Full Name |
Shan Zhen |
Race |
Human (Tian-Shu) |
Classes/Levels |
Hunter 4 HP: 31/35 | AC: 16 FF: 15 Touch: 11 | Fort: 6 Ref: 5 Will: 2 | Init: 1 Perception: 8 | Spells: 4/4 1/1 |
Gender |
M |
Size |
M |
Age |
18 |
Alignment |
NG |
Deity |
Irori |
Strength |
18 |
Dexterity |
12 |
Constitution |
14 |
Intelligence |
13 |
Wisdom |
13 |
Charisma |
10 |
About Shan Zhen
Shan Zhen
Male human (Tian-Shu) hunter 4
NG Medium humanoid (human)
Init +1; Senses Perception +8
Animal Companion Chao the Leopard
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Defense
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 35 (4d8+12)
Fort +6, Ref +5, Will +2
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Offense
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Speed 30 ft.
Melee +1 greatsword +8 (2d6+7/19-20)
Ranged composite longbow +4 (1d8+1/×3)
Hunter Spells Known (CL 4th; concentration +5)
. . 2nd (1/day)—barkskin, protection from energy, summon nature's ally II
. . 1st (4/day)—entangle (DC 12), faerie fire, lead blades[APG], resist energy, summon nature's ally I
. . 0 (at will)—create water, detect magic, guidance, know direction, light, resistance
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Statistics
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Str 18, Dex 12, Con 14, Int 13, Wis 13, Cha 10
Base Atk +3; CMB +7; CMD 18
Feats Bonded Mind, Combat Expertise, Outflank[APG], Pack Flanking[ACG], Stick Together, Tandem Trip[UC]
Traits dirty fighter, group fighter, vexing defender
Drawbacks scarred
Skills Acrobatics +8 (+12 to move through enemy's space without provoking an attack of opportunity if the enemy is larger than you), Bluff -2, Climb +8, Disguise -5, Handle Animal +7, Intimidate +4, Knowledge (arcana) +2, Knowledge (dungeoneering) +5, Knowledge (geography) +6, Knowledge (local) +2, Knowledge (nature) +5, Knowledge (planes) +2, Knowledge (religion) +2, Perception +8, Profession (soldier) +6, Ride +7, Spellcraft +5, Stealth +7, Survival +8, Swim +8
Languages Common, Grippli, Tien
SQ animal companion (leopard named Rui), animal focus (4 minutes/day), hunter tactics, improved empathic link, nature training, track +2, wild empathy
Combat Gear potion of cure light wounds (2), wand of feather step (50 charges), wand of longstrider (50 charges), alchemist's fire (2), holy water (2), holy weapon balm[ACG] (2), tanglefoot bag; Other Gear +1 chain shirt, +1 greatsword, arrows (40), composite longbow (+1 Str), ioun torch ioun stone[APG], lesser talisman of beneficial winds[OA], lesser talisman of beneficial winds[OA], lesser talisman of beneficial winds[OA], air crystals (worth 50 gp), bedroll, belt pouch, chalk, crowbar, flint and steel, hemp rope (50 ft.), masterwork backpack[APG], pot, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Irori, 47 gp, 9 sp, 9 cp
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Special Abilities
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Animal Companion (animal companion (leopard named Rui)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (4 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bat (60 feet) (Su) When assuming this aspect, gain darkvision with listed range, or blindsense at higher levels.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Improved Empathic Link (1 mile) (Su) As the familiar ability, but as a swift action can see through companion's eyes (but not own).
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Stick Together Move when ally moves up to you speed as long as you end up adjacent to ally.
Tandem Trip When you make a trip against an opponent threatened by any ally, roll twice and take the higher result
Track +2 Add the listed bonus to Survival checks made to track.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.