Shalelu Andosana

Lirillith Gillantian's page

63 posts. Alias of Johnny_Panic.


Full Name

Lirillith Gillantian with Taff

Race

TN High-Elf Hunter L1| HP 7/7 | AC 16 (t13, ff13) | CMD 15 | Fort +1, Ref +5, Will +2 | Perception +6, Sense Motive +2 ; initiative +3 |

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

About Lirillith Gillantian

Lirillith Gillantian with Taff

<<--TAFF WARCAT

Lirillith Gillantian is a High elf, born into a somewhat wealthy elf mage family of the Vesve Forest. But from an early age the call of the land was strong in Lirillith, she loved nothing more than to be in the woods, shunning outsiders and even other elves. Preferring the company of cats of all kinds. When she came of age wild wonder lust got the better of her and she took upon herself to lean with the mountain Grugach. Their learning her trade as a huntress. There she also learn the knack of Animal taming, taking a liking to the warcats of the mountings the Grugach used, being able to talk to them and be understood by them. Her WARCAT, Taff she has raised from a cub, he was bigger and stronger than others, and now they are all but inseparable. But once again she felt the need to travel and has headed off to see more of the world.

Personality
Shy, hard to trust, but friendly when she knows you. She only knows a few words of common, having not bothered to learn it, but she is trying. She is cat like in her personality, and has no strong views on faith, politics or much of anything outside the green.

Description
Well made but Weather warn elf gear, standing 6'2" and slim with dark green hair, green-eyes, pale complexion with freckles. Clothing color light green pastels, blues and greens and violets. She has a long Spair, a thin 2h Elf blade, and well made comp longBow. Often seen riding her war-cat Taff.

Init +3 Low light Vision, Dark Vision 60' Perception +7,

DEFENSE
AC, 16 touch, 13 flat-footed 13
10+3Armor+3Dex
HP {7/7}
SAME AS SAFE
Fort [+1] [+2-1]
Ref [+4] [+2+3]
Will [+2] [+0+2]
Elven leather Armor + Armored Kilt

OFFENSE
BAB +0
Melee +2
Space +3
Elven Spear Branched TH+3 DMG+1d8+2 Critical x3
Elven Curve Blade TH+3 DMG+1d10+2 Critical 18–20/x2
Elven Leaf Blade: TH+3 DMG1d4+2 Crit 19/20 Range 10'
Elven Comp Bow +STR2: TH+3 DMG1d8+2STR Critx3 Range 110'

Curve Blade, Elven **
Cost 80 gp Weight 7 lbs.
Damage 1d8 (small), 1d10 (medium) Critical 18–20/x2 Type slashing
Category two-handed Proficiency exotic
Weapon Group heavy blades
Essentially a longer version of a scimitar, but with a thinner blade, the elven curve blade is exceptionally rare.
You receive a +2 circumstance bonus to your Combat Maneuver Defense whenever a foe attempts to sunder your elven curve blade due to its flexible metal.You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an elven curve blade sized for you, even though it isn’t a light weapon.

Abilities: {25 points}
Str 14[+2][10][05p]
Dex 16[+3][12][05p][+2Race]
Con 08[-1][08][00p][–2Race]
Int 16[+3][12][05p][+2Race]
Wis 14[+2][10][05p]
Cha 14[+2][10][05p]

Languages Spoken by Item
Elven+Sylvan

Read Languages (Ex):
Elven

FEATS
01:Weapon Finesse{Combat}

Bonus Feats
01:-

Weapon and Armor Proficiencies
A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Weapon Familiarity:
Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

TRAITS
01:Rich Parents
You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure, you enjoy a one-time benefit to your initial finances.
Benefit: Your starting wealth increases to 900 gp.
02:Beastkin [Cat]
Benefit(s) You gain a +1 trait bonus on Survival checks and can use speak with animals as a spell-like ability at will to communicate with the type of animal that raised you.

Skills
Skill Ranks per Level: 6 + Int modifier = {8+2 Background}
The hunter’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

-=Skills=-
^Acrobatics+7{+1rank,+3Dex+3Class}
Appraise(Int)+3{+0rank,+3Int+0class}
Bluff(Cha)+2{+0rank,+2Cha+0Class}
^Craft(Wis)+1{+0rank,+2Wis+0Class}
^Climb(Str)+6{+1rank,+2Str+3Class}
Diplomacy(Cha)+2{+0rank+2Cha+0clsss}
Disguise(Cha)+2{+0rank,+2Cha+0Class}
^Heal(Wis)+2{+0rank,+2Wis+0Class}
^Handle Animal(Cha)+6{+1rank,+2Cha+3Class}
^Intimidate(Cha)+2{+0rank,+2Cha+0Class}
Linguistics(Int)+3{0rank,+3Int+0class}
^Perception(Wis)+6{+1rank,+2Wis+3Class}
Profession(--)(Wis)+2{+0rank,+2Wis+0Class}
^Ride+7{+1rank,+3Dex+3Class}[Animal]
Sense Motive(Wis)+2{+0rank,+2Wis+0Class}
^Spell/Psionic craft(Int)+3{0rank+3Int+0class}
Stealth (Dex) +7{+1rank,+3Dex+3Class}
^Survival(Wis)+7{+1rank+2Wis+3class+1trait}
^Swim (Str)+6{+1rank+2Str+3class}
Use Magic/Psionic Device(Cha)+0{+0rank+2Cha+0Class}

Kn (Arcana)(Int)+0{0rank,+3Int+0class}
^Kn (Dungeoneering)(Int)+0{0rank,+3Int+0class}
Kn (Engineering)(Int)+0{0rank,+3Int+0class}
^Kn (Geography)(Int)+7{1rank,+3Int+3class}
Kn (History)(Int)+0{0rank,+3Int+0class}
Kn (Local)(Int)+0{0rank,+3Int+0class}
^Kn (Nature)(Int)+7{1rank,+3Int+3class}
Kn (Nobility)(Int)+0{0rank,+3Int+0class}
Kn (Planes) (Int)+0{0rank,+3Int+0class}
Kn (Religion) (Int)+0{0rank,+3Int+0class}

Concentration [+3][1CL+2Int]

RACE
Standard Racial Traits
Ability Score Modifiers: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed:[/b] Elves have a base speed of 30 feet.
Languages: Elven Arrogance: Elven+Sylvan
Some elves are so convinced of elven superiority, or else otherwise so xenophobic, that they have difficulty seeing the point in communicating with “lesser” races. Their racial bonus on saving throws against enchantments increases by 1 (to +3) against such effects from non-elf humanoids, but they begin play speaking only Elven, and if they have high Intelligence scores, they can select bonus languages from only 1 ancient language, Celestial, Draconic, and Sylvan.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Senses Racial Traits
Blended View:
Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Elves can take this trait in place of keen senses.
Magical Racial Traits
Silent Hunter:
Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.
Weapon Familiarity:
Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

CLASS HUNTER
Class Features

Spell Casting
A hunter casts divine spells drawn from the druid and ranger spell lists. Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels listed for the spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level hunter spell. Likewise, detect poison is a 0-level druid spell and a 2nd-level ranger spell, making it a 0-level hunter spell. The hunter can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against a hunter’s spell is 10 + the spell’s level + the hunter’s Wisdom modifier. A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below. Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Hunter. In addition, she receives bonus spells per day if she has a high Wisdom score. Unlike druids and rangers, a hunter’s selection of spells is extremely limited. A hunter begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new hunter level, she gains one or more new spells, as indicated on Table: Hunter Spells Known. Unlike spells per day, the number of spells a hunter knows is not affected by her Wisdom score; the numbers on Table: Hunter Spells Known are fixed. In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature’s ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them. At 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one she already knows. In effect, the hunter loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A hunter may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any summon nature’s ally spells. Unlike a druid or ranger, a hunter need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Orisons
Hunters learn a number of orisons, or 0-level spells, as noted on Table: Hunter Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.Chaotic, Evil, Good, and Lawful Spells: A hunter can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

0 LEVEL x4 DC12 {At will}
1:Know Direction
2:Mending
3:Purify Food and Drink
4:Create Water

1 LEVEL x2 DC13
1:Cure Light Wounds
2:Endure Elements

Animal Companion (Ex) Dire-Wolf Taff
At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter’s effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities. A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier. If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter’s animal companion is dead, any animal she summons with a summon nature’s ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature’s ally spell active in this way at one time. If this ability is used again, any existing summon nature’s ally immediately ends.

Animal Focus (Su) 1min/Day
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 hunter 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.

Ward Aspects
When a character in tune with nature comes upon an area that a kami could ward but that is lacking a guardian, she has the option of making that area her ward in a symbiotic relationship. Whenever a character with the animal focus class feature is within 100 feet per class level of one of the wards listed below, she can use the associated ward aspect instead of one of the normal options for her animal focus class feature. Hunters can apply the benefits of a ward aspect to themselves, but not to their animal companions. If a character with the animal focus class feature spends 30 minutes meditating while within 10 feet per class level of the ward, she attunes herself to that ward. A character attuned to a ward can use the associated ward aspect while within 1 mile per class level. A character can be attuned to only one ward at a time, but depending on her surroundings, she could choose from among multiple wards. A character with the second animal focus class feature can still only use one ward aspect at a time, no matter how many aspects she has available to her. The following ward aspects are available to characters who meet the conditions described above.

Road:
The creature gains a +10-foot enhancement bonus to its base speed while running, charging, or withdrawing. This bonus increases to +20 feet at 8th level and +30 feet at 15th level. Source PPC:WO
Shrine:
The creature gains a +2 enhancement bonus to Wisdom. This bonus increases to +4 at 8th level and +6 at 15th level. Source PPC:WO
Tree:
The creature gains a +4 competence bonus on saving throws against death effects and effects that deal negative energy damage. This bonus increases to +6 at 8th level and +8 at 15th level. Source PPC:WO
Waymarker:
The creature gains a +4 competence bonus on attack rolls with improvised weapons. This bonus increases to +6 at 8th level and +8 at 15th level. Source PPC:WO
Well: The creature gains a +2 shield bonus to AC. This bonus increases to +4 at 8th level and +6 at 15th level. Source PPC:WO

Nature Training (Ex)
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 (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.

GEAR/POSSESSIONS

Starting Coin 120gp+900gpTrait
Elven Curve Blade, 80gp
Elven Comp Bow +STR2 / Quiver and 60 Arrows 310gp
Elven Hunting blade 2gp
Elven Forked Spire 30gp
Elven leather Armor + Armored Kilt 30gp
Tavalers Clothing 5gp
Dire WARCAT + Saddle, exotic riding and Saddle Bags exotic* 38gp
*Kit, Hunters
Price 20gp; Weight 28 lbs.
50 silk rope, A bedroll, Winter Cloak, Blanket for War-cat, a belt pouch, a flint and steel, iron pot, mess kit, torches (10), trail rations (5 days), flint and steel, a mess kit, two water skins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife, spices, Salt, dried meat x2, twin, rabbit nets and twine-Snare-traps, Signal whistle x1, {dog and signal} Grooming set self and war cat, Coffe and coffee set, Small stool. Traveler's any tool 220gp

SLOTS
Belt: -
Body: -
Chest: -
Eyes: -
Feet: -
Hands: -
Forhead:-
Head: -
Neck: -
Ears: -
Shoulders: -
Ring L: -
Ring R: -