About Ragar Blackmane
N Medium humanoid (Dwarf)
Init +1; Senses Perception +7, Darkvision
AC 22, touch 11, flat-footed 21 (+9 armor, +2 shield, +1 dex)
Fort +8, Ref +6, Will +5 (All +2 vs poison, spells, and SLA's)
Melee: Dwarven Waraxe +7 (1d10+3)
Dwarven Darn Dergar +7 (1d10+4)
Dagger +6 (1d4+3)
Ranged: Composite Longbow +5 (1d8+3)
Str 17, Dex 12, Con 16, Int 10, Wis 16, Cha 6
Base Atk +3; CMB +6; CMD 17
Feats: Heavy Armor Proficiency, Power Attack, Combat Casting, Outflank
Skills: Craft (Armor) +7, Heal +10, Knowledge (Dungeoneering) +5, Knowledge (Nature) +5, Perception +10, Survival +8 (+10 tracking)
Languages: Common, Dwarven
Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces defensive training.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Ancient Enmity: Dwarves have long been in conflict with elves, especially the hated drow. Dwarves with this racial trait receive a +1 racial bonus on attack rolls against humanoid creatures of the elf subtype. This racial trait replaces hatred.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Orisons: Hunters can prepare a number of orisons, or 0-level spells, each day, as noted under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again.
Animal Companion: At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals on the druid list. This animal is a loyal companion that accompanies the hunter on her adventures. The hunter's effective druid level is equal to her hunter level.
Animal Focus: At 1st level, a hunter can as a swift action take on the aspect of an animal. He must select one type of animal to emulate gaining a bonus or special ability based on the type of animal emulated. The hunter can use this ability for 1 minute per day per hunter level. These minutes need not be consecutive, but the ability must be spent in 1-minute increments. He can only emulate one animal at a time. The hunter may also apply one of these aspects to his animal companion; unlike with him, there is no duration on the animal aspect applied to his animal companion. It remains in effect until the hunter changes it, which he may do as a swift action, and it may be the same or different than the one he has on himself. The hunter can select or change the animal focus on both himself and his animal companion as part of the same swift action.
Bear: +2 enhancement bonus to constitution.
Bull: +2 enhancement bonus to strength.
Falcon: +4 competence bonus on perception checks.
Frog: +4 competence bonus on swim and acrobatic checks to jump.
Monkey: +4 competence bonus on climb checks.
Owl: +4 competence bonus on stealth checks.
Snake: +2 enhancement bonus on attacks of opportunity attack rolls and +2 dodge bonus to AC against attacks of opportunity.
Stag: Base land speed increases by 5 feet.
Tiger: +2 enhancement bonus to dexterity.
Wolf: Scent ability with a range of 10 feet.
Nature Training: At 1st level, a hunter counts her total hunter level as druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.
Wild Empathy: At 1st level, a hunter can improve the initial attitude of an animal. This ability functions just like a diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and addds her hunter level and his charisma bonus 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 visibility 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 he takes a -4 penalty on the check.
Precise Companion: At 2nd level, a hunter can shoot or throw ranged weapons at an opponent engaged in melee with his animal companion without taking the standard -4 penalty on his attack roll. The penalty still applies if other creatures are engaged in melee with the opponent.
Track: At 2nd level a hunter adds half his level to survival skill checks made to follow tracks.
Hunter Tactics: At 3rd level, the hunter automatically grants his teamwork feats to his animal companion. The companion doesn't need to meet the prerequisites of these teamwork feats.
Teamwork Feat: At 3rd level and every three levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus feat. As a standard action, the hunter can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat he has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. He can only change the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can chance his most recent teamwork feat a number of times per day equal to his wisdom modifier. Whenver he gains a new teamwork feat, the previous teamwork feat becomes permanent.
0th level - Create Water
1st level - Cure Light Wounds x2
2nd level - Barkskin
N Large Animal (Ape)
Init +2; Senses Perception +?; Low-Light Vision; Scent
AC 16, touch 12, flat-footed 13 (+3 dex, +4 natural, -1 size)
Fort +6, Ref +7, Will +2
Melee: Bite +11 (1d6+12), 2 claws +11 (1d6+8)
PA: Bite +9 (1d6+17), 2 claws +9 (1d6+12)
Str 22, Dex 16, Con 14, Int 3, Wis 12, Cha 7
Base Atk +3; CMB +10; CMD 23
Feats: Toughness, Power Attack
Skills: Climb +12, Linguistics -3, Perception +5, Stealth +3
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: 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.
Evasion: 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: Combat Training, Hunting
Dwarven Waraxe, Masterwork (330gp)
Dwarven Darn Dergar, Masterwork (360gp)
Stone Plate, Masterwork (1950gp)
Heavy Stone Shield, Masterwork (170gp)
Composite Longbow +3, Masterwork (675gp)
Cloak of Resistance +1 (1000gp)
Claws of the Ice Bear (1300gp)
Ragar never got along well with his kind. The strict order and the large stone cities made his stomach turn. As he grew of age he spent more and more time away from civilization, until one day he simply did not return.
Ragar liked being alone, everything was much simpler that way. Hiding amongst the leafy forests and avoiding any contact with other people. But after fifty or so years of this he grew restless, and began questioning his purpose in life. Was this it? To simply be, but not accomplish anything?
He began popping into a town here or there; listening to rumors, hearing the news of the world, trying to find a worthwhile cause for him to support. It was during one of these trips that he heard of the Convocation. They valued the land and it's wonders, and were soon to be fighting a war to defend it. The natural world was been the only thing Ragar ever cared about, so he set out to support the horde and their cause.
Ragar is not pretty, his face being marked with various scars and a thick black eye-patch covering his right eye. He also doesn't understand the normal habits of society, so beyond combing his hair out of his face his hair and beard fall down loose and tangled. His eye is a deep forest green that is full of curiosity.