Zadim

Mr Touch's page

72 posts. Alias of Endoralis.


Full Name

Viziri Hajar Al Hakim

Race

Human

Classes/Levels

Verminous Hunter 1| HP 10/10| AC 19 T 13 FF 16 | Fort +4 Ref +5 Will +1| CMD 15 | Init +5 | Perception +5 (+9 Wasp Focus)

Gender

Male

Size

Medium 5' 5"

Age

25

Alignment

LN

Deity

Erastil

Strength 14
Dexterity 17
Constitution 14
Intelligence 7
Wisdom 12
Charisma 14

About Mr Touch

Mr Touch
Verminous Hunter 1
LN Medium humanoid (human)
Init +5; Perception +5
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
HP 10 (1d8+2)
Fort +4, Ref +5, Will +1
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Offense
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Speed 30 ft.
Ranged +4 Darkwood Compositie (Str 2) Longbow (1d8+2/x3)
Melee +2 Earthbreaker (2d6+3/x3)
Melee +2 Glaive (1d10+3/x3)
Melee +2 Warhammer (1d8+2/x3)
Melee +2 Dagger (1d4+2/19-20x2)
Melee +2 Cestus (1d4+2/19-20x2)
Melee +2 Cold Iron Longsword (1d8+2/19-20x2)
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Statistics
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Str 14, Dex 17, Con 14, Int 7, Wis 12, Cha 14
Base Atk +0; CMB +2; CMD 15
Languages Common
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Feats
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Spirit's Gift (Stone)
Evolved Companion (Pounce)
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Traits and Drawbacks
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Signature Moves Your starting equipment includes a single masterwork item worth less than 900 gp, and you gain a +1 trait bonus on Bluff and Intimidate checks while wielding this item in one or both hands.

Deadeye Bowman When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.

Reactionary You gain a +2 trait bonus to Initiative checks.

Warded Against Nature Animals do not willingly approach within 30 feet of you, unless you or the animal's master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.

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Skills
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Acrobatics +3[1]
Appraise -2
Bluff +2
Climb +2[0]
Craft -2
Diplomacy +2
Disguise +2
Escape Artist +3[1]
Handle Animal +6
Heal +1
Intimidate +3
Knowledge (dungeoneering) +2
Knowledge (local) -2
Knowledge (geography) -2
Knowledge (nature)-2
Knowledge (Religion)-2
Linguistics +0
Perception +5
Ride +3[1]
Sense Motive +1
Sleight of Hand +3[1]
Stealth +6[4]
Survival +6
Swim +2[0]
Use Magic Device +0
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Gear
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Darkwood Longbow
Chainshirt
Earthbreaker
Cestus x2 [one silver]
40 Cold Iron arrows
Dagger x2
Warhammer
Glaive
Cold Iron Longsword

Backpack [
Mr. Go feed
Bedroll
Trail rationsx 5
Hammer
Pitons x4
Waterskin (Filled)
]
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Special Abilities
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Bonus Feat Humans select one extra feat at 1st level.

Heart of the Wilderness Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.

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).

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Backstory
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Mr. Go:

Mr Go
Vermin Companion 1
N Medium Vermin
Init +1; Perception +4 Darkvision; Tremorsense 30 ft DR 5/Adamantine
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Defense
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AC 14, touch 11, flat-footed 13 (+2 armor, +1 Dex, Nat Armor)
HP 14 (2d8+5)
Fort +4, Ref +4, Will +0
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Offense
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Speed 40 ft.
Melee +1 2 Claws (1d4+Grab/x2)
Melee +1 Sting (1d4+Poison/x2)
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Statistics
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Str 11, Dex 12, Con 12, Int -, Wis 10, Cha 2
Base Atk +1; CMB +1 (+5 to grab); CMD 12 (+12 vs Trip)
Languages Scorpion
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Feats
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Toughness
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Skills
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Acrobatics +1[1]
Climb +0[0]
Intimidate -4
Perception +4
Stealth +5[5]
Survival +0
Swim +2[0]

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Gear
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Leather Barding

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Special Abilities
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Darkvision Scorpions can see in the dark

Tremorsense 30ft; A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability’s range is specified in the creature’s descriptive text.

Poison ( frequency 1 round (6), effect 1 Str damage, cure 1 save, DC 12);

Link 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.

Bolster Companion (Ex) 1/day : The Ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the Ranger to benefit from this trick.