About Machiel ValentiusAbout Machiel Valentius Machiel Valentius
Statistics
Defense AC = 18, touch 12, flat-footed 16 (+ 4 armor, + 2 shield, + 2 Dexterity)
BAB = 0 CMB = + 3 CMD = + 15 Cold Resistance 7, Electricity Resistance 7, Fire Resistance 7
Offense Speed 30 ft. Melee Falcata, Cold Iron (+ 3 to hit, + 3 to damage, 1d8 / 19-20x3), Deals S damage
Ranged
Cold Iron Dagger (+ 3 to hit, + 3 to damage, 1d4 / 19-20x2), Deals P damage, 10' range Space: 5 ft.; Reach: 5 ft. ======================================================================== Skills Bluff (0 rank, - 1 Cha, - 2 trait) = - 3
Background Skills Handle Animal (1 rank, - 1 Cha, + 3 class skill, + 1 trait bonus) = 4
Languages: Common, Infernal ======================================================================== Racial Traits:
Oni-spawn (Hungerseed)
Native Outsider: Tieflings are outsiders with the native subtype. Ability Modifiers: +2 Str, +2 Wis, –2 Cha Medium: Tieflings are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Tieflings have a base speed of 30 feet. Darkvision: Tieflings see in the dark for up to 60 feet. Skilled: Oni-spawn gain a +2 racial bonus on Disguise and Intimidate checks. Spell-like Ability: Oni-spawn can use alter self once per day as a spell-like ability (with a caster level equal to the tiefling’s character level). Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following languages: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. Alternate Racial Trait
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
==================================================================== Traits:
Animal Whisperer (Campaign) You’ve spent more of your life around animals than people, and find them easier to understand. You gain a +1 trait bonus on Handle Animal checks, and Handle Animal is always a class skill for you. Your trait bonus increases to +5 whenever you attempt to “push” a wild animal to perform a trick for you, so long as its attitude is indifferent or friendlier. You may target creatures of the animal type with charm or compulsion spells as if they were humanoids, but unless you have another ability to make yourself understood to animals, you must still succeed at a Handle Animal check to “push” your target in order to communicate specific requests. Unscathed (Magic) You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation. Each type of energy resistance you have (if any) increases by 2 points. Fangwood Trainer (Region) (GM permission) Requirements: Fangwood Forest Benefit: Your work with animals in the Fangwood Forest has taught you how to select, raise, and train only the hardiest of animals. You gain a +1 trait bonus on Handle Animal checks and Handle Animal is a class skill for you. Your animal companion or bonded mount gains a permanent +3 trait bonus to its maximum hit point total. Drawback Scarred: An injury left you horribly, visibly scarred, making it more difficult for you to hide your true face, and also making most people distrustful of you merely due to your appearance. You take a –5 penalty on Disguise checks and a –2 penalty on Bluff checks. Feats:
Weapon Proficiency (1st Level) Choose one weapon group listed under the fighter’s Weapon Training class feature. You understand how to use all weapons from that group. Benefit: You make attack rolls with weapons from the selected group normally (without the non-proficient penalty). Weapon Group Selected: Blades, Heavy Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls. Special: You can gain Weapon Proficiency multiple times. Each time you take the feat, it applies to a new weapon group.
======================================================================== Hunter Class Features:
Weapon and Armor Proficiency
Spells
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. 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. 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. 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. See the Hunter Animal Focuses section for a full list of Focuses from all sources. 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.
======================================================================== Spell List:
Orisons [4 known] Create Water
1st Level Spells 2 known; 2 per day Cure Light Wounds
======================================================================== Inventory Tracking Sheet Mundane Gear:
Explorer's Outfit Lamellar (leather) Shield, Heavy Wooden Falcata, Cold Iron Dagger, Cold Iron Club Sap Lucerne Hammer Shortbow Arrows, Cold Iron (20) [2] Bedroll [2] Blanket [2] Soap Rope, hemp (50 ft.) Whetstone [3] Candle [10] Oil, lamp [2] Torch [2] Rations, trail [6] Backpack, common Sack [4] Poncho Pouch, belt Pouch, spell components Waterskin Chalk [10] Flint & Steel Weapon Cord [2] Bandolier [2] Canvas (square yard) [5] Grooming Kit Mess Kit Holy Symbol, wooden Studded Leather Barding Carnivore Feed (per day) [6] Training Harness Cold-weather outfit Alchemical Gear:
Alchemist's fire (flask) Magic Items:
Wealth:
10 gold 0 silver 1 copper ==================================================================== Backstory: Background Questions:
1. What is your character’s name?
2. How old is your character?
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
5. Where was your character born? Where were you raised? By who?
6. Who are your parents? Are they alive? What do they do for a living?
7. Do you have any other family or friends?
8. What is your character’s marital status? Kids?
9. What is your character’s alignment?
10. What is your character’s moral code?
11. Does your character have goals?
12. Is your character religious?
13. What are your character’s personal beliefs?
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
15. Why does your character adventure?
16. How does your character view his/her role as an adventurer?
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
18. How does your character get along with others?
19. Is there anything that your character hates?
20. Is there anything that your character fears?
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