Wolf

Lorelei_'s page

75 posts. Alias of Archae.


Full Name

Lorelei

Race

Wolf

Classes/Levels

Wild hunter Divine Tracker Ranger 3 HP: 31/31| AC: 17 / T: 11 / FF: 16 / Fort : +5, Ref: +4, Will: +3 | CMB: +6, CMD: 17 | Init: +1, Perception: +8, Scent

Gender

Female

Size

Medium

Special Abilities

animal Focus 3/day | Favored terrain Underground| Endurance | Scent

Alignment

NG

Deity

The Green Faith

Location

Wolf character sheet

Occupation

Lone wolf, Mother, Scary

Strength 16
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 14
Charisma 8

About Lorelei_

Ranger Abilities:

Animal Focus (Su)
At 1st level, as a swift action a wild hunter can take on the aspect of an animal, gaining a bonus or special ability based on the type of animal emulated. This functions as the hunter’s animal focus class feature, though this only applies to the wild hunter and not an animal companion (see shared focus, below). The wild hunter can use this ability for 1 minute per day per ranger level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. He can only emulate one animal at a time.

This ability replaces all instances of the favored enemy class ability.

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

Favored Weapon
At 1st level, a divine tracker becomes proficient with the favored weapon of his deity. If his deity’s favored weapon is unarmed strike, he instead gains Improved Unarmed Strike as a bonus feat.

This ability replaces wild empathy.

Combat Style Feat (Ex)
At 2nd level, a ranger must select one combat style to pursue.

The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Natural Weapon: Aspect of the Beast: Claws of the Beast (Ex): You grow a pair of claws. These claws are primary attacks that deal 1d4 points of damage

Favored Terrain (Ex)
At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

blessings:

Blessings (Su)
At 4th level, a divine tracker forms a close bond with his deity’s ethos. He selects two warpriest domains from among the domains granted by his deity, and gains the minor blessings of those domains. A divine tracker can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a divine tracker isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. A divine tracker uses his ranger level as his warpriest level to determine the effect of the blessing. At 13th level, a divine tracker gains the major blessing from both of his domains.

This ability replaces hunter’s bond.

Weather
Storm Strike (minor):
At 1st level, you can touch one weapon and grant it a blessing of stormy weather. For 1 minute, this weapon glows with blue or yellow sparks and deals an additional 1d4 points of electricity damage with each hit. This additional damage doesn’t stack with the additional damage from the shock or shocking burst weapon special abilities.

Air
Zephyr’s Gift (minor):
At 1st level, you can touch any one ranged weapon and enhance it with the quality of air. For 1 minute, any attacks made with the weapon take no penalties due to range. In addition, making a ranged attack with this weapon doesn’t provoke an attack of opportunity.

Feats:

Ranger bonus- Endurance

Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

level 1- Power Attack

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2

lvl 3- Weapon focus Claws