Kalbio of Breezy Creek

Roland Huntmaster's page

52 posts. Organized Play character for Eric Parker 82.


Full Name

Roland Huntmaster

Race

| HP 36/36 | AC 16(18 Prot fm evil) T 12 FF 14 | CMB +7, CMD 19 | F: +11, R: +8, W: +9 | Init: +2 | Perc: +11, SM: +1

Classes/Levels

| Speed 30ft | Dragon's Challenge 2/2 | Tactician: 1/1 | Active conditions: Protection from Evil, Heroism, Hexing attack.

Gender

Male NG Human (Chelaxian) Cavalier Huntmaster 4

Strength 16
Dexterity 14
Constitution 13
Intelligence 13
Wisdom 12
Charisma 12

About Roland Huntmaster

Roland
Male human (Chelaxian) cavalier (huntmaster) 4 (Pathfinder Player Companion: Animal Archive, Pathfinder RPG Advanced Player's Guide 32, Ultimate Wilderness 187)
NG Medium humanoid (human)
Init +2; Senses Perception +11
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 36 (4d10+8)
Fort +7 (+11 Heroism, Prot fm Evil) Ref +4 (+8 Heroism, Prot fm evil), Will +5 (+9 Heroism, prot fm evil)
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Offense
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Speed 30 ft.
Melee mwk greatsword +8 (+10 Herosim) (2d6+4/19-20) or
. . chakram +6 (+8 Herosim)(1d8+3) or
. . silver heavy flail +7(+9 Herosim) (1d10+4/19-20) or
. . mwk cold iron bec de corbin +8 (+10 Herosim)(1d10+4/×3) or
. . mwk cold iron longsword +8 (+10 Herosim)(1d8+3/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron bec de corbin)
Special Attacks challenge 2/day (+4 damage, allies gain +2 to hit), tactician 1/day (Pack Attack, 5 rds), takedown
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Statistics
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Str 16, Dex 14, Con 14, Int 13, Wis 12, Cha 12
Base Atk +4; CMB +7; CMD 19
Feats Alertness, Huntmaster[ARG], Iron Will, Pack Attack[UC], Skill Focus (Handle Animal)
Traits dirty fighter, world traveler
Skills Acrobatics +3, Climb +7, Diplomacy +7, Escape Artist +3, Handle Animal +11 (+13 vs. Baldo II while worn, +13 with selected animal type), Intimidate +6, Knowledge (local) +10, Knowledge (nature) +6 (+8 with selected animal type), Perception +11, Sense Motive +10, Stealth +6, Survival +6 (+8 to provide food and water for allies or to protect allies from harsh weather, +8 to avoid becoming lost), Swim +7; Racial Modifiers +2 Sense Motive
Languages Common, Sylvan
SQ aid allies, bestial challenge, hunting pack, mount (dog (bodyguard) named Baldo II), order of the dragon, shared vigilance
Combat Gear oil of bless weapon (2), wand of cure light wounds, acid, air crystal, alkali flask[APG], antiplague[APG], antitoxin, congealer spray, holy water, oil, smelling salts[APG], vermin repellent[UE] (2); Other Gear darkleaf cloth lamellar (leather) armor[UC], darkwood light wooden quickdraw shield[APG], chakram[APG] (3), mwk cold iron bec de corbin[APG], mwk cold iron longsword, mwk greatsword, silver heavy flail, cloak of resistance +1, cracked incandescent blue sphere ioun stone, cracked scarlet and blue sphere ioun stone, ioun torch ioun stone[APG], wayfinder[ISWG], brown e-pick, canteen[UE], chalk, charcoal, crowbar, grappling hook, masterwork backpack[APG], paper (2), scroll case, signal whistle, silent whistle[APG], silk rope (50 ft.), silk rope (50 ft.), tindertwig (3), whetstone, 1,652 gp, 7 sp, 8 cp
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Tracked Resources
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Acid - 0/1
Alkali flask - 0/1
Antiplague - 0/1
Antitoxin - 0/1
Chakram - 0/3
Congealer spray - 0/1
Dragon's Challenge +4 (2/day) (Ex) - 0/2
E-pick, brown (10 charges) - 0/10
Holy water - 0/1
Light (At will) - 0/0
Oil of bless weapon - 0/2
Smelling salts - 0/1
Tactician (Pack Attack, 5 rds, 1/day) (Ex) - 0/1
Tindertwig - 0/3
Vermin repellent - 0/2
Wand of cure light wounds - 8/50
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Special Abilities
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Aid Allies +3 (Ex) Aid Another grants +3 bonus.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Bestial Challenge (Ex) Hunting pack also gets challenge bonuses and penalties.
Dragon's Challenge +4 (2/day) (Ex) +4 to damage target, -2 AC vs. others when used, allies gain +2 to hit the target of your challenge.
Hunting Pack +2 (Ex) Animal companions gain listed bonus to Survival to track.
Huntmaster (Dogs) +2 bonus to Handle Animal/Knowledge Nature with selected animal type.
Mount (Ex) Gain the services of a special animal companion.
Pack Attack Ally's attack allows you to take a 5-foot step
Shared Vigilance (Ex) Gain Alterness feat when adjacent to animal companion.
Tactician (Pack Attack, 5 rds, 1/day) (Ex) Grant the use of one of your teamwork bonus feats to all allies within 30 ft.
Takedown (Ex) Dogs trip/dirty trick (entangle), hawks (dazzle or deafen) or blind (if already dazzled) on hit.
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Companion is Hunting Dog, not riding dog
CRB Pg 98
Hunting (DC 20): An animal trained for hunting knows
the tricks attack, down, fetch, heel, seek, and track.
Training an animal for hunting takes 6 weeks.

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Baldo II CR –
Male dog (bodyguard)
NG Small animal
Init +5; Senses low-light vision, scent; Perception +8
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Defense
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AC 23, touch 16, flat-footed 18 (+3 armor, +5 Dex, +4 natural, +1 size)
hp 37 (5d8+15)
Fort +7, Ref +9, Will +4
Defensive Abilities evasion
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Offense
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Speed 40 ft.
Melee bite +9 (1d4+3)
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Statistics
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Str 15, Dex 20, Con 17, Int 4, Wis 12, Cha 6
Base Atk +3; CMB +4; CMD 19 (23 vs. trip)
Feats Alertness, Combat Reflexes, Iron Will, Weapon Finesse
[b]Tricks
Attack, Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Detect, Down, Down, Flank, Get Help, Guard, Heel, Heel, Watch
Skills Acrobatics +5 (+13 to jump), Climb +6, Perception +8, Sense Motive +3, Survival +2 (+6 when tracking by scent), Swim +6; Racial Modifiers +4 Survival when tracking by scent
SQ attack any target, combat riding, detect, flank, get help, shared vigilance, tenacious guardian, watch
Other Gear mwk studded leather, canteen[UE], carnivore feed (per day) (2), carnivore feed (per day) (2), saddlebags, silk rope (150 ft.), training harness[ARG], 1 gp, 1 sp
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Tracked Resources
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Carnivore feed (per day) - 0/2
Carnivore feed (per day) - 0/2
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Detect [Trick] Indicates unusual smells, noises, etc.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Flank [Trick] Attempts to attack and flank indicated enemy.
Get Help [Trick] Attempts to bring back people it considers "help"
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Shared Vigilance (Ex) Gain Alterness feat when adjancent to master.
Tenacious Guardian (Ex) Remain conscious as long as you are adjacent to your master.
Watch [Trick] Stands watch over designated area.
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Tricks: 14 total
Bonus: Attack, Attack any target
Normal:Detect, Down, Fetch, Flank, get help, Heel, Seek, Track, Watch
To be learned: Come(15), Defend(20), Guard(20), sneak(15), flee(20)

You can teach any animal a trick so long as you follow the rules for Handle Animal on pages 97–98 of the Pathfinder RPG Core Rulebook. A GM must observe your Handle Animal check, and must initial what tricks the animal gained in the "Conditions Gained" section of the scenario's Chronicle sheet. The first time a character with levels in druid, ranger, or any other class that grants an animal companion gains an animal companion, the animal enters play knowing its maximum number of tricks as dictated by the animal companion's Intelligence and the character's effective druid level. If the character replaces the animal companion for any reason, the new animal starts with no tricks known, save for bonus tricks granted based on the PC's effective druid level. Once per scenario, you may attempt to train the animal companion a number of times equal to the number of ranks you have in the Handle Animal skill. Each success allows you to teach the animal a single trick; a failed attempt counts against the total number of training attempts allowed per scenario, and you may not attempt to teach the same trick until the next scenario. Alternatively, you may train one animal for a single purpose as long as you have enough ranks in Handle Animal to train the animal in each trick learned as part of that purpose. You may take 10 on Handle Animal checks to teach an animal companion tricks.

posted December 2011

Handle Animal +2 Huntmaster, +2 training Harness +4 Animal Companion Link +7 Skill level L3

Current Bonus Tricks
Attack Attack any target
Learned 6-1 Trial By Machine
Heel Down
5-08 The Confirmation
Flank Watch
Master of the fallen fortress
detect DC25

Real Tricks- GP Hunting
Attack Down Fetch Heel Seek Track

Tricks to be learned:
Hunt DC20
Flee DC20
Maneuver DC20
Seek (DC 15) *
Stay dc15
Track (DC 20) *
Bury DC20
Deliver DC15
Get Help DC20

Creatures with the scent special quality have a +8 bonus on Perception checks made to detect a scent.

Trick DCs
Aid (DC 20): Attack (DC 20) Break Out (DC 20)
Bury (DC 15) Come (DC 15) Defend (DC 20)
Deliver(DC 15)Detect (DC 25) Down (DC 15)
Entertain (DC 25) Exclusive (DC 20):
Fetch (DC 15) Flank (DC 20): Flee (DC 20):
Get Help (DC 20) Guard (DC 20) Heel (DC 15)
Maneuver (DC 20) Menace (DC 20) Seek (DC 15)
Sneak (DC 15) Stay (DC 15) Track (DC 20)
Watch (DC 15) Work (DC 15)

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