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About Roach-boyName Roach
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Ability Scores:
Str 13 (+1) Dex 16 (+3) Con 14 (+2) Int 10 (+0) Wis 14 (+2) Cha 12 (+1) Languages: Common Equipment:
Combat Gear leather armor, scythe, sling (20 bullets), scroll (magic weapon), alchemist's fire (flask), potion of cure light wounds; Other Gear
Coin
SPELLS:
Known Hunter Spells (CL 1st, concentration +3): 0 (at will)—detect poison, light, purify food and drink (DC 12), resistance 1st (2/day)—cure light wounds, longstrider, summon nature's ally I ======================= Begin Status =================
STATUS:
HitPoints: 11/11
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Scrolls
Potions
Alchemical
======================= End Status ================= SKILLS:
Skill Planner Spreadsheet
Trained: Disable Device (ranks+3class+3dex+1trait) = 7+ranks : 8 (1 rank)
Untrained: Acrobatics: 3
Feats:
Point-Blank Shot SPECIAL ABILITIES:
Criminal (Disable Device) You spent your early life robbing and stealing to get by. Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you. Gutter Rat Often second-class citizens living in sprawling ghettos and slums, these humans work hard to eke out an existence in a city. Replace the skilled racial trait with heart of the slums and the bonus feat racial trait with mixed heritage (heart of the streets). 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. Heart of the Streets Humans from bustling cities are skilled with crowds. They gain a +1 bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. This racial trait replaces the skilled racial trait. Mixed Heritage Often human civilization is defined by more than one characteristic. A human with this trait may select a second "Heart of the" racial trait. Nature Training (Ex) Count as druid or ranger for feats, traits, and options that modify or improve an animal companion. [Not implemented]. Orisons Hunters can prepare a number of orisons, or 0-level spells, each day, as noted on Table 1-6 under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again. Vagabond Child (urban) (Escape Artist) You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills - Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you. Vermin Companion (Ex) A verminous hunter must choose a vermin companion instead of an animal companion. The hunter tactics class ability allows a verminous hunter to grant her teamwork feats to a mindless vermin companion. Vermin Empathy (Ex) A verminous hunter gains the wild empathy ability, but can use it only to influence vermin (not animals or magical beasts). Vermin Focus (Su) You can take on the aspect of a vermin as a swift action, gaining a bonus or special ability based on the type of vermin emulated. The ability is usable 1 minutes per day. The vermin companion gets a constant benefit. Weapon and Armor Proficiency Hunters proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). Wild Empathy (Ex) 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 (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds 2 (Hunter level + Charisma modifier + any other bonuses) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. COMPANION:
Name: xxx Archtype: Body Guard HD: 2 BAB: +1 Fort: +3 Ref: +3 Will: 0 Skills: (0) mindless Feats: Endurance AC: 11 Size: Small Speed: 30 ft., climb 30 ft., fly 20 ft. (poor) Attack: Bite (1d4) Ability Scores: Str 9, Dex 10, Con 17, Int —, Wis 11, Cha 2 Special Qualities: darkvision 60 ft., hold breath, light sensitivity, tremorsense 60 ft CMD: +8 vs trip Tricks: (2) xxx Abilities
Vermin Companions Reference:
Archives of Nethys
Vermin Companions Description Source: Ultimate Magic In addition to the normal choices of animal companions, a druid who is so inclined may select a vermin as her companion. Vermin companions follow the same rules as animal companions, advancing their Hit Dice and other abilities per the animal companion base statistics table. Vermin companions can be trained as if they were animals using the Handle Animal skill. Mindless: Vermin companions have no Intelligence score and possess the mindless trait. In spite of this, vermin companions may learn one trick, plus additional bonus tricks. If a vermin animal companion gains an ability score increase (at 4 Hit Dice, 8 Hit Dice, and so on), the druid can apply this increase to the companion's Intelligence, changing it from — to 1, at which point the companion loses the mindless quality and is able to know up to 3 tricks per point of Intelligence, plus the additional bonus tricks. Vermin companions have no skill points or feats as long as they have the mindless quality. Trip: Because many vermin have multiple limbs, they are very difficult to trip. As a result, a CMD entry has been included for each, indicating the bonus to CMD such vermin receive against trip attacks. Cockroach, Giant
Swift and unsettling, the giant cockroach is notoriously difficult to slay. These creatures prefer dark places and seem to have no opposition to crawling through filth.
(future) 4th-Level Advancement: Speed 30 ft. climb 30 ft., fly 30 ft. (poor); AC +2 natural armor; Ability Scores Str +2, Dex +2, Con +2; Bonus Feat(s) Diehard.
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