Perla HidlkidRanger 3
NMediumHumanNephilimHumanoid
Perception +10 (+2 initiative); Low-Light Vision Darkvision
Languages Common, Diabolic
Skills Acrobatics +8, Athletics +2, Lore: One Terrain +5, Nature +8, Occultism +5, Religion +8, Stealth +8, Survival +8, Thievery +10
Str +2, Dex +3, Con +1, Int +0, Wis +3, Cha +0
Items Leather, Crowbar, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Thieves' Toolkit
AC 19; Fort +8, Ref +10, Will +10
HP 41
Speed 25 feet
Melee Starknife +8 (Agile, Deadly d6, Finesse, Thrown 20 ft., Versatile S), Damage 1d4+2 P
Ranged +1 Longbow +9 (Deadly d10, Volley 30 ft., Magical), Damage 1d8 P
Hunted Shot (Flourish) Requirements You are wielding a ranged weapon with reload 0. You take two quick shots against the one you hunt. Make two Strikes against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.
Hunt Prey (Concentrate, Ranger) You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.
Additional Feats Animal Companion, Experienced Tracker, Incredible Initiative, Nephilim, Nephilim Eyes, Train Animal
Additional Specials Hunter's Edge (Flurry)
NSmallMinionAnimal
Perception +6; low-light vision, scent (imprecise, 30 feet)
Languages None selected
Skills Acrobatics +8, Athletics +7, Survival +6
Str +2, Dex +3, Con +2, Int -4, Wis +1, Cha +0
Items Unarmored
AC 18; Fort +7, Ref +8, Will +6
HP 30
Speed 40 feet
Melee Jaws (finesse) +8 (Finesse), Damage 1d8+2 P
Support Benefit Your wolf tears tendons with each opening. Until the start of your next turn, your Strikes that damage creatures your wolf threatens give the target a -5-foot status penalty to its Speeds for 1 minute (-10 on a critical success).