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About MasiStatistics:
Male Human Hunter (Treestrider) 1
NG Medium Human Zenj Mgwani (Humanoid) Init +5; Senses Perception +7 ------------------------------ DEFENSE ------------------------------ AC 15, touch 13, flat-footed 12 hp 9 Fort +3 (+2 Class, +1 Con), Ref +5 (+2 Class, +3 Dex), Will +3 (+3 Wis) ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee Kukri +2, dmg 1d4 +2, 18-20/x2 Kukri +2, dmg 1d4+2, 18-20/x2 TWF: Kukri +0, dmg 1d4+2, 18-20/x2
Natural Climber: You gain a +2 trait bonus on Acrobatics and Climb checks while climbing trees. Reactionary: You gain a +2 trait bonus on initiative checks. Drawbacks
Feats Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Shield Proficiency Totem Beast (Snake): Select one animal aspect from the list presented in the hunter class’s animal focus class feature. Your animal companion has natural coloration suggestive of this aspect—a bear might have a dark spot in the shape of a bat, or a hawk might have unusual tiger striping in its feathers. Your animal companion gains the benefits of the selected animal aspect, treating its Hit Dice as its effective hunter level for this ability. This bonus doesn’t stack if the animal companion is already under the benefit of the same animal aspect because of the actual class feature. 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. Two-Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting. Skills 6 + Int (5)
Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ 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 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. Brachiation (EX): A treestrider can gain a climb speed equal to half her base speed as a free action for 1 minute per hunter level per day. This duration must be spent in 1-minute increments. In addition, she can use her climb speed to move through the canopies of forests or jungles, provided the limbs of the trees are strong enough to support her weight. The treestrider’s companion gains a +10-foot enhancement bonus to its climb speed. At 8th level, the treestrider’s climb speed increases to equal her base speed, the duration of her brachiation increases to 10 minutes per hunter level per day (usable in 10-minute increments), and the enhancement bonus to her companion’s climb speed increases to +20 feet. At 15th level, she can use brachiation with no limit on the duration. This replaces animal focus and second 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. 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. Skills:
Acrobatics: +3 (+3 Dex) +2 to climb trees
Spells:
------------------------------ Spells ------------------------------ Spells Known 0th Guidance, Light, Purify Food and Drink, Spark 1st Cure Light Wounds, Thunderstomp 0th (at will)
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Kukri x2 Leather Armor Backpack Bedroll Caltrops x2 Flint and Steel Grappling Hook Oil Silk Rope Torch x 2 Ration x2 Carrying Capacity
Animal Companion:
------------------------------ N’kasu ------------------------------ Female Ape N Medium Animal Init +3; Senses Perception +5 ------------------------------ DEFENSE ------------------------------ AC 14 (+1 Natural Armor, +3 Dex), touch 13, flat-footed 11 hp 12 Fort +3 (+3 Class), Ref +6 (+3 Class, +3 Dex), Will +1 (+1 Wis) ------------------------------ OFFENSE ------------------------------ Speed 30 ft., Climb 40 ft. Melee Bite +2 dmg 1d4+1, 20/x2 P 2 Claws +2 dmg 1d4+1, 20/x2 S Ranged ------------------------------ STATISTICS ------------------------------ Str 13, Dex 17, Con 10, Int 2, Wis 12, Cha 7 Base Atk +1; CMB +2, CMD 15 Feats Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Skills Perception + 5, Stealth +7
Link: A Hunter 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 Hunter gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells: The Hunter may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A Hunter 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. Totem Beast: 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. Low Light VIsion: Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Scent: This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent’s source, the creature can pinpoint the area that the source occupies, even if it cannot be seen. A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10. Background:
Appearance and Personality:
5 Min Background:
1) I'd like 5 points that capture the concept and story of the character. More are welcome, but no less than five. -Masi is the youngest son of the Ngali Tribe’s shaman but became a hunter after his coming-of-age spirit quest led him to N’kasu, his Ape hunting companion. -Masi formed a mentoring relationship with another young hunter, Imbuka, who’s gruff and angry manner was able to teach the softer Masi how to survive in the jungle. -Masi was gone for a number of weeks on a hunting trip, patrolling the borders between the neighboring tribe, the Inyoka. When he returned to his tribe he found all of them unconscious but alive on the ground, their veins unnaturally black as night and their eyes pure black. The only person he saw that was not present was his mother, Umusa. Not an unusual thing as she was often away to perform rituals and obtain spell components. -Masi, unsure what to do, or whether this was magical or disease related took all of the treasures of his people and left with N’kasu for Senghor in hopes of boarding a ship bound for Eleder to obtain medicine for his people. -Without actually taking the campaign trait, Masi did not have enough money to gain entrance on to the ship and while it was difficult to do so, Masi was able to sneak him and N’kasu into the holding of the ship. 2) Two goals that you'd like the character to accomplish in-game. -Obtain either information pointing toward a cure or the cure itself for his tribe. -Discover what happened to his mother. 3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling. -While not present at the tribe when the initial outbreak started and thus not exposed to the highest concentration of whatever caused this, his time in the village sill infected Masi. He takes time to make sure his leather and hides cover his feet and ankles as his veins are slowly turning black with each day. -In his shock at seeing his people diseased and unconscious, he missed the fact that Imbuka was not one of the bodies in his tribe and would be shocked to know that Imbuka caused this to happen because he desired to rule the tribe himself. 4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas. -Imbuka, young hunter roughly the same age as Masi but far more selfish. They have a sort of rivalry friendship. Imbuka is responsible for the afflictions that Masi saw their tribe. -Umusa, Masi’s mother and the shaman of the Ngali tribe. He learned his kindness from his mother. Masi is not sure whether she is alive or dead, or if she is infected as well. -Jask Derindi, having snuck aboard the Jenivere and being this the first most prolonged interaction with a civilized person, Masi is fascinated by Jask but skeptical that anything other than the Ngali way can work. 5) Three key memories that define your character as the person they are at the time of submission. -Going on a spirit quest is a rite of passage and a serious endeavor. In fact Masi was for lack of better terms “failing” the spirit quest. Having been bitten by a poisonous python, Masi simply laid down to die. In his fevered state as he began succumbing to the poison, he saw a giant ape fill his vision and run off into the jungle. He was able to slowly pull himself after the ape and what he found was a young female ape alone in the forest, also slowly dying. As he approached closer he felt their spirits intertwined and after Masi seemed to be strong enough to take care of the two of them. They stayed in that jungle for weeks taking care of each other and returned back to the village never to be alone again. -Early on in his training, Masi could not get the hang of trapping and hunting. He felt it too cruel, his mother listened to him first and then provided words of wisdom that have stuck with Masi to this day, “To take a life you must respect a life. Where it has been and where it was going to go. Remember that you are always a part of something bigger little imfene” -Shortly after arriving in Senghor, some Chelexians approached him and began to accost him, forcing him to give over all of his people’s treasures that he had brought with him. As they physically attacked, N’kasu bore her teeth but was told to stand down by Masi as the young Chelexian men kicked him repeatedly in the stomach. As he lay there covered in blood and mud, Masi experienced what some people thought of the natives of this land. 6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. -Masi now has nightmares of the moment he saw all of the people of his tribe with black eyes and unnaturally black veins, unconscious on the ground; and fears what it is doing to him and how much time he has. 7)Name three negative aspects to your character -Masi is slightly xenophobic, he doesn’t hate other races but having no prolonged exposure to them he does not believe that their way of life is the best way to live -He’s rather naive of civilized culture and many things go over his head. -While he tends to take after his mother more, there is no doubt that the skills taught to him by Imbuka have taken hold of Masi’s heart. He can get very angry and violent especially when he gets lost in the heat of battle or the moment. |