NG Female Small Humanoid (Halfling)
Init +4; Senses Perception +10
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DEFENSE
-------------------- AC 21; touch 16; flat-footed 17 (+5 armour, +1 ring of protection, +4 dex, +1 size)
hp 39 (2d10+2+2d8+2+2 for FC: Hunter)
Fort +8; Reflex +7; Will +3/+5 (+2 vs. fear.)
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OFFENSE
-------------------- Speed 20ft
Melee +1 Cold Iron Dagger +5 (1d3/19-20x2) (Hardness 12, HP 12, P/S)
Melee M/W Silver Dagger +5 (1d3/19-20x2)
Melee Sap +4 (1d4/x2/non-lethal)
Ranged +1 Cold Iron Dagger +9 (1d3/19-20x2, 10 ft range increment) (*when within 30 ft of target, add +1 to hit and damage)
Ranged M/W Silver Dagger +9 (1d3/19-20x2, 10 ft range increment) (*when within 30 ft of target, add +1 to hit and damage)
Ranged M/W Composite Longbow +10 (1d6/x3/115ft due to Hawkeye, P) (*when within 30 ft of target, add +1 to hit and damage)
Ranged M/W Composite Longbow (with rapid shot: 2 attacks) +8 (1d6/x3/115ft due to Hawkeye, P) (*when within 30 ft of target, add +1 to hit and damage)
Space 5 ft., Reach 5 ft.
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STATISTICS
-------------------- Str 10(+0); Dex 19(+4); Con 14(+2); Int 10(+0); Wis 15(+2); Cha 12(+1) (Ability Modifiers +2 Dex, +2 Cha, -2 Str, +1 Dex (ability increase at 4th))
BAB +4; CMB +3; CMD 17
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TRAITS
-------------------- Crowd Dodger (Combat): You spent much of your youth on crowded streets, dodging quickly around and under others.
Benefit(s): You gain a +2 trait bonus on Acrobatics checks to move through another creature's space and to avoid attacks of opportunity for leaving a threatened square.
Unintentional Linguistic (Social): You can speak with outsiders.
Benefits: You gain a +1 trait bonus on all Linguistics checks, and you begin play knowing one of the following languages (in addition to those granted by your race and Intelligence modifier): Infernal.
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FEATS
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Weapon Focus (Composite Longbow): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. You gain a +1 bonus on all attack rolls you make using the selected weapon.
Point-Blank Shot (Bonus Fighter Feat @1st): You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Rapid Shot (Bonus Fighter Feat @2nd): You can make an additional ranged attack.
Prerequisites: Dex 13, Point-Blank Shot.
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
Boon Companion: Your bond with your animal companion or familiar is unusually close.
Prerequisites: Animal companion or familiar class feature.
Benefit: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature.
Precise Shot (Combat, Teamwork, Bonus feat @2nd Hunter): You look for every edge when flanking an enemy.
Prerequisite: Base attack bonus +4.
Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
SKILLS (16 ranks (4 from Fighter + 12 from Hunter)
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SPECIAL ABILITIES
-------------------- Ability Stats Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Adaptable Luck (Alternate Racial Trait): Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Hawkeye (Ex): At 2nd level, an archer gains a +1 bonus on Perception checks, and the range increment for any bow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 2nd. This ability replaces Bravery.
Track (Ex): A ranger adds half her level (minimum 1) to Survival skill checks made to follow tracks. (Under Ranger and Hunter classes special abilities.)
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 (1d20+2+1). 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.
Track (Ex): At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.
Orisons: Hunters learn a number of orisons, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Animal Companion (Ex): At 1st level, a hunter forms a bond with an animal companion.
Animal Focus (Su) (2 mins/day): At 1st level, a hunter can take on the aspect of an animal as a swift action. 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. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.
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: 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.
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.
Precise Companion (Ex): At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well.
Armour
• +1 Mithral Shirt (no ACP), 1100gp, 10 lbs
General Gear & Equipment
• Wearing: Explorer's Outfit (free)
• +1 Ring of Protection (+1 deflection bonus to AC), 2000gp, -lbs
• For animal companion, Rizu: Riding Kit, Exotic Military Mount (This kit includes a bit and bridle, an exotic military saddle*, a saddle blanket, saddlebags, and 2 days' worth of feed for a mount. The weight can be lightened 10 pounds by discarding the feed.) 66gp, 69 lbs (*Custom made, +2 circumstance bonus on Ride checks related to staying in the saddle. If the rider is knocked unconscious while in a military saddle, she has a 75% chance to stay in the saddle.)
• Kit, Ranger's (This includes a masterwork backpack (When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.
Back to Top), a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations, Halfling (5 days), and a waterskin.), 57gp, 30 lbs
• Kit, Healer's (This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer's kit is exhausted after 10 uses.), 50gp, 1 lbs
• Common Shovel, 1gp, 0.5 lbs
• Hand axe, 6gp, 3lbs
• Oil, Alchemist’s Fire (2 flasks) (You can throw a flask of alchemist's fire as a splash weapon with a range increment of 10 feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.), 40gp, 2 lbs
• 1 vial CLW potion (1d8+1), 50gp, -lbs
• 2 vials CMW potion (2d8+1), 600gp, -lbs
• 4 vials Mage Armour potion (for Rizu) (+4 to AC for 1 hour), 200gp, -lbs
• Belt Pouch, 1gp, 0.5 lbs
• Soap (1 bar, 50 uses), 1cp, 0.5lbs
Total spent: 7,268gp & 1cp out of 8,500gp.
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APPEARANCE
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Demure in stature at 3 ft tall, 30 lbs, full/thick dark chestnut brown hair she puts up with a scarf and chocolate brown eyes. She is considered quite comely in face and form in the Halfling Community.
Passionate in everything she does. She likes to help and be useful. She's somewhat of a high achiever -- never resting for too long - always seeking more. Loving, friendly and community minded (even though she can be an independent spirit). She is not concerned with a good quarrel as long it is resolved and left in the past (she does not hold grudges with loved ones). She has a graceful way of moving - in all aspects of her movement. She does not talk excessively or for no reason, so she can be quiet, observant and thoughtful and then speaks when she has something to say. She has no problem with showing affection openly and freely and will at times candidly speak her mind. Courageous and won't back down from the good fight.
Driving forces:
• Need to protect people and to champion their causes (and her own).
• Security (her own and those she cares about).
• Ideal of liberty and justice.
• Love (for her family, Xorrin, Rizu).
• The need to belong and be accepted.
• Determination and Self-Motivation.
• Stalwart belief that good will prevail over evil.
Aspirations:
• To settle down eventually and start a family with Xorrin.
• To bring about justice in unjust or unlawful lands.
• To make the lands safe(r) for Halfling families such as her own or any races persecuted and hunted.
• To actively work toward abolishing slavery across the lands.
• To shift the balance of power between those who hold all the power and those who have none.
• Improve her skills and talents – hone her skill with the longbow, scouting and working with her animal companion (so he can improve his skills in turn).
• Forge a deeper bond with her animal companion until they become a most formidable team.
• Prove her worth and place to those she works alongside.
• Make lifelong friends and find suitable mentors who will challenge her to grow.
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BACKSTORY
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The extended Halfling “family” moved about the River Kingdoms. The Halfling elders; all of which were escaped slaves, survived by not staying in one place for too long; theirs was a nomadic life. There were numerous Halfling communities across the River Kingdoms and it did their children good to learn from each one. Qiola herself was born in the Sevenarches and the druids and rangers common to the area seemed to have left a deeper impression on the child. The Halfling families living and travelling together were resourceful folk and earned coin to keep them from poverty. Least the Halflings were free and that was worth more than any amount of gold. So they wandered, learned and survived. But they did not let down their guard.
Qiola grew up alongside her best friend, Xorrin, who had been born just a month earlier in Gralton. Their families were the best of friends and the children often played, learned and fought together. Qiola and Xorrin had their own respective skills, talents and characters, but they seemingly complemented one another from the moment they learned to walk and talk. Naturally, they became inseparable. Over their childhood, the Halfling elders shared their experiences and stories with their offspring – teaching them the value and responsibility of liberty and justice. They learned to be wary of Orcs and Half-Orcs – treating them with suspicion. During their time at the Fortress of Liberthane, the idealism espoused by its leader – those of unification, freedom and justice - only sparked a deeper fire inside of Qiola. Most of her younger years were spent with Xorrin, until a desire to hone his fighting took him far away from their small community in his sixteenth year. He said he would be gone a year but the years came and went and Qiola felt bereft without him. She sometimes wondered if he had found another love and set up home elsewhere. It was not until later that she learned that at the Dwarven monastery he was captured and sold into an underground fighting ring where he spent two years before escaping and trying to get back to her.
During those years apart, Qiola took time to practice with bow and dagger. She would also venture out for weeks searching nearby mountains for any sign of a warcat. Her parents had told her of the violent Orcs atop their warcat mounts and she was determined to find a cub of her own – to ride and train in preparation for battles to come. Her patience and perseverance paid off and she discovered an abandoned cub in a den, and, after days of waiting returned to her people, cub in tow. She named him Rizu. Together, they travelled, scouted, trained and hunted. She taught the cub tricks and he slept beside her and their bond became stronger than any forged steel. Qiola learned how to move about people with a grace and ease so as to be unnoticed. This also gave her the added benefit of listening and learning languages other than the Common and Halfling tongues.
It was in her twentieth year when Xorrin was able to locate their community through the kindness of strangers and locals on the road. At first Qiola was quiet around her childhood best friend but it did not take long for her to fall into Xorrin’s arms and soon thereafter fall deeply in love. They became betrothed and then married after their twenty-second birthdays. The union was rejoiced by their immediate and extended families. Theirs was a passionate love and friendship – they loved, they quarrelled, yet remaining true and loyal to one another. Rizu came to know and trust Xorrin and Qiola’s husband learned to accept that Rizu was solidly a part of Qiola’s life and his.
After a few months of marriage, Qiola and Xorrin made the decision to leave their small community in order to forge a life and path for themselves outside the River Kingdoms. Rizu of course would travel with his mistress and her husband and their parents begrudgingly gave their blessing. Toward the end of their yearlong wandering, the trio made their way to the far north of Lastwall, to the mining town of Arwyll Stead which bordered with the dangerous Orc territory of the Hold of Belkzen. Ever since childhood Qiola’s desire to bring about justice and take on the might of oppression saw her seek regions across Golarion that required eager fighters to aid in such causes. It was good that her husband felt the same way or at least went along with her aspirations.
Languages Can understand basic Common (cannot speak it)
SQ Low-light Vision (Ex): A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.
Scent (Ex): 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 odour 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.
Link (Ex): 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 (Ex): The hunterd 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.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Tricks (6+2 bonus = 8): (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 (2 times/day)
Combat Training/Riding Tricks:
1. Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals.
2. Come (DC 15): The animal comes to you, even if it normally would not do so.
3. Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
4. Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
5. Guard (DC 20): The animal stays in place and prevents others from approaching.
6. Skirmisher trick: Heel (Ex) 2 times/day: The Hunter can use this trick as an immediate action when her animal companion moves. When the companion moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The companion must end this movement in a square adjacent to the Hunter. The animal companion must be able to see and hear the Hunter to take this movement.
7. Sneak (DC 15): The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.
8. Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability)