Female Elf

Saélihn's page

265 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Classes/Levels

Female Human Hunter 3 |32/32 HP | AC 18 T 13 FF 15 | Fort +5 Ref +6 Will +3 | Initiative +3 | Perception +8| Animal Focus: 3 mins /day ; Used:2 (Bat)

Age

22

Alignment

NG

Deity

Erastil

Location

Phaendar

Languages

Common, Druidic

Occupation

Huntress

Strength 14
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 14
Charisma 10

About Saélihn

Max HP: 32 (3d8+6+3) Current HP: 32 Non Lethal:
STR 14(+2) DEX 16(+3) CON 14(+2) INT 10(+0) WIS 14(+2) CHA 10(+0)
Senses:

Defense

AC: 18 (10 +5 Armor + Natural +3 Dex)
Touch: 13 :
Flat footed: 15
CMD: 17
Armor +1 chain shirt +5 Max Dex +4 ACP -1

Speed: 30

Saves:
Fort: +5 Reflex: +6 Will: +3
+5 racial bonus on Constitution checks to stabilize when dying
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Offense
BAB:+2 CMB:+4 Initiative +3

Combat:
Melee: Quarterstaff +4 1d6+2 20/x2
Melee: Kukri +4 1d4+2 18-20/x2
Melee: Boar spear +4 1d8+2 x2 (+2 AC vs target for 1 round)
Ranged: Composite Longbow (+2) +6 (+7 30ft) 1d8+2 (+3 30ft) x3

Ammunition: 60 common arrows, 20 flight arrows, 20 blunt arrows, 15 +1 arrows

Special attacks:
Shillelagh +6 2d6+3 x2
Gravity bow +6 2d6+2

Spells Known
0-level: 6
Create Water, Know Direction, Mending, Light, Spark, Purify Food and Drink
1st level : 4 + SNA Per day: 4 Cast:
Shillelagh, Gravity bow, Ant Haul, *Summon nature’s Ally 1, Magic Fang
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Special Abilities
Spell-Like Ability (Sp)

Animal Companion (Ex)
At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunters effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companions statistics and abilities. 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.
If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunters animal companion is dead, any animal she summons with a summon natures ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon natures ally spell active in this way at one time. If this ability is used again, any existing summon natures ally immediately ends.

Animal Focus (Su) 3 minutes/day Used:
At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.
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. An aspect applied in this way does not count against the hunters minutes of duration per dayit remains in effect until the hunter changes it. The companions aspect can be the same aspect the hunter has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.
If the hunters animal companion is dead, the hunter can apply her companions animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companions focus) remains in effect until the hunter changes it instead of counting against her minutes per day.
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.

Ward Aspects
When a character in tune with nature comes upon an area that a kamicould ward but that is lacking a guardian, she has the option of making that area her ward in a symbiotic relationship. Whenever a character with the animal focus class feature is within 100 feet per class level of one of the wards listed below, she can use the associated ward aspect instead of one of the normal options for her animal focus class feature. Hunters can apply the benefits of a ward aspect to themselves, but not to their animal companions.
If a character with the animal focus class feature spends 30 minutes meditating while within 10 feet per class level of the ward, she attunes herself to that ward. A character attuned to a ward can use the associated ward aspect while within 1 mile per class level. A character can be attuned to only one ward at a time, but depending on her surroundings, she could choose from among multiple wards. A character with the second animal focus class feature can still only use one ward aspect at a time, no matter how many aspects she has available to her.
The following ward aspects are available to characters who meet the conditions described above.
 Road: The creature gains a +10-foot enhancement bonus to its base speed while running, charging, or withdrawing. This bonus increases to +20 feet at 8th level and +30 feet at 15th level. Source PPC:WO
 Shrine: The creature gains a +2 enhancement bonus to Wisdom. This bonus increases to +4 at 8th level and +6 at 15th level. Source PPC:WO
 Tree: The creature gains a +4 competence bonus on saving throws against death effects and effects that deal negative energy damage. This bonus increases to +6 at 8th level and +8 at 15th level. SourcePPC:WO
 Waymarker: The creature gains a +4 competence bonus on attack rolls with improvised weapons. This bonus increases to +6 at 8th level and +8 at 15th level. Source PPC:WO
 Well: The creature gains a +2 shield bonus to AC. This bonus increases to +4 at 8th level and +6 at 15th level. Source PPC:WO

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

Wild Empathy (Ex) +3 (+7 with )/ -1 with magical beast
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. 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

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Ghost
Wolf
STARTING STATISTICS
N Medium animal
Init +2; Senses low-light vision, scent; Perception +10
DEFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 24 (3d8+6+3)
Fort +8, Ref +9, Will +3
OFFENSE
Speed 50 ft.
Melee bite +6 (1d6+1 plus trip)
STATISTICS
Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +5 (+7 trip); CMD 18 (22 vs. trip)
Feats Skill Focus (Perception), Weapon focus(bite),
Skills Perception +10, Stealth +7, Survival +2 (+6 scent tracking);
Racial Modifiers +4 Survival when tracking by scent
Tricks: Defend
Link (Ex)
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 (Ex)
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 receives an animal companion

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.

Starting tricks

Hunt (DC 20)

An animal trained for hunting knows the tricks attack, down, fetch, heel, seek, and track. Training an animal for hunting takes six weeks.

Bonus tricks

Aiding Attack (Ex): The Ranger Animal companion can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the Rangers animal companions's next turn gains a +2 circumstance bonus on that attack roll.

Watch (DC 15): The animal can be commanded to keep watch over a particular area, such as a campsite, and to raise an alarm if it notices any dangerous or sizable creature entering the area.
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Adventuring Skills: 6+0 Int mod =6 per level
Climb (Str) +7, Craft Bowyer (Int) +4, Heal (Wis)+6, Intimidate (Cha), Knowledge (dungeoneering) (Int) +4, Knowledge (nature) +6 (Int), Perception (Wis) +8, Ride (Dex) +2, Sense Motive (Wis) +2, Spellcraft (Int), Stealth (Dex) +9, Survival (Wis)+12, and Swim (Str)+7.
Background Skills: 2 per level
*Handle Animal (Cha)+6 (+10 w/Ghost ), *Profession (Wis): Hunter+6, *Knowledge (geography) (Int), +5
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Feats:
Point Blank shot, Weapon focus (Longbow), *Precise shot, Toughness
Teamwork feats:
Coordinated Shot (+1 if companion threatens/ +2 if flanking)

Traits:
Naturalist (Regional Trait)
Your ancestors taught you the importance of using what nature provides.
You gain a +3 trait bonus on Survival checks when attempting to survive in the wilderness.

Chernasardo Hopeful:
Youve pledged your skills and your life to the Chernasardo rangers, studying to protect your homeland from foreign invaders. You currently remain a neophyte in this secretive guerrilla army. You have yet to be entrusted with many of their secrets, and spend a great deal of time training with the old ranger Aubrin in Phaendar to hone your skills of hunting and tracking. In forest or plains terrain, you may reduce a single targets effective level of concealment against you (from total concealment to concealment to not concealed) by studying your natural surroundings as a move action. This reduced concealment ends immediately once the target moves from its current location. At 10th level, you may study your terrain as a swift action instead.

Human Racial traits
 Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score (Dex) of their choice at creation to represent their varied nature.
 Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
 Base Speed: Humans have a base speed of 30 feet.
 Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
FEAT AND SKILL RACIAL TRAITS
 Bonus Feat: Humans select one extra feat at 1st level.
 Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.
 .

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Equipment/Gear (lbs)
Hunters kit: a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Masterwork Survival kit. ( a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife. guide to identifying flora and fauna [+2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.])
Whetstone, 2 fishhooks, amulet of Erastil,
Potions:
Pass without trace, 2 Cure Light Wounds, Guidance
+1 Chain shirt

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Personality

Background
The daughter of a local herbalist in Phendar, Salihn never got to know her father, a well-known Chernasardo Ranger who was killed in a wereboar attack in the Fangwood forest weeks before her birth. Raised on tales of her fathers exploits and those of the other local rangers and hunters, her natural affinity for the wilds manifested early, along with a rare gift of being able to tap into the places of natural power within the land, as well as seemingly mimic the traits of some animals, abilities that helped her develop into an exceptional huntress.

A vital part of the towns food supply, she regularly hunts game for the townsfolk, and has made it her mission to one day join the Chernasardo Rangers officially, spending any free time she can training with the old ranger Aubrin the Green, to hone your skills of hunting and tracking, and learn as much as she can.

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Appearance

Wealth

pp 55gp sp c
gems

XP:

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Details: 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.