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About Shi no kageSHI NO KAGE
Speed 20 ft.
Known Hunter Spells (CL 5th, concentration +6):
Str 10, Dex 18, Con 14, Int 12, Wis 13, Cha 10
Skills Acrobatics +1, Acrobatics (When Jumping) -7, Appraise +1, Climb +1, Craft (Untrained) +1, Escape Artist +1, Fly +3, Handle Animal +9, Heal +5, Knowledge (Dungeoneering) +5, Knowledge (Geography) +5, Knowledge (Nature) +5, Perception +11, Profession (Merchant) +9, Ride +10, Sense Motive +1, Spellcraft +5, Stealth +15, Survival +9, Swim +1, Languages Common, Tien, Wayang SQ Animal Companion, Animal Focus, Dissolution's Child, Hunter Tactics, Improved Empathic Link, Light and Dark, Lurker, Nature Training, Orisons, Precise Companion, Shadow Resistance, Teamwork Feats, Track, Weapon and Armor Proficiency, Wild Empathy, Woodland Stride, Possessions ring of feather falling; explorer's outfit (small); mithral/+1 chain shirt (small); cloak of resistance +1; waterskin, filled (small); whetstone; wand of endure elements; wand of cure light wounds (41 chgs); glaive (small); +1 Composite Longbow (Small) ; Pouch, Belt (Small) [ Chalk (x2); Flint and Steel; String (50 ft.); Powder (x2); ]; Handy Haversack [ Rations, Trail (Small) (x3); Bedroll (Small); ]; Efficient Quiver [ Arrows (20) (Small); Arrow (Blunt) (Small) (x16); ];
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 on the druid list. This animal is a loyal companion that accompanies the hunter on her adventures. 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 statistics and abilities of the companion. 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 sought companion typically lives. 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 Animal Focus (Su) You can take on the aspect of an animal as a swift action, gaining a bonus or special ability based on the type of animal emulated. The ability is usable 5 minutes per day. The animal companion gets a constant benefit. Dissolution's Child Once per day, you may change your appearance to look as if you were little more than a 4-foot-tall area of shadow. Your physical form still exists and you are not incorporeal--only your appearance changes. This works like invisibility, except it only lasts 5 rounds (1 round per level, maximum 5 rounds). This is a supernatural ability. Hongal Bloodrider You belong to one of the nomadic groups of horseback riders that range throughout Hongal. You gain a +1 trait bonus on Handle Animal and Ride checks. 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. 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. Light and Dark Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and being healed of damage by negative energy. This ability lasts for 1 minute once activated. Lurker Wayangs gain a +2 racial bonus on Perception and Stealth checks. 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. 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. Shadow Resistance Wayangs get a +2 racial bonus on saving throws against spells of the shadow subschool. Teamwork Feats (Ex) At 3rd level and every three 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 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 only change 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. Whenever she gains a new teamwork feat, the previous teamwork feat becomes permanent. Tireless You have become well-accustomed to working long hours and weathering difficult conditions to get the job done at almost any cost. You gain a +2 trait bonus on any Constitution checks to resist nonlethal damage from swimming, forced marches, starvation, thirst, and hot
Track (Ex) At 2nd level, a hunter adds half her level to Survival skill checks made to follow tracks. 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 5 (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. Woodland Stride (Ex) Starting 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 her 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 her and her companion. |