About Monsoon Rivers(character name)
Languages:
Automatic & Bonus Languages: Celestial (bonus language from Magnimar regional trait, Empyreal Cultist
Languages gained via Linguistics ranks: 1st rank: Polyglot
* * Favored Class Bonus & Animal Companion Levels Tracker:
Alternate human favored class bonus: Add 1 skill rank to the hunter’s animal companion. If the hunter replaces his animal companion, the new animal companion gains these bonus skill ranks. 1st level: (Splasher) (boon companion feat) (Lv 1 companion +4 = Lv 1 (2 HD) companion) ==> 2 HD skill ranks + 1 FCB skill rank = 3 skill ranks ==> 1 rank --> Acrobatics (1 rank); 2 ranks --> Stealth (2 ranks) --> Splashers' Ability Scores: Str 15, Dex 14, Con 15, Int 1, Wis 12, Cha 2 --> Splasher's Feats --> (1 HD) Fleet * 2nd level: (Splasher) (Lv 2 companion + 4 = Lv 2 (3 HD) companion) ==> +1 HD skill rank + 1 FCB skill rank = 2 skill ranks ==> 1 rank --> 1 rank --> Perception (1 rank); +1 skill rank --> Stealth (3 ranks) --> Splashers' Ability Scores: Str 15, Dex 14, Con 15, Int 1, Wis 12, Cha 2 --> Splasher's Feats (1 HD): Fleet; (3 HD): Fleet (x2) * 3rd level: (Smasher) (boon companion feat) (Lv 1 companion + 4 = Lv 3 (3 HD) companion) ==> 3 HD skill ranks + 1 FCB skill rank = 4 skill ranks ==> 1 rank --> Acrobatics (1 rank); 1 rank --> Stealth (1 rank); 1 rank --> Survival (1 rank); 1 rank --> Swim (1 rank) --> Smasher's Feats: (1 HD): Improved Sunder; (3 HD): Light Armor Proficiency * - - - - - - (Splasher) (Lv 2 companion +4 = Lv 3 (3 HD) companion ==> 0 HD skill ranks = 0 skill ranks gained this level. --> Splashers' Ability Scores: Str 16, Dex 15, Con 15, Int 1, Wis 12, Cha 2 --> Splasher's Feats: * 4th level: (Splasher) (Lv 3 companion +4 = Lv 4 (4 HD) companion [Int 1 ==> Int 2]) ==> +1 HD skill rank + 1 FCB skill rank = 2 skill ranks ==> 1 rank --> + 1 skill rank --> Stealth (4 ranks); 1 rank --> Swim (1 rank) --> Splashers' Ability Scores: Str 16, Dex 17, Con 17, Int 2, Wis 12, Cha 2 --> Splasher's Feats: * - - - - - - (Smasher) (Lv 1 companion +4 = Lv 4 (4 HD) companion [Int 1 --> Int 2]) ==> 1 HD skill rank ==> 1 skill rank --> Perception (1 rank) --> Smasher's Ability Scores: --> Smasher's Feats: * 5th level: (Splasher) (Lv 4 companion +4 = Lv 5 (5 HD) companion) ==> +1 HD skill rank + 1 FCB skill rank = 2 skill ranks ==> +1 rank --> Acrobatics (2 ranks); +1 rank --> Stealth (5 ranks) --> Splashers' Ability Scores: Str 16, Dex 17, Con 17, Int 2, Wis 12, Cha 2 --> Splasher's Feats: * - - - - - - (Smasher) (Lv 1 companion +4 = Lv 5 (5 HD) companion) ==> +1 HD skill rank = 1 skill rank ==> +1 rank --> Survival (2 ranks) * 6th level: (Smasher) (Lv 2 companion +4 = Lv 6 (6 HD) companion) ==> +1 HD skill rank + 1 FCB skill rank = 2 skill ranks ==> + 2 ranks --> Survival (4 ranks) * - - - - - - (Splasher) (Lv 4 companion +4 = Lv 6 (6 HD) companion) ==> +1 HD skill rank = 1 skill rank ==> +1 rank --> Steath (6 ranks) --> Splashers' Ability Scores: Str 17, Dex 18, Con 17, Int 2, Wis 12, Cha 2 --> Splasher's Feats: * * 7th level: (Smasher) (Lv 3 companion +4 = Lv 7 (6 HD) companion) ==> +1 FCB skill rank = 1 skill rank ==> +1 rank --> Survival (5 ranks) * --> Smashers' Ability Scores: --> Smasher's Feats: * - - - - - - (Splasher) (Lv 4 companion +4 = Lv 7 (6 HD) companion) ==> no HD skill ranks gained = 0 skill ranks gained for this level --> Splashers' Ability Scores: Str 17, Dex 18, Con 17, Int 2, Wis 12, Cha 2 --> Splasher's Feats: * * 8th level: (Smasher (Lv 4 companion +4 = Lv 8 (7 HD) companion) ==> +1 HD skill rank + 1 FCB skill rank = 2 skill ranks ==> +2 ranks --> Survival (7 ranks) * - - - - - - (Splasher) (Lv 4 companion +4 = Lv 8 (7 HD) companion) ==> +1 HD skill rank = 1 skill rank ==> +1 rank --> Stealth (7 ranks) --> Splashers' Ability Scores: Str 17, Dex 18, Con 17, Int 2, Wis 12, Cha 2 --> Splasher's Feats: * 9th level: (Smasher) (Lv 5 companion + 4 = Lv 9 (8 HD) companion) ==> +1 HD skill rank + 1 FCB skill rank = 2 skill ranks ==> +1 rank --> Acrobatics (2 ranks), +1 rank --> Survival (8 ranks) * --> Smashers' Ability Scores: Str 17, Dex 18, Con 17, Int 2, Wis 12, Cha 2 --> Smasher's Feats: * - - - - - - (Splasher) (Lv 4 companion +4 = Lv 8 (7 HD) companion) ==> no skill ranks gained this level. --> Splashers' Ability Scores: Str 17, Dex 18, Con 17, Int 2, Wis 12, Cha 2 --> Splasher's Feats: * 10th level: (Smasher) (Lv 6 companion + 4 = Lv 10 (9 HD) companion) ==> +1 HD skill rank + 1 FCB skill rank = 2 skill ranks ==> +1 rank --> Acrobatics (3 ranks), +1 rank --> Survival (9 ranks) * - - - - - - (Splasher) (Lv 4 companion +4 = Lv 8 (7 HD) companion) ==> no skill ranks gained this level. --> Splashers' Ability Scores: Str 17, Dex 18, Con 17, Int 2, Wis 12, Cha 2 --> Splasher's Feats: * 11th level: (Smasher) (Lv 7 companion + 4 = Lv 11 (9 HD) companion) ==> +0 HD skill ranks + 1 FCB skill rank = 1 skill rank ==> +1 rank --> Acrobatics (4 ranks) * - - - - - - (Splasher) (Lv 4 companion +4 = Lv 8 (7 HD) companion) ==> no skill ranks gained this level. --> Splashers' Ability Scores: Str 17, Dex 18, Con 17, Int 2, Wis 12, Cha 2 --> Splasher's Feats: * 12th level: (Smasher) (Lv 8 companion + 4 = Lv 12 (10 HD) companion) ==> +1 HD skill rank + 1 FCB skill rank = 2 skill ranks ==> +1 rank --> Acrobatics (5 ranks), +1 rank --> Survival (10 ranks) * - - - - - - (Splasher) (Lv 4 companion +4 = Lv 8 (7 HD) companion) ==> no skill ranks gained this level. --> Splashers' Ability Scores: Str 17, Dex 18, Con 17, Int 2, Wis 12, Cha 2 --> Splasher's Feats: * 13th level: (Smasher) (Lv 9 companion + 4 = Lv 13 (11 HD) companion) ==> +1 HD skill rank + 1 FCB skill rank = 2 skill ranks ==> +1 rank --> Acrobatics (6 ranks), +1 rank --> Survival (11 ranks) * - - - - - - (Splasher) (Lv 4 companion +4 = Lv 8 (7 HD) companion) ==> no skill ranks gained this level. --> Splashers' Ability Scores: Str 17, Dex 18, Con 17, Int 2, Wis 12, Cha 2 --> Splasher's Feats: * 14th level: (Smasher) (Lv 10 companion + 4 = Lv 14 (12 HD) companion) ==> +1 HD skill rank + 1 FCB skill rank = 2 skill ranks ==> +1 rank --> Acrobatics (7 ranks), +1 rank --> Survival (12 ranks) * - - - - - - (Splasher) (Lv 4 companion +4 = Lv 8 (7 HD) companion) ==> no skill ranks gained this level. --> Splashers' Ability Scores: Str 17, Dex 18, Con 17, Int 2, Wis 12, Cha 2 --> Splasher's Feats: * 15th level: (Smasher) (Lv 11 companion + 4 = Lv 15 (12 HD) companion) ==> +0 HD skill ranks + 1 FCB skill rank = 1 skill rank ==> +1 rank --> Acrobatics (8 ranks) * - - - - - - (Splasher) (Lv 4 companion +4 = Lv 8 (7 HD) companion) ==> no skill ranks gained this level. --> Splashers' Ability Scores: Str 17, Dex 18, Con 17, Int 2, Wis 12, Cha 2 --> Splasher's Feats: * 16th level: (Smasher) (Lv 12 companion + 4 = Lv 16 (13 HD) companion) ==> +1 HD skill rank + 1 FCB skill rank = 2 skill ranks ==> +1 rank --> Acrobatics (9 ranks), +1 rank --> Survival (13 ranks) * - - - - - - (Splasher) (Lv 4 companion +4 = Lv 8 (7 HD) companion) ==> no skill ranks gained this level. --> Splashers' Ability Scores: Str 17, Dex 18, Con 17, Int 2, Wis 12, Cha 2 --> Splasher's Feats: * 17th level: (Smasher) (Lv 13 companion + 4 = Lv 17 (14 HD) companion) ==> +1 HD skill rank + 1 FCB skill rank = 2 skill ranks ==> +1 rank --> Acrobatics (10 ranks), +1 rank --> Survival (14 ranks) * - - - - - - (Splasher) (Lv 4 companion +4 = Lv 8 (7 HD) companion) ==> no skill ranks gained this level. --> Splashers' Ability Scores: Str 17, Dex 18, Con 17, Int 2, Wis 12, Cha 2 --> Splasher's Feats: * 18th level: (Smasher) (Lv 14 companion + 4 = Lv 18 (15 HD) companion) ==> +1 HD skill rank + 1 FCB skill rank = 2 skill ranks ==> +1 rank --> Acrobatics (11 ranks), +1 rank --> Survival (15 ranks) * - - - - - - (Splasher) (Lv 4 companion +4 = Lv 8 (7 HD) companion) ==> no skill ranks gained this level. --> Splashers' Ability Scores: Str 17, Dex 18, Con 17, Int 2, Wis 12, Cha 2 --> Splasher's Feats: * 19th level: (Splasher) (Lv 5 companion +4 = Lv 9 (8 HD) companion) ==> +1 HD skill rank + 1 FCB skill rank = 2 skill ranks ==> +1 rank --> ?? (?? ranks); +1 rank --> Stealth (8 ranks) --> Splashers' Ability Scores: Str 18, Dex 19, Con 17, Int 3, Wis 12, Cha 2 --> Splasher's Feats: * - - - - - - (Smasher) (Lv 14 + 4 = Lv 18 (15 HD) companion) ==> no skill ranks gained this level. * 20th level: (Splasher) (Lv 6 companion +4 = Lv 10 (9 HD) companion) ==> +1 HD skill rank + 1 FCB skill rank = 2 skill ranks ==> +1 rank --> ?? (?? ranks); +1 rank --> Stealth (9 ranks) --> Splashers' Ability Scores: Str 18, Dex 19, Con 17, Int 3, Wis 12, Cha 2 --> Splasher's Feats: (1 HD): Fleet; (3 HD): Fleet; (5 HD): * - - - - - - (Smasher) (Lv 14 + 4 = Lv 18 (15 HD) companion) ==> no skill ranks gained this level. Boon Companion feat Crocodile Animal Companion Base Stats Block:
Crocodile (Alligator)
This reptile lunges out of the placid water with shocking speed. Its jaw gapes open in a roar, its powerful tail lashing behind. Starting Statistics: Size Small; Speed 20 ft., swim 30 ft.; AC +4 natural armor; Attack bite (1d6); Ability Scores Str 15, Dex 14, Con 15, Int 1, Wis 12, Cha 2; Special Qualities hold breath, low-light vision. 4th-Level Advancement: Size Medium; Attack bite (1d8) or tail slap (1d12); Ability Scores Str +4, Dex -2, Con +2; Special Attacks death roll, grab, sprint. OR +2 Dex, +2 Con Splasher (Lv 4 crocodile animal companion with Auspice archetype):
Splasher's Animal Companion Archetype: Auspice
*Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. Size Small
Hit Dice: 4d8
NG Small Animal
Level 1 Animal Tricks (Int 1 ==> 3 tricks) + 1 bonus trick Int 1 Tricks (3) First trick taught: Heel (took Splasher 1 week to to learn)
First Bonus trick Splasher learned (no training time nor Handle Animal check required): Flee Flee (DC 20): The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends. Level 3: Second Bonus Trick Splasher learned was Get Help (designated creature: Smasher) Level 4: Ability Increase ==> Int 1 to Int 2 (gains 3 more tricks) Next trick Splasher learned was Fetch: It took Splasher ?? weeks to learn this trick. Next trick Splasher learned was Deliver: It took Splasher ?? weeks to learn this trick. Next trick Splasher learned was Bury: It took Splasher ?? weeks to learn this trick. Splasher's Get Help trick's second designated creature: currently unassigned - as it was a bonus trick, no training time nor Handle Animal check required when second designated creature is assigned. Default Continuous Animal Focus: Mouse (Advanced Class Guide pg. 28): The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent. Tricks (3): Attack (x2), Down
Feats Lv 1 animal companion (1st HD): Fleet (25' base speed, 30' swim)
* Before 6th level, Smasher typically gains this benefit instead of Splasher. At 6th level, both Splasher & Smasher gain benefit. ** Before 6th level, Splasher typically gains this benefit instead of Smasher. At 6th level, both Splasher & Smasher gain benefit. Skill Ranks 1st level (2 HD) (1 + 1 FCB = 2) - Acrobatics 1 ==> 1 rank +3 class +2 Dex = +6
- 0 ranks in Swim ==> 0 ranks +3 Str +8 racial = +11 2nd level (3 HD) (1) - Swim 1 ==> 1 rank +3 class +3 Str +8 racial = +15 3rd level (3 HD) (1 + 1 FCB = 2) - Perception 1 ==> 1 rank +3 class +1 Wis = +5
4th level (4 HD) (1 +1 FCB = 2) - Stealth + 2 ranks ==> 4 ranks +3 class +2 Dex +4 size = +13 Default continuous animal focus benefit: Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent. Other alternate continuous animal focus (swift action to switch animal focus for one/both animal companions (or self and animal companion if only one animal companion is currently alive) Spoiler:
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 (Advanced Class Guide pg. 28): 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. Smasher (Lv 4 crocodile animal companion with Wrecker archetype):
WIP Crocodile Animal Companion Base Stats Block
Spoiler:
Crocodile (Alligator)
This reptile lunges out of the placid water with shocking speed. Its jaw gapes open in a roar, its powerful tail lashing behind. Starting Statistics: Size Small; Speed 20 ft., swim 30 ft.; AC +4 natural armor; Attack bite (1d6); Ability Scores Str 15, Dex 14, Con 15, Int 1, Wis 12, Cha 2; Special Qualities hold breath, low-light vision. 4th-Level Advancement: Size Medium; Attack bite (1d8) or tail slap (1d12); Ability Scores Str +4, Dex -2, Con +2; Special Attacks death roll, grab, sprint. Animal Focus: 3 minutes/day, in 1 minute intervals. Tricks (3): Attack (x2), Down
Feats 1st HD:
Skill Ranks (2): Copy of RNG Ability Scores from discord server:
Generating Random Stats
Ability scores rolled: 16, 14, 13, 12, 11, 11 Increasing 13 by 3 points and decreasing last 11 by 3 points ==> 16, 16, 14, 13, 11, 8 Ability Scores: Str 16 (+3) (==> 18 (+4) while shifted into scaleheart hybrid form via racial adjustment)
** Copy of RNG from Discord for 2nd-level hit die roll:
AvraeVERIFIED APP
Copy of RNG from Discord for 3rd-level hit die roll:
AvraeVERIFIED APP
Copy of RNG from Discord for 4th-level hit die roll:
AvraeVERIFIED APP
* * Ancestors & Approximate birth years & family history info of character & his ancestors:
Character 4706 - 25 years = 4681 AR
* Parents 4706 - 50 years = 4656 AR (100% Shoanti) Dad ==> Lyrune Quah (Moon Clan) with rainstorm totem spirit) oracle (nature? mystery, ? curse) (scaleheart skinwalker) Mom ==> 75% Varisian/25% Bonuwat (12.5 % natural werecrocodile) ==> daughter of caravan guard of the Varisian Caravan of that travels via the Yondabakari Caravan Route. She grew up as a daughter of the caravan. She moved to Kaer Maga with her Shoanti oracle husband after they were married and before they started having children. * Grandparents 4706 - 75 years = 4631 AR (100 % Shoanti) Grandfather (Dad's Dad) ==> warrior of the Lyrune Quah (Moon Clan) (100 % Shoanti) Grandmother (Dad's Mom) ==> warrior of the Lyrune Quah (Moon Clan) (100 % Varisian) Grandpa (Mom's Dad) ==> caravan guard of the Varisian Caravan of that travels via the Yondabakari Caravan Route. (scaleheart skinwalker) Grandma (Mom's Mom) ==> 50% Varisian/50% Bonuwat (25% natural werecrocodile) ==> ?? * Great grandparents 4706 - 100 years = 4606 AR (passed away before my character was born) (100 % Shoanti) Grandfather's Father (Dad's Dad's Dad) ==> warrior of the Lyrune Quah (Moon Clan) (100 % Shoanti) Grandfather's Mother (Dad's Dad's Mom) ==> warrior of the Lyrune Quah (Moon Clan) (100 % Shoanti) Grandmother's Father (Dad's Mom's Dad) ==> warrior of the Lyrune Quah (Moon Clan) (100 % Shoanti) Grandmother's Mother (Dad's Mom's Mom) ==> warrior of the Lyrune Quah (Moon Clan) (100 % Varisian) Grandpa's Dad (Mom's Dad's Dad) ==> caravan guard of the Varisian Caravan of that travels via the Yondabakari Caravan Route. (100 % Varisian) Grandpa's Mom (Mom's Dad's Mom) ==> mid-wife of the Varisian Caravan of that travels via the Yondabakari Caravan Route. (scaleheart skinwalker) Grandma's Dad (Mom's Mom's Dad) ==> Bonuwat (50 % natural werecrocodile) born in The Shackles. When a child, his mother travelled to Magnimar with him, to avoid the werecrocodiles of The Shackles hunting down and slaying the 'aberration' for her son being born a scaleheart skinwalker instead of a natural werecrocodile, which was the likely outcome if she had stayed in The Shackles. He grew up in Magnimar, then joined a Varisian caravan that travels the Yondabakari Route. (100% Varisian) Grandma's Mom (Mom's Mom's Mom) ==> mid-wife of the Varisian Caravan of that travels via the Yondabakari Caravan Route. * Great-great grandparents of note (100 % Bonuwat natural werecrocodile) Grandma's Dad's Dad (Mom's Mom's Dad's Dad) - aware of his lover giving birth to a scaleheart skinwalker - faked her death and that of his 'aberration' offspring, while secretly hiring a trusted friend to take her and their son to Magnimar, never to return to The Shackles. (100 % Bonuwat with natural swim speed*) Grandma's Dad's Mom (Mom's Mom's Dad's Mom) ==> Fisherwoman of The Shackles * The PF1E version of the PF2E Bonuwat Wavetouched background & Wavetouched Paragon ancestry feat. * * Race: Scaleheart (werecrocodile-kin) skinwalker:
His human ethnicity is 50% Shoanti/37.5% Varisian/12.5% Mwangi (Bonuwat) (6.25% werecrocodile ancestry via Mwangi (Bonuwat) maternal maternal paternal werecrocodile grandfather) ==> father is 100% Shoanti (?? quah) ==> mother is 75% Varisian/25% Mwangi (Bonuwat) (12.5% werecrocodile ancestry via Mwangi (Bonuwat) maternal grandfather werecrocodile) Baseline Skinwalker Racial Traits Spoiler:
Medium: Skinwalkers are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Skinwalkers have a base speed of 30 feet. Low-Light Vision: Skinwalkers can see twice as far as humans can in dim light. Spell-Like Ability: A skinwalker with a Wisdom score of 11 or higher can Animal-Minded: Skinwalkers have a +2 racial bonus on Change Shape (Su) A skinwalker can change shape to a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to Languages: Skinwalkers all begin play speaking Common. Skinwalkers with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Changes Scaleheart (werecrocodile-kin) makes to baseline skinwalker racial traits Spoiler:
Werecrocodile-Kin (Scaleheart) Source Inner Sea Races pg. 249, Blood of the Moon pg. 14
Ability Modifiers +2 Constitution, –2 Wisdom (+2 Strength while shapechanged) Alternate Skill Modifiers Stealth, wild empathy Alternate Spell-Like Ability scare 1/day Bestial Features Bite attack that deals 1d6 points of damage
Note: He has the Extra Feature feat twice, so he gains 3 of the 4 bestial features - his go-to is gaining all but the bite attack (which he will gain via his Shifter class features). * * Campaign Trait:
Monster Hunter
Perhaps you came to the Varisian Gulf in search of the Sandpoint Devil, or maybe you followed fisherman’s tales of Old Murdermaw— regardless, you’ve ventured through Varisia to hunt down famous monsters. While they have all eluded you so far, you made it to Sandpoint to research and restock before heading back out into the wilderness. Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts. Race Trait:
Source Blood of the Moon pg. 15
You grew up near crocodiles, learning to move as they do. You gain a +2 trait bonus on Swim and Stealth checks while moving at half speed or less and mostly or completely underwater. One of these skills (your choice) becomes a class skill for you. Regional Trait:
Source Varisia, Birthplace of Legends pg. 21
Your faith in the empyreal lords—a host of good demigods—and your fascination with the legendary Angel of the Arvensoar have you constantly on the hopeful lookout for celestial messengers. Choose an empyreal lord as your patron deity (==>Jalaijatali). You gain Celestial as a bonus language and a +1 trait bonus on Diplomacy checks when dealing with good-aligned humanoids. * * Gestalt Class 1: Shifter (with weretouched archetype):
Alignment: Any neutral.
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str). Skill Points at each Level: 4 + Int modifier. Weapon and Armor Proficiency: A shifter is proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. She is also proficient with the natural attacks (claw, bite, and so forth) from the shifter claws class feature and of forms she assumes with wild shape. Shifters are proficient with light and medium armor but are prohibited from wearing metal armor. A shifter can wear wooden armor that has been altered by the ironwood spell so that it functions as if it were steel. Shifters are proficient with shields (except tower shields) but must use only those crafted from wood. A shifter who wears prohibited armor or uses a prohibited shield is unable to use her shifter aspect, shifter claws, wild shape, and other shifter supernatural or spell-like abilities while doing so and for 24 hours thereafter. * Bonus Languages: A shifter's bonus language options include Sylvan, the language of woodland creatures, and Aklo, the tongue spoken by certain sinister fey or otherworldly denizens of reaches of the wild rarely explored by humanity. These choices are in addition to the bonus languages available to the character because of her race. A shifter speaks Druidic, a secret language known only to druids and shifters, which she learns upon becoming a 1st-level shifter. Druidic is a free language for a shifter; that is, she knows it in addition to her regular allotment of languages, and it doesn't take up a language slot. Shifters are forbidden to teach this language to non-druids or non-shifters. * Spoiler:
Source Ultimate Wilderness pg. 83 Weretouched shifters are scions of lycanthropic forces, whether hereditary or supernaturally imposed. They can assume both animal and hybrid forms, as a lycanthrope does. * Lycanthrope Aspect (Su): At 1st level, a weretouched gains the shifter aspect ability, except the animal aspect chosen is the only animal aspect the weretouched can gain. This alters her other class features, as detailed in each relevant class feature. Otherwise, this ability functions identically to shifter aspect. At 5th level, a weretouched gains DR/silver equal to half her shifter level, to a maximum of DR 10/silver at 20th level. Additionally, a weretouched shifter becomes immune to a lycanthrope’s curse of lycanthropy. This alters shifter aspect and all of its improvements. * Lycanthropic Empathy (Ex): At 1st level, a weretouched gains wild empathy and a +4 bonus on wild empathy checks, but this ability works only on the type of animal she chose for her lycanthrope aspect. This alters wild empathy. * Lycanthropic Wild Shape (Su): At 4th level, when a weretouched uses wild shape, she can assume only the form of an animal of the same type as her lycanthrope aspect. However, instead of assuming a major form, she can assume a hybrid form that mixes the traits of her natural form and the major form of her aspect. While in a hybrid form, she gain a +2 size bonus to her Strength score, a +2 natural armor bonus to her AC, and all of the natural attacks and abilities listed by her major form. A weretouched also counts as being in her natural form for the purpose of determining whether she can extend her shifter claws. A weretouched’s hybrid form is roughly the same size and shape as her natural form, albeit with bestial qualities such as digitigrade legs or shaggy fur, so her equipment does not merge into her new form when she shifts between her natural form and hybrid form. In addition, the size of a weretouched’s hybrid form is the same as the size of her natural form. This otherwise counts as assuming a major form using wild shape. This alters wild shape. * 1st-Level Class Abilities Spoiler:
Shifter aspect (==> Altered by Lycanthrope Aspect.) At 1st level, a shifter gains her first aspect—a category of animal to which her body and soul have become supernaturally attuned. She can shift into her aspect's minor form (see Aspects on page 28) for a number of minutes per day equal to 3 + her shifter level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter's turn. Until a shifter reaches 9th level and gains the chimeric aspect class feature, she can assume only one minor form at a time. Shifting to a new aspect (or aspects, in the case of chimeric aspects or greater chimeric aspects) ends all minor forms currently manifested. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefits of a minor form while affected by polymorph effects. * shifter claws (==> Alternate Natural Attacks ==> Crocodile: Bite (B, P, S), tail slap (B) ) (Damage Die: 1d4) At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter's faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead. As the shifter gains levels, the power of her claws increases. At 3rd level, her claws ignore DR/cold iron, DR/magic, and DR/silver. At 7th level, her claw damage increases to 1d6 (1d4 if Small). At 11th level, her claw damage increases to 1d8 (1d6 if Small). At 13th level, her claw damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—. While a shifter uses wild shape to assume her aspect's major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form's claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws. * wild empathy (==> Altered by Lycanthropic Empathy) A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (Pathfinder RPG Core Rulebook 93). The shifter rolls 1d20 and adds her shifter level and 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 shifter and the animal must be within 30 feet of one another and 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 shifter 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. * Lycanthrope Aspect (Su) (==> This alters shifter aspect and all of its improvements.) * Lycanthropic Empathy (Ex) (==> This alters wild empathy.) * Crocodile Aspect: Source Wilderness Origins pg. 4 The crocodile lurks in the water, unseen until it lunges forth with its powerful jaws. Minor Form: You gain a +2 competence bonus on Swim checks and grapple combat maneuver checks. This bonus increases to +4 at 8th level and +6 at 15th level. Major Form (beast shape II): Your shape changes to that of a crocodile. While in this form, you gain a swim speed of 30 feet, low-light vision, a bite attack (1d8) with the grab ability, and a tail slap attack (a secondary natural attack that deals 1d12 points of damage). At 8th level, once per minute as a free action, you can increase your land speed by 20 feet for 1 round. At 15th level, you gain Improved Natural Attack with your bite attack, and when you successfully grapple a foe, you can knock your grappled foe prone. Alternate Natural Attacks: Bite (B, P, S) Tail Slap (B) * 2nd-level Class Abilities Spoiler:
Defensive Instinct (Ex): At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level). These bonuses to AC apply even against touch attacks and when the shifter is flatfooted. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature. * Track (Ex): At 2nd level, a shifter adds half her level as a bonus on Survival checks to follow tracks. 3rd-level Class Abilities Spoiler:
Shifter claws increase woodland stride * * Gestalt Class 2: Hunter (with Packmaster archetype):
Alignment: Any neutral.
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. 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). * Spoiler:
Source Advanced Class Guide pg. 96 Some hunters form bonds with packs of well-trained creatures. Whether such a hunter is a northern berserker running with a pack of timber wolves or a savage warrior dashing through the jungle alongside her herd of dimetrodons, the packmaster revels in the thrill of the hunt and the glory of the kill. A packmaster is more comfortable in groups than alone, and although her animal companions may be weaker than a typical hunter’s, what they lack in strength they make up for in numbers. * 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. * Teamwork Feat (Ex): At 3rd level or any level at which a packmaster would gain a bonus teamwork feat, she can instead increase the number of her animal companions that gain the benefits of her precise companion, woodland stride, and teamwork feats by 1. She can select this ability multiple times. This ability alters teamwork feats. * Second Pack Focus (Su): At 8th level, the hunter gains an ability that functions like the second animal focus, but the hunter can either assign each companion one aspect each or assign both aspects to the same companion. The foci on the companions don’t need to be the same, nor do they need to be the same as the one assigned to the packmaster. This ability replaces second animal focus. * Master of the Pack (Ex): At 20th level, a packmaster and her animal companions can always move at full speed while using Survival to follow tracks without penalty. Each day when a packmaster gains new spells for the day, she chooses one animal focus to be active on herself or one of her animal companions for the entire day (if all of her animal companions are dead, she instead chooses two animal foci to be active on herself for the entire day). This focus is in addition to her pack focus class ability. This ability replaces master hunter. * 1st-level Class Abilities Spoiler:
*
* 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. * Orisons Spells * 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. * 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. * 2nd-level Class Abilities Spoiler:
Precise Companion (Ex): At 2nd level, a hunter chooses either * Track (Ex): At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks. * 3rd-level Class Abilities Spoiler:
Spells Spoiler:
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. * * Spell Repertoire:
Orisons Gained at 1st-level: - Create Water
Gained at 2nd level: - Light 1st-level spells Gained at 1st-level: - Cure Light Wounds
Gained at 2nd-level: Lv 2 spell known: Carry Companion * * Feats:
1st-level GM fiat free feat (weapon focus in one weapon) ==> ?? 1st-level general feat: Boon Companion ==> Splasher 2nd-level Bonus Feat: Outflank 3rd-level general feat: Boon Companion ==> Smasher 3rd-level bonus Teamwork Feat: ==> ==> Escape Route reminder note: At 3rd level or any level at which a packmaster would gain a bonus teamwork feat, she can instead increase the number of her animal companions that gain the benefits of her precise companion, woodland stride, and teamwork feats by 1. She can select this ability multiple times. * * Feat Plan (tentative):
1st-level GM fiat free feat (weapon focus in one weapon) ==> ?? 1st-level general feat: Boon Companion ==> Splasher 2nd-level Bonus Feat: Outflank 3rd-level general feat: Boon Companion ==> Smasher 3rd-level bonus Teamwork Feat: ==> Escape Route reminder note: At 3rd level or any level at which a packmaster would gain a bonus teamwork feat, she can instead increase the number of her animal companions that gain the benefits of her precise companion, woodland stride, and teamwork feats by 1. She can select this ability multiple times. 5th-level general feat: Extra Feature 6th-level bonus teamwork feat: ==> Using option to increase the number of his animal companions that gain the benefits of his precise companion, woodland stride and teamwork feats by 1. (==> two animal companions (Splasher & Smasher) gain benefits at same time) 7th-level general feat: Extra Feature 9th-level general feat: 9th-level bonus teamwork feat: 11th-level general feat: 12th-level bonus teamwork feat: 13th-level general feat: 15th-level general feat: 15th-level bonus teamwork feat: 17th-level general feat: 18th-level bonus teamwork feat: 19th-level general feat: * * Skill Ranks Allocation:
Combined Class Skill List: Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), 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. Animal-Minded: Skinwalkers have a +2 racial bonus on Scaleheart Alternate Skill Modifiers: Stealth, wild empathy Crocodile Swim race trait ==> You gain a +2 trait bonus on Swim and Stealth checks while moving at half speed or less and mostly or completely underwater. One of these skills (your choice) becomes a class skill for you. Background Skills 1st level: - Handle Animal 1 rank (1 + 3 CS -1 Cha [+4 with his animal companions] = +3 [+7])
2nd level: - Handle Animal +1 rank (2 + 3 CS -1 Cha [+4 with his animal companions] = +4 [+8])
3rd level: - Handle Animal +1 rank (3 + 3 CS -1 Cha [+4 with his animal companions] = +5 [+9])
4th level: - Handle Animal +1 rank (4 + 3 CS -1 Cha [+4 with his animal companions] = +6 [+10])
Adventuring Skills 1st-level: - Craft 1 rank (1 + 3 CS + 0 Int = +4)
- 0 ranks in Diplomacy (0 -1 Cha [+1 trait bonus on Diplomacy checks when dealing with good-aligned humanoids] = -1 [+0]) Wild Empathy (crocodiles) (1 level -1 Cha + 2 racial +4 weretouched archetype [-4 against magical beasts] = +6 [+2]) Wild Empathy (non crocodiles) (1 level -1 Cha + 2 racial [-4 against magicial beasts] = +2 [-2]) 2nd-level - Acrobatics 1 rank (1 + 3 CS + 1 Dex = +5) (without ACP applied)
3rd-level -
4th-level -
* * 2nd-level crunch - (PC name):
WIP Monster Hunter campaign trait ==> Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts. Lycanthrope Aspect (Su) ==> She can shift into her aspect's minor form (see Aspects on page 28) for a number of minutes per day equal to 3 + her shifter level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter's turn. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefits of a minor form while affected by polymorph effects. Shifter's Claws ==> At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter's faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead. Alternate Natural Attacks A shifter can draw on her chosen animal aspect to transform her hands into deadly weapons, as represented by the shifter’s claws class feature, but not every animal has prominent claws. The following list provides alternate natural attacks for the shifter claws class feature. Each time the shifter activates her shifter’s claws ability in her natural form, she can manifest one of the alternate natural attacks listed below for any of her chosen aspects, or those that relate to her archetype. Each alternate natural attack replaces one of the shifter’s claw attacks. The shifter can gain up to two different alternate natural attacks with this method. These alternate natural attacks modify only the damage type of the shifter’s natural attacks and otherwise function exactly as the shifter claws class feature. As the shifter gains levels, the power of her claws increases. At 3rd level, her claws ignore DR/cold iron, DR/magic, and DR/silver. At 7th level, her claw damage increases to 1d6 (1d4 if Small). At 11th level, her claw damage increases to 1d8 (1d6 if Small). At 13th level, her claw damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—. While a shifter uses wild shape to assume her aspect's major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form's claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws. Crocodile Source Wilderness Origins pg. 4 The crocodile lurks in the water, unseen until it lunges forth with its powerful jaws. Minor Form: You gain a +2 competence bonus on Swim checks and grapple combat maneuver checks. This bonus increases to +4 at 8th level and +6 at 15th level. Major Form (beast shape II): Your shape changes to that of a crocodile. While in this form, you gain a swim speed of 30 feet, low-light vision, a bite attack (1d8) with the grab ability, and a tail slap attack (a secondary natural attack that deals 1d12 points of damage). At 8th level, once per minute as a free action, you can increase your land speed by 20 feet for 1 round. At 15th level, you gain Improved Natural Attack with your bite attack, and when you successfully grapple a foe, you can knock your grappled foe prone. Alternate Natural Attacks: Bite (B, P, S), tail slap (B) Defensive Instinct (Ex): At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level). These bonuses to AC apply even against touch attacks and when the shifter is flatfooted. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature. Track (Ex): At 2nd level, a shifter adds half her level as a bonus on Survival checks to follow tracks Wild Empathy (Ex): A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (Pathfinder RPG Core Rulebook 93). The shifter rolls 1d20 and adds her shifter level and 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 shifter and the animal must be within 30 feet of one another and under |