Vigliv

Sequoya's page

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


Race

| HP: 65/65 | AC: 20(currently 23) (13 Tch, 18 Fl) | CMB: +7, CMD: 20 | F: +12 (+18 vs death eff), R: +12 (+14), W: +11(+17 vs Neg energy) | Init: +3 | Perc: +16 (Darkvision 60ft), SM: +3

Classes/Levels

| Speed 30ft/ Burrow 10ft | Animal Focus:11/12 minutes/day| Spells: 1st 4/5, 2nd 4/4, 3rd 3/3 | Active conditions: None.

Gender

Female NG Oread Hunter 9

About Sequoya

Sequoya in full armor
Sequoya unarmored

Max HP: (9d8+18) Current HP:65 Non Lethal:
STR 16(+3) DEX 16(+3) CON 14(+2) INT 10(+0) WIS 20(+5) CHA 8(-1)
Senses: Darkvision 60ft. Tremorsense 60 ft (1 ROUND 2X/DAY)

Defense

AC: 21 (10 +8 Armor +1 Natural +2 Dex)
Touch: 13 :
Flat footed: 19
CMD: 19
Armor +2 Mountain pattern armor Max Dex +3 ACP: -4

Speed: 30 Burrow speed of 10 ft (dirt only)

Saves:
Fort: +12 (+18 vs death effects) Reflex: 12 (14) Will: +11
acid resistance 5. fire resistance 5

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Offense
BAB:+6 CMB:+8 Initiative +3

Combat:
Melee: +1 adamantine battleaxe +10 1d8+3 x3
Melee: Masterwork cold iron dagger +9 1d4+3 19-20
Ranged: +1 Composite Longbow (+3 str) + 10(+11 within 30 ft) 1d8+4 (1d8+5) x3 100ft

Ammunition: 40 common arrows,3 +1 arrows, 6 incendiary arrows, 20 flight arrows (1d6 120ft), 8 cold iron arrows,

Special attacks: Ranged: sling(Magic Stone) + 10 1d6+1 (2d6+2 vs darkspawn) 50ft
Bullseye Shot +14 (+15 within 30ft) 1d8+4 (1d8+5) x3 100ft

Spells Known
0-level: 6
Create Water, Detect Magic, Know Direction, Read Magic, Resistance, Stabilize
1st level :5 (4/day) Cast:1
Abundant Ammunition, Endure Elements, Entangle, Gravity Bow, Mudball, summon nature’s ally 1 *, Pass without Trace
2nd level: 4 (4/day) Cast:
Badger’s Ferocity, Barkskin, Bull’s Strength, Pack Empathy, summon nature’s ally 2, Ironskin
3rd level: 3 (3/day) Cast: 2
Blood Scent, Cure Moderate Wounds, Daylight, summon nature’s ally 3, Greater Thunderstomp, Strong Jaw

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Special Abilities
Spell-Like Ability (Sp) (Racial)
Oreads can use magic stone 1/day (caster level equals the oread‘s total level; DC 11 + Charisma modifier).

Treacherous Earth: (Racial) 9 rounds
Once per day, an oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the oread touches. This lasts for a number of minutes equal to the oread’s level, after which the ground returns to normal. This racial trait replaces the spell-like ability racial trait.

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 companionperishes, 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) 10 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
Second animal focus
At 8th level, whenever a hunter uses her animal focus ability, she selects two different animal aspects for herself instead of one, and can assign two aspects to her companion instead of one. As with the companion’s previous aspect, the second one does not count against the minutes per day a hunter can take on an aspect.
If the hunter’s animal companion is dead and the hunter has applied the companion’s animal aspect to herself, that aspect does not count toward her maximum of two aspects at once. The hunter can still apply only one of her dead companion’s aspects to herself, not both.

Nature Training (Ex)
A hunter counts her total hunter level as both druid levels and rangerlevels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion

Track (Ex): +10
A ranger adds half her level (minimum 1) to Survival skill checks made to follow tracks.
Swift Tracker
At 8th level, a hunter can move at her normal speed while using Survival to follow tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Wild Empathy (Ex): +6 (+10 with Mishipeshu)
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.

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.

Hunter Tactics (Ex)
At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion doesn’t need to meet the prerequisites of these teamwork feats.

Teamwork Feat
At 3rd level and every 3 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 teamwork 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 she has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can change only the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier (minimum 1). Whenever she gains a new teamwork feat, her previous teamwork feats become permanent.

Improved Empathic Link (Su)
At 4th level, the hunter gains an empathic link with her animal companion. This functions like an empathic link with a familiar, except the hunter can also see through a companion’s eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.

Woodland Stride (Ex)
At 5th level, a hunter and her animal companion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect the hunter and her animal companion.

Bonus Tricks (Ex)
At 7th level and every 6 levels thereafter, a hunter’s animal companion learns a bonus trick (in addition to the bonus tricks gained from the hunter’s effective druid level).

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Mishipeshu: Elemental Companion (Companion Archetype)
N Large animal (tiger) earth subtype
Init +6; Senses low-light vision, scent; Perception +8
DEFENSE
AC 21, touch 12, flat-footed 14 (+3 Dex, +9 natural, –1 size)
hp 76 (8d8+32)
Fort +9, Ref +8, Will +5 (+9 vs enchantment)
DR 4/adamantine
OFFENSE
(All natural attacks overcome damage reduction as though they were adamantine, cold iron, and silver weapons.)
Speed 40 ft. Burrow 10 ft (dirt/sand only)
Melee 2 claws +11 (1d8+7 plus grab), bite +10 (1d8+7 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +11, 1d8+7),
STATISTICS
Str 24, Dex 16, Con 18, Int 2, Wis 15, Cha 10
Base Atk +5; CMB +13 (+17 grapple); CMD 26 (30 vs. trip)
Feats Improved Initiative, Skill Focus (Perception), Weapon Focus (claw) Improved Natural Attack (Claws)
Skills Acrobatics +12, Climb +11 , Perception +10, Stealth +9 (+13 in areas of tall grass), Swim +11; Racial Modifiers +4 Acrobatics, +5 Stealth (+9 in tall grass)
Tricks: Attack, Come, Down , Flank, Heel*(skirmisher version), Rattling Strike (Ex)(target shaken for 1d4 rounds on successful hit.)
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 grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Devotion
An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

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Adventuring Skills: 6+0 Int mod +FCB=7 per level
*Climb +12
*Heal +16
*Intimidate +
* Knowledge (Dungeoneering) +10
Knowledge (Planes) +5
*Knowledge (Nature) +10
*Perception +16
*Ride +9
Spellcraft +9
*Stealth +15 (-4 ACP) =+11
*Swim +7 (-4 ACP)=+3
*Survival +16 (+25 to track/ +20 at full speed)

Background Skills: 2 per level
*Handle Animal +15 (+19 with Mishipeshu)
*Profession (Huntress)+14
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Feats:
Expanded Hunter Tactics (Grant teamwork feat to ally within 30ft), Extended Animal Focus (add Wis mod to minutes), Point Blank Shot, Precise Shot, Bullseye Shot (move action for +4 to attack)
Teamwork feats:
Bonded mind (trade nonverbal messages), Outflank* (+4 flanking, crit gives AoO), Precise Stike (+1d6 when flanking), Tribal Flanking (adjacent allies considered flanking vs larger opponent)

Traits:
Totem Aspect
You call upon your totem to grant you power. You gain a unique totem aspect that replaces one of the animal aspects granted to you by the animal focus feature. You must be a hunter or have access to the animal aspect class feature to select this trait, and you must choose the totem to which you belong. You gain access to the totem aspect listed for that clan, and you lose access to the animal aspect listed. Once made, this choice cannot be changed.
Snake: The creature gains a +4 bonus on saving throws against cold dangers, disease, heat dangers, starvation, and thirst. This bonus increases to +6 at 8th level and +8 at 15th level.
Earthsense (Oread)
You were inexplicably transformed in the womb by elemental forces, making your connection to the earth exceptionally strong.
Benefit(s) As a swift action, you can gain tremorsense to a range of 60 feet until the beginning of your next turn. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and every 5 levels thereafter, to a maximum of five times per day at 20th level.

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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.
amulet of fire resistance 5, +1 Mountain pattern armor , amulet of natural armor +1
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Personality
Focused and intense as are most members of the Night Shade tribe, Sequoya presents a fierce surface, the result of years of hard training and fighting. Her trust is not easily earned, but once gained, as solid as diamond.
Almost fearless in battle, she will stop at nothing to eliminate an enemy, or protect an ally, exhibiting the deadly patience and precision of a predator when focused on achieving an objective.
This has however come at a cost, leaving her more that a little socially inept in any arena other than the battlefield, unsure of herself when dealing with others, and awkward when attempting to make friends. She can often come across as blunt or curt, features that some might find abrasive.
Background
Description

Wealth

pp 3,975gp 75sp cp
gems

XP:2095

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Hunter's tricks

Heel (Ex): The Ranger can use this trick as an immediate action when his 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 Ranger. The animal companion must be able to see and hear the Ranger to take this movement.

Rattling Strike (Ex): The Ranger can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.

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Race: note the space at the start, very important to leave it in
| HP: 13/13 | AC: 12 (12 Tch, 10 Fl) | CMB: +1, CMD: 13 | F: +1, R: +2, W: +4 | Init: +2 | Perc: +1, SM: +1
Classes / levels: note the space at the start, very important to leave it in
| Speed 30ft | Elemental Ray: 7/7 | Spells: 1st 5/5 | Active conditions: None.
Gender:
Male CG Human (Taldan) Sorcerer (Crossblooded) 2

+1 2nd level spell /day
+1 3rd level spell/day

7 skill points

+1 1st level spell /day
+1 3rd level spell/day

Breathing in deeply of the cool air, and enjoying the exposure to being outside, Sequoya experiences a moment of something akin to relief, as a sliver of tension eases from her shoulders. Her eyes falling upon the Quiet Elder as they walk, it takes her a few moments to notice the other oreads reacting to Kallik, though as the sour-faced one form earlier approaches she can practically feel the hostility.