Clockwork Librarian

Sigfried mcWild's page

Organized Play Member. 45 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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The wording in the Step 3 section of page 445 is problematic as it implies that a roll can be both a success and failure at the same time if we take it very strictly:

CRB p445 wrote:
if your result is equal to or greater than the DC, you succeed!

the Step 2 section defines "result" as the roll + total modifier

CRB p445 wrote:
If your roll anything less than the DC, you fail

"roll" is used to mean the unmodified result of the die (even in the Step 2 section just above)

So with a DC 15 and a modifier of +5 a roll of 12 is both a success (12+5 >= 15) and a failure (12 < 15).

This is obviously dumb, and the intent is perfectly clear: a roll that is not a success is a failure, meaning we can ignore the second clause and move on with our lives.


The only one I spot is that alchemists are still listed to only get light armour proficiency upgrades at lvl 13 and 19.


That specific line appeared in the v1.0 errata pdf and is still present in the online FAQ

I hope the online FAQ gets some love soon cause at the moment it is dreadfully bad, we don't even know what changes are supposed to have made it to the 2nd printing or how to tell if new things get added in the future.

It's not even sorted.


Ascalaphus wrote:


- Pin to the Spot works on a simple hit with a Strike within reach. It doesn't require any particular weapon. And then it gives the effect of a critical success on a grapple. Without requiring a free hand or weapon with the grapple trait, by the way. You can just greatsword or polearm pin someone to the spot. And it doesn't increase MAP either. Restrained causes flat-footed, immobilized and prevents manipulate actions and attacks other than to Escape. This feat is pretty bonkers. Just imagine this in the hands of a polearm fighter who at that level already has Legendary attacks.

Pin to the Spot is an activity that requires a strike, so MAP would still apply to that? Similar activities like Sudden Charge don't have the attack trait either.


A quick note on the fighter proficiencies:
in the 2nd printing Fighters get proficiency with all unarmed attacks, just at the "slow" rate they get it for weapons that are not in their chosen group (ie Expert at 1, Master at 13, Legendary at 19)


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And that statement was written before the 2nd printing made it redundant.

I guess neither of us is going to move from their position and finds the other insistence on theirs a little silly.

I shall move on and wish you good games.


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graystone wrote:
Sigfried mcWild wrote:
That entry predates the 2nd printing
Nothing in the 2nd printing or the 2nd errata said/mentioned any alteration of existing errata that isn't explicitly called out.

Are we really arguing "Paizo went and updated all the class features that grant weapon proficiency and added wording for how unarmed attacks interact with the fighter proficiencies, but totally intended for the blanket statement that would make all that work redundant to hold?"


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They made changes in the 2nd printing to match the overall direction of that faq entry. Every class raises their unarmed proficiency to keep up with their weapon proficiency (which was missing in the first printing).

In the fighter case the change notes that the proficiency for unarmed attacks depends on their weapon group, like it does for simple, martial, and advanced weapons.

Compare:

Fighter Weapon Mastery, 1st printing wrote:
Choose one weapon group. Your proficiency rank increases to master with the simple and martial weapons in that group, and to expert with the advanced weapons in that group.
Fighter Weapon Mastery, 2nd printing wrote:
Your proficiency rank increases to master with the simple weapons, martial weapons, and unarmed attacks in that group, and to expert with the advanced weapons in that group.
Weapon Legend, 1st printing wrote:

Your proficiency ranks for simple and martial weapons increase to master. Your proficiency rank for advanced weapons increases to expert.

You can select one weapon group and increase your proficiency ranks to legendary for all simple and martial weapons in that weapon group, and to master for all advanced weapons in that weapon group.
Weapon Legend, 2nd printing wrote:

Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master. Your proficiency rank for advanced weapons increases to expert.

You can select one weapon group and increase your proficiency ranks to legendary for all simple weapons, martial weapons, and unarmed attacks in that weapon group, and to master for all advanced weapons in that weapon group.
Versatile Legend, 1st printing wrote:
Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to legendary, and your proficiency rank for advanced weapons increases to master.
Versatile Legend, 2nd printing wrote:
Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to legendary, and your proficiency rank for advanced weapons increases to master.

Progression for unarmed attack proficiency has been added at every step, but always gated behind the weapon group selection. The original FAQ was just a quick fix until they got this done.

And yes the first printing granted legendary proficiency with unarmed at 19 after no other progression, I just noticed that.


That entry predates the 2nd printing


Nefreet wrote:


FAQ wrote:

Changes to All Classes for Unarmed Attack Proficiency and Benefits

Any class feature that improves the proficiency rank or grants the critical specialization effect access for simple weapons or a specific set of weapons, that ability also grants that benefit for unarmed attacks.

So if you increase Polearms to Master at Level 5, your unarmed attacks also become Master.

This has been superseded in the 2nd printing. There is no general rule and each class feature that improves proficiency also mentions unarmed.

Fighter weapon mastery explicitly only applies the higher proficiency to a single weapon group

CRB p142 wrote:
Choose one weapon group. Your proficiency rank increases to master with the simple weapons, martial weapons, and unarmed attacks in that group, ...

Nethys


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Technically any creature that isn't neutral has alignment traits:

CRB p28 wrote:
If your alignment has any components other than neutral, your character gains the traits of those alignment components.

The trait being explicit sounds like a minor editing issue?


For the insult at adversaries angle, training Intimidation up and using Demoralize is probably the best bet. As an upside you don't need to dip in Bard to access that


The main benefit of the chirugeon feature is that you get to use int instead of wis to heal.

You still need medicine as a prerequisite for the feats.


Squiggit wrote:

I said they suffer from MAP tho. Even bolded the 'do'

Many apologies for my brain fart


Now a fascinating question is if Assurance on Athletics overrides map:

CRB p258 wrote:
You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).

Link


Squiggit is incorrect.

MAP is not applied to Attack Rolls, it's applied to all checks with the attack trait:

CRB p446 wrote:
Every check that has the attack trait counts toward your multiple attack penalty, including Strikes, spell attack rolls, certain skill actions like Shove, and many others.

Unless we're trying to argue that a Shove would increase MAP but not actually suffer from it, which seems weird since the entire section is written in terms of "attack" not "attack roll".


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In the absence of anything I else I'd read

CRB p461 wrote:
A free action with no trigger follows the same rules as a single action (except the action cost)
CRB p461 wrote:
You have to spend all the actions of an activity at once to gain its effects.

To imply the free action can be taken when you could otherwise take an action, and you cannot insert an action in the middle of an activity.


If you look at the wizard class description you will see increases to spell attack/cd proficiency in the list of features you get at higher levels.


Ched Greyfell wrote:
There's a whole thing in the flanking description about how you have to be wielding a melee weapons.
CRB p476 wrote:
you must be wielding melee weapons or be able to make an unarmed attack

It's not that restrictive, and it's entirely possible to be wielding a melee weapon and be able to make a ranged attack either with a hand crossbow, one of the guns from the playtest or a throwing weapon.

Similarly fists require a free hand (which you have with a bow, see p279), but there's many unarmed attacks that don't that are easily accessible, even if we want to ignore the possibility of kicking or headbutting.


CRB p303 wrote:

Somatic

A somatic component is a specific hand movement or gesture that generates a magical nexus. The spell gains the manipulate trait and requires you to make gestures. You can use this component while holding something in your hand, but not if you are restrained or otherwise
unable to gesture freely.

Material or foci however:

CRB p303 wrote:

Material

A material component is a bit of physical matter consumed in the casting of the spell. The spell gains the manipulate trait and requires you to have a free hand to retrieve and manipulate a material component.
CRB p303 wrote:

Focus

A focus is an object that funnels the magical energy of the spell. The spell gains the manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand. As part of Casting the Spell, you retrieve the focus (if necessary), manipulate it, and can put it away again if you so choose.


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Can Spell Blending gnerate an extra lvl 10 spell slot? I'd say the intent is no, but Spell Blending does not interact with the spell slot granted by Legendary Spellcaster so it's technically not affected

Rules are hard to write


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The Divine Font issue annoys me a lot, but as I was rereading the text of the updated Miraculous Spell I noticed that the wording is:

CRB wrote:
You can’t use this spell slot for abilities that let you cast spells without expending spell slots or that give you more spell slots.

Emphasis mine.

Unlike other abilities like, for example, Drain Bonded Item Divine Font does not interact with the spell slot granted by Miraculous Caster at all and so, I would argue, circumvents the restriction.

You mileage may vary.


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Thanks for all the work you are putting into this


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Prone is great for aimed shooting at long range, but is it good for shooting the guy that's 10 feet away and running around you? Or the guy right next to you when you need to aim way up?

You could take a page out of the unbalanced rules and allow negating the penalty with an interact action if you feel really strongly about it.


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I can repro that too.

Unhelpful minified error backtrace wrote:


TypeError: Cannot read property '1' of undefined
at U (HelpFunctions.tsx:162)
at $ (HelpFunctions.tsx:348)
at Wi (PCClass.tsx:504)
at PCClass.tsx:346
at Ns (react-dom.production.min.js:262)
at t.unstable_runWithPriority (scheduler.production.min.js:18)
at Va (react-dom.production.min.js:122)
at Ds (react-dom.production.min.js:261)
at Ne (react-dom.production.min.js:292)
at Xt (react-dom.production.min.js:73)


It would be cool if monster statblocks included which "column" they picked for each stat.

Too much wasted space for the books, but something like the online resources could do it (with just a lot of data entry work) and it could help people figure out the patterns


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I guess the text of the broken condition for armour is slightly ambiguous:

CRB p273 wrote:
A broken object can’t be used for its normal function, nor does it grant bonuses—with the exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor.

I can see 2 readings:

1) Broken armour grants no bonuses with the exception of its item bonus and also inflicts a status penalty.
2) Broken armour works as normal but inflicts the status penalty.

I personally think 2 is the correct reading, since the "armour exception" is presented as part of the first sentence with no other qualifiers, suggesting armour ignores the whole sentence.


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JardelBeserk wrote:

I understand you i really do but that is another issue If i pick another feat what happen with the flavor of finally transforming into your big FURRY animal instinct!!!

I see this like a Flavor and a Reward:
Flavor: you finaly are level 8 congrats and now you can transforming yourself into a cool Black Lion.
Reward: You finaly are level 8 congrats but you will gain nothing with this feat.

From my point of view animal instinct is already letting you get all the "good" (read combat related) parts of turning into your animal. You get the attack, you get extra damage, you get to rage.

This is for fully turning into the animal, which doesn't necessarily give you more power, after all by level 8 you are more dangerous than most animals already, but can let you borrow other (read non directly combat related) traits and possibly let you do interesting role playing things.

I could be way off, but that's my read on what the feat's for.


Maybe just a + sign to indicate the feats that you get early? (and possibly a - for the ones you get late, it those exist)


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no good scallywag wrote:
I thought combat generally took place at the same instant every round...

Ish

The narrative is that everything is happening more or less at once, but the rules work on every turn completing before the next one begins.

As the other have said the order change is to ensure that your allies have a chance to help you before you make the death check


Ooops, yeah, I meant Finesse not Agile, derp

Doing a proper scan of the list, the nunchaku fits the bill, but would have to get proficiency somehow.

Otherwise the only other Finesse blunt weapon I see are Light Mace and Fists


d6 deadly d8 seems to be slightly less damage than a d8 weapon in general. But thief still has the advantage of having the freedom to "dump" str.

Now if only I could find an agile d6 blunt weapon...


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Aaaaaaaaaaaaaaaand we're back to the start!

What does "normal" mean?


Thanks for all the work you put into this


Asking people to roll initiative for the next combat at the end of an fight is an idea I've seen in several places.

It doesn't have to be done by the GM, just get them to roll as part of the end of fight cleanup and then when the next fight happens you can just go.


We disagree on how to read "normal".

You are reading normal to be "always increase MAP". This is "the norm" because multiple attacks occur most often during your turn and MAP increased between attacks on your turn.

I'm reading normal to be "only increase MAP during your turn". This is "the norm" because the rules clearly state that MAP is only increased during your turn.

Can we agree the text is ambiguous?


HammerJack wrote:
Normal on a readied action is the MAP you had at the end of your turn, though.

Thanks for pointing that out.

I'll amend my statement to: "when using Flurry of Blows outside your turn, MAP will not increase between the 2 Strikes"


Gary Bush wrote:
Quote:
Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.

The action that was Readied was Flurry of Blows. When the reaction is used, we use the Flurry of Blows action.

So no, a character could not avoid the MAP on the second Strike.

Rulebook wrote:

The multiple attack penalty applies only during your turn, so you don’t have to keep track of it if you can perform an Attack of Opportunity or a similar reaction that lets you make a Strike on someone else’s turn.

Link

I guess we disagree on how to read "as normal". My reading that outside your turn there is no MAP, so as normal would be "don't apply any map"


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Awesome work, thanks for all the effort you are putting into this


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As a thought for displaying the information: tool tips on the graph showing the fully worked out numbers for the level the mouse is hovering


The off hand weapon support is awesome, thanks so much.

Now I can properly compare rapier vs short sword vs rapier+short sword for my rogue


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Thanks for the update, take your time and don't burn yourself out


Darksol the Painbringer wrote:


Furthermore, there is precedent for abilities to not provide failure effects on a critical failure. This is mot evident in the Press feature, and isn't precisely appropriate to mention, but it once again aligns with the intent that the result doesn't change unless the rules expressly permit you.

The big difference between this situation and the Press feature is that in the case of Press critical failures is denied an advantage that is given to failures, here we're making critical failure BETTER than failure.

While I understand your point, I feel saying "critical failure should always be at least as bad as failure for the one rolling it" is close to the intent.


TheAziraphale wrote:
This sounds cool to have! I will definitly look into a good way to add more than one weapon. Not sure yet how I keep it simple enough, but I will work something out.

Complete spitballing but my thinking is that, since you only need to allow for 2 weapons, you could have a series of checkboxes to enable each weapon at each map.

Trying to render it in text
.............. W1 W2
MAP 0... [] []
MAP -5.. [] []
MAP -10 [] []
MAP -10 [] []

This would also allow to see the effect of things like double slice, where 2 attacks use the same map


Really cool tool, I've just spend way too long playing with it instead of going to sleep.

A couple of wishlist items and a question:

Wishlist 1: Have a way to adjust enemy level instead ac, so we can compare how damage changes against higher or lower level enemies (since the ac ramp is so very bumpy, it's hard to get a good picture across the levels with the ac mod)

Wishlist 2: Multiple weapons, to check out various dual wielding combinations

And for the questions, you said

TheAziraphale wrote:
... I follow the standard ACs from the book

I've gone looking at the tables in the game mastery guide (p62) and none seem to match the values your tool shows, where are you sourcing the AC values from? Or am I misreading something? (I started looking into this when I noticed that lvl 10 has a lower AC than lvl 9)

One again, thanks for the great tool, even if it doesn't give the full picture, I'm having a lot of fun visualizing how different weapons behave

Full Name

Arathorn Vallar

Race

Elf

Classes/Levels

Hunter (1) | HP 8/8 | AC 17 T 13 FF 13 CMB +2 CMD +15 | F +2 R +5 W +3 | Init. +3 | Spells 1st 2/2

Gender

Male

Size

Medium

Age

134

Alignment

Neutral Good

Languages

Common Elven Sylvan

Occupation

Bowyer

Strength 14
Dexterity 17
Constitution 10
Intelligence 12
Wisdom 16
Charisma 7

About Arathorn Vallar

Arathorn Vallar
Male Elf Hunter 1
Neutral Good
Representing Michael

Stats:

Strength 14 (+2)
Dexterity 17 (+3)
Constitution 10 (+0)
Intelligence 10 (+0)
Wisdom 16 (+3)
Charisma 7 (-2)
Size: Medium
Height: 6' 1"
Weight: 150 lb
Eyes: Hazel
Hair: Dark Brown Straight; Beardless
Skin: Tan

Total Hit Points: 8

Speed: 30 feet

AC/Saves:

Armor Class: 17 = 10 + 2 [leather] + 1 [light wooden] +1 Dodge + 3 [dexterity]

Touch AC: 13
Flat-footed: 13
Initiative modifier: + 3 = + 3 [dexterity]
Fortitude save: + 2 = 2 [base]
Reflex save: + 5 = 2 [base] + 3 [dexterity]
Will save: + 3 = 0 [base] + 3 [wisdom]
Attack (handheld): + 2 = 0 [base] + 2 [strength]
Attack (missile): + 3 = 0 [base] + 3 [dexterity]
Combat Maneuver Bonus: + 2 = 0 [base] + 2 [strength]
Combat Maneuver Defense: + 15 = 10 + 0 [base] + 2 [strength] + 3 [dexterity]

Languages: Common Elven Sylvan

Weapons:

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Scimitar [1d6, crit 18-20 x2, 4 lb, one-handed, slashing]

Composite longbow [1d8, crit x3, range inc 110 ft., 3 lb, two-handed, piercing]

Leather armor [light; + 2 AC; max dex + 6; check penalty 0 15 lb.]

Light Wooden Shield [ + 1 AC; check penalty -1; hardness 5; hp 7; 5 lb.]

Feats/Skills:

Feats:

Dodge +1 dodge bonus on AC

Acrobatics Dex* 2 = +3 -1 [shield]
Appraise Int 1 = +1
Bluff Cha -2 = -2
Climb Str* 1 = +2 -1 [shield]
Craft_1 Int 5 = +1 + 1 + 3 [class skill]
Diplomacy Cha -2 = -2
Disguise Cha -2 = -2
Escape Artist Dex* 2 = +3 -1 [shield]
Fly Dex* 2 = +3 -1 [shield]
Handle Animal Cha +2 = -2 +1 +3 [class skill]
Heal Wis 7 = +3 + 1 + 3 [class skill]
Intimidate Cha -2 = -2
Knowledge (geography) Int 5 = +1 + 1 + 3 [class skill]
Knowledge (nature) Int 6 =+1 + 1 + 3 +1 [class skill]
Perception Wis 5 = +3 + 2 [elf]
Profession Wis 3 = +3
Ride Dex* 2 = +3 -1 [shield]
Sense Motive Wis 3 = +3
Stealth Dex* 7 = +3 +1 +3 -1 +1 [shield class skill]
Survival Wis 8 = +3 + 1 + 3 +1 [class skill]
Swim Str** 1 = +2 -1 [shield]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers


Zero-level Hunter spells: 4 unlimited casting

Detect Magic, Stabilize, Light, Create Water

First-level Hunter spells: 2 (1 + 1) per day

Cure Light Wounds, Gravity Bow, Summon Nature's Ally 1

Favored class points: Hit points +0; Skill points +1

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Race/Class:

Elf

+ 2 dexterity, +2 intelligence, -2 constitution (already included)

Immune to magical sleep

+ 2 racial bonus to saves vs. enchantments

Low-light vision -- see twice as far as humans in dim light

Proficient with longswords, rapiers, longbows, composite longbows, & shortbow

+ 2 racial bonus on perception checks

Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2.

Animal Focus (Su): At 1st level, a hunter can apply the aspect of an animal to herself as a swift action. She must select one type of animal to emulate, gaining a bonus or a 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 it must be spent in 1-minute increments. Normally, 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 ranger has taken on, or a different one. The hunter can select or change the animal aspects 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 aspect to herself instead of her animal companion. This is in addition to the normal animal aspect 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 out to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense with 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 benefit becomes 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.

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): A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). 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.

Track (Ex): At 2nd level, a hunter adds 1/2 her level to Survival checks made to follow tracks.

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 learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she had 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).

Second Animal Focus (Su): At 8th level, whenever a hunter uses her animal focus ability, she selects two animal aspects for herself instead of one, and can apply 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.

Swift Tracker (Ex): 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.

Raise Animal Companion (Sp): At 10th level, a hunter gains raise animal companion as a spell-like ability. Using this spell-like ability gives the hunter a permanent negative level. This negative level cannot be overcome in any way (including by restoration), but automatically ends after 24 hours. At 16th level, this ability functions as resurrection instead of raise dead, but otherwise operates as normal.

Speak with Master (Ex): At 11th level, a hunter and her animal companion can communicate verbally, as if they were using a common language. Other creatures cannot understand the communication without magical aid.

Greater Empathic Link (Su): At 14th level, the range of the hunter's empathic link with her animal companion increases to 10 miles. If the animal companion is within 1 mile, the hunter can communicate with it telepathically.

One with the Wild (Ex): At 17th level, the hunter and her animal companion are respected or even feared by other animals, so long as the animals are approximately of the same type as any of the hunter's current animal foci: bat for bats, tiger for felines, falcon for birds, snake for reptiles, and so on. No animal in this category (including dire varieties) willingly attacks the hunter or her companion unless magically compelled to do so or if the hunter or companion attacks it first.

The hunter and her companion can attempt to demoralize animals in the appropriate category as a swift action, rolling 1d20 and adding the hunter's level and her Charisma modifier to determine the Intimidate check result.

Master Hunter (Ex): At 20th level, a hunter becomes a master hunter, able to track down foes with ease. She can always move at full speed while using Survival to follow tracks without penalty.

Additionally, each day when the hunter regains her spell slots, she chooses one animal focus to be active on herself for the entire day. This focus is in addition to using her animal focus class ability (including the additional focus she is able to use on herself if her animal companion is dead).

Druid
Orisons

Spontaneous Casting (summon nature's ally)

Animal Companion, or may instead choose a cleric domain and bonus spells (hand-edit)

High wisdom gains bonus spells daily

Concentration check: d20 + druid level + wisdom modifier vs. DC

Class HP rolled
Level 1: Hunter 8

Encumbrance/Equipment:

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.

Perrin's Equipment:

27 lb
6 lb
2 lb
5 lb

1 lb
3 lb
10 lb
4 lb
1 lb
2 lb
_____
61 lb Weapons / Armor / Shield (from above)

Arrows 38
Backpack
Bedroll
Flint and steel
Pouch x1
Rations (1 day) x3
Rope (50', hempen) x1
Waterskins x1
Holly and mistletoe
Spell component pouch
Wrist Sheathe
10.8 gps


Total
Atticus

Freedom Fighter + 1 trait bonus to Stealth and attack rolls during surprise rounds