Most Lil' Lamms don't end up getting free. Not alive anyway. Nirroh nearly died the day he got his freedom, but fate had other plans in store for him.
Nirroh had managed to nick a bag from a wagon, thinking it might have food or gold, and was surprised to find priestly items. Robes, a weathered prayer book he couldn't read, and a holy symbol of the Stag Lord, Erastil. Seeing that symbol, strange as it was, stirred something inside the boy and he did his best to hide his investigation into religion.
Perhaps being the oldest Lil' Lamm made Nirroh less cautious than he should have been, and he was caught after just a few days. Thrown before Gaedren in an alleyway, he found himself fighting for his life. It wasn't by much that he got to keep it.
Now, some time later, Nirroh attends the Erastil sermons regularly(when he can) and hunts down leads on wear his former tormentor might be hiding so he might free the currently Lil' Lamms and free them as well. Because if they weren't his family, who was?
Hit Dice: 1d10+2
Hit Points: 12
Fortitude: +4 =2(class)+2(Con)
Base Attack Bonus: +1
Armor Class: 17 =10(Base)+4(Dex)+3(Armor)
Dagger +5 (1d4+1, 19-20/x2, 10ft range 1lb, P or S)
Sling +5 (1d4+1, x2, 50ft range 0lb, B) 10 Bullets
Studded Leather Armor
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Nirroh has +2 Dexterity.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. This racial trait replaces the bonus feat trait. +2 Strength for Rafe.
Heart of the Slums: Humans who eke out a life in a city’s teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Nirroh only knows Common and Varisian.
The Hunter's class skills are 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).
Spells: A hunter casts divine spells drawn from the druid and ranger spell lists (see Chapter 10 of the Pathfinder RPG Core Rulebook). 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.
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.
[b]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.
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.
Climb: +5 =1(Str)+1(Rank)+3(Class)
Handle Animal: +5 =1(Cha)+1(Rank)+3(Class)
Knowledge(nature): +4 =0(Int)+1(Rank)+3(Class)
Knowledge(religion): +4 =0(Int)+1(Rank)
Perception: +5 =1(Wis)+1(Rank)+3(Class)
Sleight of Hand: +9 =4(Dex)+1(rank)+3(Class)+1(Trait)
Stealth: +8 =4(Dex)+1(Rank)+3(Class)
Lv1: Weapon Finesse
Child of the Streets: You grew up on the streets of a large city, and as a result you have developed a knack for picking pockets and hiding small objects on your person. You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.
Unhappy Childhood(Religious): You found a holy symbol of the god you worship today while on a job for Gaedren and, intrigued by it, you snuck off to attend services. When Gaedren found out, he beat you to within an inch of your life and broke your holy symbol. Your faith let you block out the pain, and you escaped his control and took shelter in the church, where you spent the rest of your youth. You gain a +2 bonus on Concentration checks and Constitution saves to stabilize.
Hunter's Kit(a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol) 15gp, Studded Leather Armor 25gp, Dagger 2gp, Light Mace 5gp, Sling and 10 bullets 1sp, Buckler 5gp, 2 scrolls of Cure Light Wounds(1d8+1) 50gp, 2 Potions of Cure Light Wounds(1d8+1) 100gp, 5 dayds of Carnivore Feed 2sp 5cp, Vial of Acid 10gp, Alchemist's Fire 20gp
7 gp, 6sp, 5cp
Rafe, Dog Animal Companion:
Hit Dice: 2d8+4
Hit Points: 20
Fortitude: +5 (3 Base, 2 Con)
Armor Class: 17 =10(Base)+3(Dex)+2(Natural)+1(Size)+1(Dodge)
Bite Attack +5 (1d4+4, x2, BPS)
Animal Companion Features: Link, Share Spells