Cleric

Luimener's page

82 posts. Alias of hustonj.


Full Name

Luimener

Race

Elf

Classes/Levels

Hunter 1 | HP 10/10 | AC15, T13, F12, CMD17 | F+4, R+6, W+3 | Init+3 | Perception+9 low-light, Sense Motive+3

Alignment

NG

Deity

Ketephys; Erastil; Green Faith

Languages

Common (Taldane), Elven, Orc, Sylvan

Strength 17
Dexterity 16
Constitution 13
Intelligence 15
Wisdom 16
Charisma 15

About Luimener

Description The most outstanding feature of this young elf isn't the elf at all, but the mottled green, armored dog next to him whose shoulder approaches the elf's hip in height. Forcing yourself to look past the dog, you see a fairly normal, young, elven outdoorsman. The leather of his armor and and gear shows clear signs of exposure to the elements, and of maintenance, including oiling and cleaning. Bow? Check. Dagger? Check. Sword hilt over the shoulder? Not quite what was expected, but within norms. Pack? Check. His bright green eyes match a shade in the dog's fur and remind you of the burst of new leaves in Spring. His hair is a strawberry blond, with too much orange in it to miss, but too little to dominate the otherwise pale yellow close-shorn mop.

Overview Elven hunter wanting to shape the colony's interactions with the natural world into a conscious partnership.

Backstory:
Luimener's earliest memories are set in Fusil, in the Verduran Forest. The unique, long-standing arrangement between the village and their fey neighbors allows unusual associations nd friendships to develop. Pre-adolescent Luimener spent some of his time playing with the better natured fey. His much longer youth than most of his companions meant this association had time to grow deeper into his personality, and Luimener found himself more concerned with the natural world around him than the rest of his village. His earliest religious interactions were with the faiths of Erastil and Ketephys, and the topics his fey associates touched on matched both philosophies well.

He had little difficulty being accepted for training by the Wildwood Lodge, despite being from the Andoran part of the forest, because he was both from Fusil and he had a fair number of fey who vouched for him. As is often the case, thought, Luimener learned that while he was concerned about preserving nature, the Druidic path didn't seem to suit him as well as expected. The differences between the Green Faith and those he had already been learning were not great, but they helped increase his discomfort. He was passed to the ranger allies of the Lodge for them to help him find a better path. He was more comfortable working with the hunters amongst the rangers than the rangers themselves, and so his feet found a path. Both of these groups had members working with the three faiths Luimener was beginning to understand were intertwined, as well as a few others.

As nearly the final task before being released from training, Luimener had to find his companion, so that the two of them could complete the evaluation together. He went to the Western side of the Sellen river, back into a more openly disputed portion of the Verduran Forest. He spent some time arranging things to be more pleasing to his fey associates, and worked through the entire process in Sylvan, hoping for a companion even more connected to the wilderness than he had proven. The large dog-like creature with mottled green fur which answered was unexpected, but very welcome. He named the cooshee "Swift Foot", or Tallagor in Sylvan. It took months, and help, for Luimener to train Tallagor the way that he wanted, but when that was complete, then they moved on to the other tests set before them.

He came to revere the Green Faith for focusing on the power of nature, on Erastil for focusing on community and the inclusion of nature within the community, and on Ketephys for focusing on the protection of nature from those who would destroy or abuse it. From Luimener's perspective, the three are aspects of each other, each important, each dependent upon the others for a solid place in the world, but he found Ketephys' role called to him, seeming to help define his path forward. Sometimes, Luimener wonders if he became a hunter because of Ketephys' influence, or if he chose to follow the Ketephysian path because he was always going to be a hunter. The truth is probably more organic than either of those choices, though.

An idealistic young elf, Luimener wasted little time after being declared a capable Hunter, and headed to Almas, hoping to find a way to negotiate an agreement similar to the one between the Wildwood Lodge and Taldor, or even Fusil and the local fey. His superiors warned him that he was chasing a fool's errand, but the pointlessly optimistic hope of youth wouldn't listen. Nor would anyone in Almas with authority. Too embarrassed to return empty-handed, proving how foolish he is, Luimener began looking for other options.

This is how he learned of the Bountiful Venture Company and the colonization of Ancorato. They proved very rare in Almas in several ways, the first obvious was that they saw Tallagor as useful and not a simple curiosity. The second was that they would listen to Luimener, and seemed supportive of his desire to help a community be part of the natural world around it. Seeing an opportunity to help shape how a new settlement would interact with the nature surrounding it, Luimener ecstatically began trying to accomplish a task similar, but smaller, to the one he had originally set himself. How much of that was his idea, and how much the company's recruiter? That is no longer important, really . . ..

Combat:
Init +3 (Dex+3)
Speed 30'

Melee+4, Ranged/Finesse+4, CMB+4 (BAB+1, Str+3, Dex+3)

Standard Attacks
Elven Branched Spear +4 for 1d8+5 @ x3, P, Brace, Reach, +2 on AoOs
(melee)
Dagger +4 for 1d4+3 @ 19+ over 10', PorS, 1 ammo
(melee)
Shortbow +4 for 1d6 @ x3 over 60', P, 20 ammo
(ranged)

Animal Focus (Bull) changesBranched Spear to +5 to hit and +6 damage and CMD to 18
Animal Focus (Tiger) changes Shortbow to +5 to hit, AC to 17, T 14, CMD 18, and Ref to +7

AC 16, T 13, F 13, CMD 17 (Armor+3, Dex+3, BAB+1, Str+3)

HP 10 (1x8 + 1xCon+1 + 1xFavored Class+1)

Animal Focus (Bear) change HP to 11 and Fort to +4

Fort +4 (Base+3, Con+1)
Ref +6 (Base+3, Dex+3)
Will +3 (Base+0, Wis+3)


Tallagor:
Cooshee Animal Companion (Wolf dog reskin)
Init +2 (Dex+2)
Speed 40'

Melee+3, CMB+3 (BAB+1, Str+2. Dex+2)

Standard Attacks
Bite +4 for 1d6+3 @ x2
(Melee+3, Weapon Focus+1)

AC 14, T 12, F 12, CMD 15+ (Armor+0, Natural Armor+2, Dex+2, BAB+1, Str+2)

quadruped: +2 CMD vs Trip

HP 12 (2d8 + 2xCon+1)

Fort +4 (Base+3, Con+1)
Ref +5 (Base+3, Dex+2)
Will +1 (Base+0, Wis+1)

Trained Skills: + 7 Stealth (2+2+3)

Trained Feats: 1
Weapon Focus (Natura Weapons)

Shared Feats: 0

Trained Tricks: 6 Max + Companion Bonus 1
(Combat Training - 6 tricks) + second Attack trick
Attack (x2) - "cost"
Come - "tul"
Defend - "beri"
Down - "leith"
Guard - "tiri"
Heel - "afad"

Type: Animal
Size Medium
Speed: 40 ft.
AC: +2 natural armor
Attack: bite (1d6)
Ability Scores: Str 15, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Special Qualities: low-light vision, scent, link, share spells


Animal Focus:
1 minute/day for me. Infinite for Tallagor. 1 at a time each.
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.

Magic:
Spell Slots Available:
Orisons: Infinite
Level 1: 2/2

Spells Known
Orisons: 4
Create Water
Purify Food and Drink
Spark
Stabilize

Level 1: 2+
Cure Light Wounds
Lead Blades
Summon Nature's Ally I


Skills and Languages:
6 + 2 Int modifier for 8 adventuring skills and 2 background skills per Hunter level
Bonus Skill Attribute+Ranks+Class+Specified(+Situational){+Normally Overridden}[Any notes]
+ 5-Acrobatics 3+1+0+1 Athletic+ (AC Penalty improved by 1)
+ 2 Appraise 2+0+0
+ 2 Bluff 2+0+0
+ 7-Climb (Str) 3+1+3+ (AC Penalty improved by 1)
+ 2 Craft (Int) 2+0+0
+ 2 Diplomacy 2+0+0
+ 2 Disguise 2+0+0
+ 3-Escape Artist 3+0+0+ AC Penalty
+ 3-Fly 3+0+0+ AC Penalty
+ 6 Handle Animal (Cha) 2+1+3 [Background]
+ 7+Heal (Wis) 3+1+3(+2 Healer's Kit)
+ 2 Intimidate (Cha) 2+0+0
+ 7 Knowledge (geography) (Int) 2+1+3+1 Devotee of the Green [Background]
+ 7 Knowledge (nature) (Int) 2+1+3+1 Devotee of the Green
+ 9 Perception (Wis) 3+1+3+2 Keen Senses
+ 2 Perform 2+0+0
+ 3-Ride (Dex) 3+0+0+ AC Penalty
+ 3 Sense Motive 3+0+0
+ 7-Stealth (Dex) 3+1+3+ AC Penalty
+10+Survival (Wis) 3+1+3+3 Skill Focus
+ 7-Swim (Str) 3+1+3+ (AC Penalty improved by 1)

Armor Check Penalty: -0

Languages known: Common (Taldane), Elven, Orc, Sylvan

+ 3 Wild Empathy 2+1(-4 for magical beasts of animal intelligence)


Feats and Traits:
** FEATS **
Elephant in the Room "free" Feats
Defensive Stance: -1 melee attack for +1 Dodge
Risky Strike: -1 Attack for +2 Damage (+3 for 2-handed)
"Weapon Finesse"

Feat Selections
1 Skill Focus (Survival)
H
3
H
5
H
7
9
H
11
H
13
15
H
17
H
19

** TRAITS **
Campaign: Athletic: Reduce AC for Acrobatics, Climb & Swim by 1/3 level. +1 Trait on Acrobatics
Faith: Devotee of the Green: +1 Trait on Knowledge (geography) and Knowledge (nature)


Gear:
140 Gp Budget
x10.0.0 Leather (+2/+6/-0/10%/30'/15#)*
x30.0.0 Shortbow (1d6/x3/60'/2#/P)*
xx1.0.0 Arrows, normal, 20 (3#)*
x20.0.0 Elven Branched Spear (1d8/x3/P/Brace, Reach/10#)*
xx2.0.0 Dagger (1d4/19+/10'/1#/PorS)*
x15.0.0 Hunter's Kit (43.5# - backpack, a bedroll, a belt pouch*, a flint and steel*, an iron pot, a mess kit, rope, a spell component pouch*, torches (10), trail rations (5 days), waterskin, wooden holy symbol*)
-xx.4.0 Sell back Iron Pot for 1/2 value (-4#)
x50.0.0 Healer's Kit (10 uses/1#)*

For 127.6.0 spent and 71.5# weight (34.5# w/o Pack), leaving 12 GP and 4 SP on hand.

Light <= 86# (By armor)
Medium <= 173# (+3/-3/20'/x4)
Heavy <= 260# (+1/-6/20'/x3)


Hunter 1:
Alignment: Any neutral.
Hit Die: d8.
Parent Class(es): Druid and ranger.
Starting Wealth: 4d6 x 10 gp (average 140 gp).
Class Skills: 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).
Skill Points at each Level: 6 + Int modifier.
Class Features
Level BAB Fort Save Ref Save Will Save Special
1st +0 +2 +2 +0 Animal companion, animal focus, nature training, orisons, wild empathy
2nd +1 +3 +3 +0 Precise companion, track
3rd +2 +3 +3 +1 Hunter tactics, teamwork feat
4th +3 +4 +4 +1 Improved empathic link
5th +3 +4 +4 +1 Woodland stride
6th +4 +5 +5 +2 Teamwork feat
7th +5 +5 +5 +2 Bonus trick
8th +6/+1 +6 +6 +2 Second animal focus, swift tracker
9th +6/+1 +6 +6 +3 Teamwork feat
10th +7/+2 +7 +7 +3 Raise animal companion
11th +8/+3 +7 +7 +3 Speak with master
12th +9/+4 +8 +8 +4 Teamwork feat
13th +9/+4 +8 +8 +4 Bonus trick
14th +10/+5 +9 +9 +4 Greater empathic link
15th +11/+6/+1 +9 +9 +5 Teamwork feat
16th +12/+7/+2 +10 +10 +5 —
17th +12/+7/+2 +10 +10 +5 One with the wild
18th +13/+8/+3 +11 +11 +6 Teamwork feat
19th +14/+9/+4 +11 +11 +6 Bonus trick
20th +15/+10/+5 +12 +12 +6 Master hunter
Weapon and Armor Proficiency: A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Spells: 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 1-6: Hunter. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1-3 of the Core Rulebook).
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 1-7: 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 1-7 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 1-7: 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.
Spells Per Day
Level 1st 2nd 3rd 4th 5th 6th
1st 1 - - - - -
2nd 2 - - - - -
3rd 3 - - - - -
4th 3 1 - - - -
5th 4 2 - - - -
6th 4 3 - - - -
7th 4 3 1 - - -
8th 4 4 2 - - -
9th 5 4 3 - - -
10th 5 4 3 1 - -
11th 5 4 4 2 - -
12th 5 5 4 3 - -
13th 5 5 4 3 1 -
14th 5 5 4 4 2 -
15th 5 5 5 4 3 -
16th 5 5 5 4 3 1
17th 5 5 5 4 4 2
18th 5 5 5 5 4 3
19th 5 5 5 5 5 4
20th 5 5 5 5 5 5
Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th
1st 4 2 - - - - -
2nd 5 3 - - - - -
3rd 6 4 - - - - -
4th 6 4 2 - - - -
5th 6 4 3 - - - -
6th 6 4 4 - - - -
7th 6 5 4 2 - - -
8th 6 5 4 3 - - -
9th 6 5 4 4 - - -
10th 6 5 5 4 2 - -
11th 6 6 5 4 3 - -
12th 6 6 5 4 4 - -
13th 6 6 5 5 4 2 -
14th 6 6 6 5 4 3 -
15th 6 6 6 5 4 4 -
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5
Animal Companion (Ex): 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 (Pathfinder RPG Advanced Player’s Guide 128) 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): 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.
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 (see Chapter 4 of the Core Rulebook). 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.
Hunter Tactics (Ex): At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion doesn’t need to meet the prerequisites of these teamwork feats.
Teamwork Feat: At 3rd level and every 3 levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus teamwork feat.
As a standard action, the hunter can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can change only the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier (minimum 1). Whenever she gains a new teamwork feat, her previous teamwork feats become permanent.
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.
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.
Bonus Tricks (Ex): At 7th level and every 6 levels thereafter, a hunter’s animal companion learns a bonus trick (in addition to the bonus tricks gained from the hunter’s effective druid level).
Second Animal Focus (Su): At 8th level, whenever a hunter uses her animal focus ability, she selects two different animal aspects for herself instead of one, and can assign two aspects to her companion instead of one. As with the companion’s previous aspect, the second one does not count against the minutes per day a hunter can take on an aspect.
If the hunter’s animal companion is dead and the hunter has applied the companion’s animal aspect to herself, that aspect does not count toward her maximum of two aspects at once. The hunter can still apply only one of her dead companion’s aspects to herself, not both.
Swift Tracker (Ex): At 8th level, a hunter can move at her normal speed while using Survival to follow tracks without taking the normal -5 penalty. She takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Raise Animal Companion (Sp): At 10th level, a hunter gains raise animal companion as a spell-like ability; this is not restricted to raising only her own animal companion. Using this spell-like ability gives the hunter a permanent negative level. This negative level cannot be overcome in any way (including by restoration), but automatically ends after 24 hours. At 16th level, this functions as resurrection instead of raise dead, but otherwise operates as normal.
Speak with Master (Ex): At 11th level, a hunter and her animal companion can communicate verbally, as if they were using a common language. Other creatures cannot understand the communication without magical aid.
Greater Empathic Link (Su): At 14th level, the range of the hunter’s empathic link with her animal companion increases to 10 miles. If the animal companion is within 1 mile, the hunter can communicate with it telepathically.
One with the Wild (Ex): At 17th level, the hunter and her animal companion are respected or even feared by other animals, so long as the animals are approximately of the same type as any of the hunter’s current animal foci: bat for bats, tiger with felines, falcon for birds, snake for reptiles, and so on. No animal in this category (including dire varieties) willingly attacks the hunter or her companion unless magically compelled to or if the hunter or companion attacks it first.
The hunter and her companion can attempt to demoralize animals in the appropriate category as a swift action, rolling 1d20 and adding the hunter’s level and her Charisma modifier to determine the Intimidate check result.
Master Hunter (Ex): At 20th level, a hunter becomes a master hunter, able to track down foes with ease. She can always move at full speed while using Survival to follow tracks without penalty.
Additionally, each day when the hunter regains her spell slots, she chooses one animal focus to be active on herself for the entire day. This focus is in addition to using her animal focus class ability (including the additional focus ability she is able to use on herself if her animal companion is dead).

Animal Companion:
Wolfdog: Reskinned as Cooshee
Companion Type: Animal
This creature is a dependable hybrid of wolf and dog.
Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural armor; Attack bite (1d6); Ability Scores Str 15, Dex 15, Con 13, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
4th-Level Advancement: Attack bite (1d6 plus 1d4 bleed); Ability Scores Str +2, Con +2.
Magic Item Slots: Armor, belt (saddle), chest, eyes, head, headband, neck, shoulders, wrist
Animal Companion Base Statistics
Level HD BAB Fort Ref Will Skills Feats NAB Str/Dex B Tricks Special
1st 2 +1 +3 +3 +0 2 1 +0 +0 1 Link, share spells
2nd 3 +2 +3 +3 +1 3 2 +0 +0 1 —
3rd 3 +2 +3 +3 +1 3 2 +2 +1 2 Evasion
4th 4 +3 +4 +4 +1 4 2 +2 +1 2 Ability score increase
5th 5 +3 +4 +4 +1 5 3 +2 +1 2 —
6th 6 +4 +5 +5 +2 6 3 +4 +2 3 Devotion
7th 6 +4 +5 +5 +2 6 3 +4 +2 3 —
8th 7 +5 +5 +5 +2 7 4 +4 +2 3 —
9th 8 +6 +6 +6 +2 8 4 +6 +3 4 Ability score increase, Multiattack
10th 9 +6 +6 +6 +3 9 5 +6 +3 4 —
11th 9 +6 +6 +6 +3 9 5 +6 +3 4 —
12th 10 +7 +7 +7 +3 10 5 +8 +4 5 —
13th 11 +8 +7 +7 +3 11 6 +8 +4 5 —
14th 12 +9 +8 +8 +4 12 6 +8 +4 5 Ability score increase
15th 12 +9 +8 +8 +4 12 6 +10 +5 6 Improved evasion
16th 13 +9 +8 +8 +4 13 7 +10 +5 6 —
17th 14 +10 +9 +9 +4 14 7 +10 +5 6 —
18th 15 +11 +9 +9 +5 15 8 +12 +6 7 —
19th 15 +11 +9 +9 +5 15 8 +12 +6 7 —
20th 16 +12 +10 +10 +5 16 8 +12 +6 7 Ability score increase
Level: The character’s druid level. The druid’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s statistics.
HD: This is the total number of eight-sided (d8) Hit Dice the animal companion possesses, each of which gains a Constitution modifier, as normal.
BAB: This is the animal companion’s base attack bonus. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s HD. Animal companions do not gain additional attacks using their natural weapons for a high base attack bonus.
Fort/Ref/Will: These are the animal companion’s base saving throw bonuses. An animal companion has good Fortitude and Reflex saves.
Skills: This lists the animal’s total skill ranks. Animal companions can assign skill ranks to any skill listed below. If an animal companion increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal. Animal companions with an Intelligence of 3 or higher can purchase ranks in any skill. An animal companion cannot have more ranks in a skill than it has Hit Dice.
Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex), Fly* (Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex), Survival (Wis), and Swim* (Str).
All of the skills marked with an (*) are class skills for animal companions. Animal companions with an Intelligence of 3 or higher can put ranks into any skill.
Feats: This is the total number of feats possessed by an animal companion. Animal companions should select their feats from those listed under Animal Feats. Animal companions can select other feats, although they are unable to utilize some feats (such as Martial Weapon Proficiency). Note that animal companions cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice.
Animal companions can select from the following feats: Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, Weapon Finesse, and Weapon Focus.
Animal companions with an Intelligence of 3 or higher can select any feat they are physically capable of using. GMs might expand this list to include feats from other sources.
NAB: The number noted here is an improvement to the animal companion’s existing natural armor bonus.
Str/Dex: Add this value to the animal companion’s Strength and Dexterity scores.
B Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed.
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Devotion: An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Ability Score Increase (Ex): The animal companion adds +1 to any one of its ability scores.
Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

elf:
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their forms are frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
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.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Attributes:
Rolled 17, 16, 15, 15, 14, 13
Roll Race Level Magic Current
17 +0 17 +0 17 +0 S 17 +3
14 +2 16 +0 16 +0 D 16 +3
15 -2 13 +0 13 +0 C 13 +1
13 +2 15 +0 15 +0 I 15 +2
16 +0 16 +0 16 +0 W 16 +3
15 +0 15 +0 15 +0 H 15 +2