The Illegitimate

Madir's page

240 posts. Alias of Ralphrius.


Race

| HP: 9/17| AC: 15(11 Tch, 14 Fl) | CMB: +4, CMD: 15 | F: +5, R: +4, W: +1; | Init: +1 | Perc: +5

Classes/Levels

| Speed 20ft | Active conditions: Medium Encumbrance | Ammo: 20 arrows

Black:
| HP: 17/20| AC: 14(12 Tch, 12 Fl)

Gender

Male NG Fetchling Hunter (Packmaster) 2

About Madir

Statblock:
Madir

Male Fetchling Hunter (Packmaster)
Medium Humanoid
Init +1; Senses Perception +5

DEFENSE

AC 15, touch 11, flat-footed 14
hp 10
Fort +5, Ref +4, Will +1

OFFENSE

Spd 20 ft.
Melee Falchion +4 (2d4+3/18-20)
Ranged Shortbow +2 (1d8/x3)

STATISTICS

Str 16, Dex 12, Con 14, Int 7, Wis 13, Cha 14
Base Atk +1
Traits Dedicated Defender, Hero Worship: Shalelu, Weathered
Drawbacks Stigmatized
Feats Boon Companion (Black), Outflank
SkillsAcrobatics +1, Appraise -2, Bluff +2, Climb + 3, Craft -2, Diplomacy +2, Disguise +2, Escape Artist +1, Fly +1, Handle Animal +7, Heal +1, Intimidate +6, Knowledge Geography +2, Knowledge Nature +2, Perception +5, Perform +2, Ride +1, Sense Motive +1, Stealth +3, Survival +7, Swim +3
Abilities Favored Enemy, Track, Wild Empathy
Languages Common

Hunter Abilities:

Pack Bond (Ex):: A packmaster can have more than one animal companion, but she must divide her effective druid level between her companions to determine the abilities of each one. For example, a 4th-level packmaster can have one 4th-level animal companion, two 2nd-level companions, one 3rd-level companion and one 1st-level companion, or four 1st-level companions.

When a packmaster gains a level, she must decide how to allocate the increase among her animal companions, including whether or not to add a new 1st-level companion. Once a hunter level is allocated to a particular companion, it cannot be redistributed while that companion is in the packmaster’s service. She must release the companion or wait until the companion dies to allocate its levels to another companion, which she can then do the next time she refreshes her spell slots for the day. The share spells animal companion ability applies to only one animal companion at a time—the packmaster cannot use it to cast a spell that affects only a single target and have the spell affect all of her animal companions.

A packmaster’s precise companion, woodland stride, and teamwork feats apply to only one of her animal companions at a time. (For example, a packmaster can apply precise companion to one companion, woodland stride to another, and a given teamwork feat to a third, but cannot apply any of those to two animal companions at once.) As a swift action, she can change which companion gains any or all of these benefits. This ability replaces animal companion.

Pack Focus (Su): This ability functions like animal focus, with the following exceptions. A packmaster can apply her animal aspect to only one of her animal companions at a time without it counting against the number of minutes per day she can use that ability. When using animal focus on herself or her other animal companion, the ability counts against her minutes per day as normal. She can have only two animal aspects in effect at a time—one that counts against her minutes per day and one that doesn’t—and they can’t both target the same companion. Unless both her companions are dead, the hunter can’t apply the companion’s aspect to herself (and thereby gain the benefit of its unlimited duration). This ability replaces animal focus.

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.

Precise Companion (Ex)[b]: 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.

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

Spells:

Spells per day:
Level 1: 3

Spells Known:
Level 0:
Light
Know Direction
Stabilize
Guidance

Level 1:
Goodberry
Lead Blades

Gear:

Combat Falchion, Shortbow, Armored Coat, 20 arrows
Magic Items
Other possessions Backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, spell component pouch, torches, trail rations, waterskin, wooden holy symbol.
Stored possessions

Carrying Capacity
Light 76lbs
Medium 152lbs
Heavy 228lbs

Current Load Carried 76.5 lbs
Money 9 GP

Black, the Giant Vulture:

Neutral Medium Vulture, Giant
Init +2; Senses Perception +6

DEFENSE

AC 14, touch 12, flat-footed 12
hp 13
Fort +5, Ref +5, Will +2

OFFENSE

Spd 10 ft, 50ft flying
Melee Bite +2 (1d8+1/x2)

STATISTICS

Str 12, Dex 15, Con 14, Int 2, Wis 15, Cha 7
Base Atk +1
Feats Toughness
Skills Acrobatics +2, Fly +6, Perception +6, Stealth +2, Survival +2
Companion Abilities Link, Share Spells

White, the Albino Tiger:

Neutral Medium Cat, Big
Init +3; Senses Perception +2, Low-Light Vision

DEFENSE

AC 14, touch 13, flat-footed 11
hp 21
Fort +4, Ref +6, Will +2

OFFENSE

Spd 40ft
Melee Bite +3 (1d6+1/x2), Claws (2) +3 (1d4+1/x2), Rake +3 (1d4+1/x2)

STATISTICS

Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +1
Feats Toughness, Outflank
Skills Acrobatics +3, Climb +1, Fly +3, Perception +2, Stealth +3, Survival +2
Companion Abilities Link, Share Spells

Backstory:
As a child, Madir was unwelcome. His parents, both humans, truly tried to make it work, but Madir's dubious heritage and clear physical differences made him feared and disliked among the community. Eventually, the dislike spread to his parents as well, like a disease. When he was six years old, his father took him to a peaceful grove, several hours from his hometown... and left him there. Not young enough to truly come into his own, but old enough to realize what he had lost, Madir's first few weeks in the wilds were filled with anger, sadness, desperation... But as time went on, his emotions simply... ran out. He became completely silent and showed no response when animals started approaching him. At first, they were indifferent, but some seemed to start to... dote on him.

Years passed. Madir grew up, his emotions entirely stunted, simply surviving, day to day. The wilds were solitary, but he found some companionship in two animals who seemed to be especially connected to him: A fierce albino tiger he called White, and a gracious dark-feathered vulture he called Black. Sometimes he'd encounter people. Typically, these encounters were brief and ended with said people leaving him, unsettled.

Though Madir couldn't express his emotions very well at all, something was nagging inside of him the more he talked to other people. He wanted to return to civilization. He wanted to meet people and create bonds again. Thus, after much deliberation, along with Black and White, he set out.
His first forays were... unsuccessful. Whenever he'd head towards a town, the people weren't exactly excited to see a pale man with an endless gaze and two ferocious looking beasts beside him. Before he knew it, some towns were spreading rumors of a "Ghost of the Wilderness" that would attack villages with his man-eating beasts. Madir didn't quite understand, he'd never harmed anyone. However, it was clear that this wasn't going according to plan, and he didn't want to upset anyone, so he retreated once more.

It wasn't until a chance encounter with a traveler whose name he didn't catch that Madir would try again. Usually they'd leave quickly, but this traveler seemed interested, and they got to talking. Madir told the traveler about his failed exploits, and the traveler responded by telling Madir about Shalelu, the forest ranger and local hero of Sandpoint. Perhaps, the traveler implied, Sandpoint might be a good destination for Madir.

White did not agree to this plan, but Madir took Black and set out regardless. As he walked, he realized he had many questions. What kind of place would Sandpoint be? Would Shalelu be as open to conversation as the traveler had been? What would the future have in store for him? As he walked along the coast towards Sandpoint, something welled up inside him, very, very subtly, barely noticeable. In a small, small way, for the first time in years, Madir felt excited.

Appearance and Personality:
Madir is tall and lean. His heritage gave him a distinctly pale skin, bright yellow eyes and silvery hair. Said hair is typically messy and frazzled. Most distinct about him however, is his facial expression, or lack thereof. His youth has left him without the instincts or knowledge to properly express himself, and thus his neutral expression is a blank stare into either nothing or fixated sternly on his object of focus, which has left many unsettled.

His main drive is a desire to relearn how to properly express his emotions and reintegrate into society, having lived in the wilds for so long. However, said time has left him quite inept socially, and he is blunt, direct, without tact or regards to personal space. He never truly intends to be rude on purpose, however; he simply has a lot to learn.