle, scroll of feather step, scroll of lesser (x5) restoration, scroll of life bubble (x2), scroll of monkey fish, scroll of obscuring mist, scroll of prestidigitation, scroll of purify food and drink, scroll of remove fear, scroll of touch of the sea, scroll of touch of the sea, scroll of warp wood, snapleaf[UE], wand of cure light wounds, wand of cure light wounds, wand of endure elements (50 charges), wand of goodberry (50 charges), wand of keep watch (50 charges), alchemist's fire (2), healer's kit (8 uses remaining), vermin repellent[UE] (2), weapon blanch (ghost salt), weapon blanch (silver)[APG]; Other Gear +3 mithral agile breastplate[APG], +2 buckler, +1 adaptive undead-bane composite longbow, +3 adaptive seeking veering darkwood composite longbow, cold iron javelin (5), greenwood composite longbow, longsword, switchblade knife, training whip[ARG], belt of incredible dexterity +2, cloak of resistance +3, efficient quiver, elixir of swimming (2), first aid gloves, handy haversack, headband of aerial agility (wis +2)[UE], pathfinder pouch, bandolier[UE], bandolier[UE], bedroll, belt pouch, blanket[APG], climber's kit, dandy brush, earplugs[APG], fishing kit[UE], flint and steel, folding chair[UE], gear maintenance kit[UE], grappling arrow[UE], grooming kit[UE], masterwork bowyer tools, masterwork thieves' tools, mess kit[UE], poncho[UE], pot, potion sponge[ARG], potion sponge[ARG], potion sponge[ARG], potion sponge[ARG], scroll box[UE], scroll case, scroll case, shaving kit[UE], signal whistle, silk rope (50 ft.), skillet[UE], spell component pouch, stove can[UE], thread (50 ft.), torch (2), twine (50')[APG], veterinarian's kit[UE], waterproof bag[UE], waterskin, wrist sheath, spring loaded, 27 pp, 1 gp, 1 sp
--------------------
Special Abilities
--------------------
Animal Companion (animal companion (giant mantis named Kali IV)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Soul You can choose not to let spells that can't target both animals and your base type affect you.
Bear +4 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Bonus Trick (Ex) Animal companion gains an extra trick.
Bull +4 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Falcon +6 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Friendly Fire Maneuvers Allies who also have this feat cannot provide soft cover to enemies.
Frog +6 (Su) When assuming this aspect, gain listed competence bonus to Swim & Acrobatics to jump.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Improved Empathic Link (1 mile) (Su) As the familiar ability, but as a swift action can see through companion's eyes (but not own).
Improved Spell Sharing Divide share spell dur evenly between you and companion. Can move apart w/o ending effect.
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Monkey +6 (Su) When assuming this aspect, gain listed competence bonus to Climb.
Mouse (Su) When assuming this aspect, gain evasion, or improved evasion at higher levels.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Owl +6 (Su) When assuming this aspect, gain listed competence bonus to Stealth.
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 melee.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Second Animal Focus (13 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Speak with Master (Ex) You can communicate verbally with your familiar.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Tiger +4 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Track +6 Add the listed bonus to Survival checks made to track.
Wild Empathy +12 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wolf (20 feet) (Su) When assuming this aspect, gain scent with listed range.
Woodland Stride (Ex) Move through undergrowth at normal speed.
--------------------

Background:

I'm an avid fisherman that loves to just sit for hours and craft bows while waiting on the fish to bite. I've tried my hand at making fishing poles as well but they just weren't that good so I stick to my bows. I have a custom folding chair due to my tail so I can sit by the water and fish all day.

I was raised by the alpine wood elves that found me after my family was slaughtered by Humans after the fiendish taint transformed me at an early age. They taught me their language and I eventually joined in their religious practices praying to the The Hunter God Ketephys.

My pet Kali, is my faithful guard and hunting companion.


Bot Me!:

In combat, LifeTracker and Kali will try to act in the surprise round and use Lookout and Sudden Strike to get a full round. We try to get as close to the enemy so that we stay adjacent to one another and I get within Point-Blank range. Since I'm normally riding we'll rush up to the enemy (30' land, 30' climb, 40' fly) where Kali will attack and I'll Fast Dismount as a free action then attack. Depending on the foe I may buff Kali instead of attacking. Typical buff spells for Kali are Magic Fang, Greater Magic Fang, and Strong Jaw.

[dice=Ride (fast dismount)]1d20+19[/dice] vs. DC20

Out of combat, we generally are quiet and trying to be stealthy (using the teamwork feat Stealth Synergy). I would typically ride Kali around. If we were ever surprised and attacked, Kali would defend me per the Defend trick.

attack details:

Using a +1 adaptive seeking veering darkwood composite longbow with cold iron durable arrows, deadly aim, clustered shot, precise shot, rapid shot, point blank

[dice=bow]1d20+14[/dice] [dice=damage]1d8+12[/dice]

[dice=Cure Moderate Wounds]2d8+10[/dice]
[dice=Cure Serious Wounds]3d8+12[/dice]
[dice=Wand of Cure Light Wounds]1d8+1[/dice] 50 charges remaining

Scenarios:

2014/05/26 0-05 Mists of Mwangi
2014/06/02 5-11 Library of the Lion
2014/06/06 2-11 The Penumbral Accords
2014/06/09 5-12 Destiny of the Sands Part 1
2014/06/13 2-23 Shadow's Last Stand Part 1
2014/06/16 5-15 Destiny of the Sands Part 2
2014/06/20 2-24 Shadow's Last Stand part 2
2014/06/23 5-16 Destiny of the Sands Part 3
2014/06/27 5-19 The Horn of Aroden
2014/06/30 04 The Frozen Fingers of Midnight
2014/07/04 5-02 The Wardstone Patrol
2014/07/04 5-04 The Stolen Heir
2014/07/04 6-00 Legacy of the Stonelords
2014/07/05 5-01 The Glass River Rescue
2014/07/06 0-25 Hands of the Muted God
2014/07/07 5-14 Day of the Demon
2014/07/11 3-12 Wonders in the Weave Part 1
2014/07/18 3-14 Wonders in the Weave Part 2
2014/08/14 5-13 Weapon in the Rift
2014/08/14 5-18 The Stranger Within
2014/08/14 5-99 The Paths we Choose
2014/08/15 5-23 Cairn of Shadows
2014/08/15 6-03 The Technic Siege
2014/08/16 6-02 The Silver Mount Collection
2014/08/16 Ruins of Bonekeep Level 3
2014/08/17 5-10 Where Mammoths Dare Not Tread
2014/08/30 4-10 Feast of Sigils
2014/09/01 0-22 Fingerprints of the Fiends
2014/09/01 5-17 Fate of the Fiend
2014/10/10 3-10 The Immortal Conundrum
2014/10/17 0-20 King Xeros of Old Azlant
2014/11/07 6-04 Beacon Below
2014/11/14 50 Fortune's Blight
2014/11/21 26 Lost at Bitter End
2014/12/29 4-24 Glories of the Past Part 2
2015/01/19 32 Drow of the Darklands Pyramid
2015/06/19 6-20 Returned to Sky
2015/07/06 6-23 The Darkest Adbuction
2016/02/15 1-40 Hall of Drunken Heros
2016/05/22 AP46 Wake of the Watcher
2016/09/09 6-13 Of Kirin and Kraken
2016/11/19 8-04 Wardens of Sulfer Gulch

level13 upgrades:

32000g weapon upgrade +3 to +5
5000g cloak of resistence +2 to +3
5000g armor upgrade +2 to +3
750g wand of keep watch
2PP wand of goodberry