Pale Stranger

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Organized Play Member. 12 posts (581 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 5 aliases.


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DragonBlood472 wrote:
Gasp! A Necromancer not from Karrnath or Arenal? I like it. Yes Spell Compendium spells are valid.

Huzzah! I'll change his spells around when I get home. How long is recruitment running?


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Alright, here is my submission. My background is pretty long, I wanted it to be very noiree (noirish?). I can write a synopsis if you don't want to slog through all that text.

Also, is the Spell Compendium ok for picking spells?(I miss it so much).

Character Sheet:

Alistair Creed
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Wizard (Necromancer, Sin Magic Specialist: Gluttony) 1
CG Medium Humanoid (Human; Favored Class Wizard (+1 HP)
Init +1; Senses low-light vision; Perception +0
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DEFENSE
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AC 13, touch 13, flat-footed 10 (+3 Dex)
HP 13
Fort +3, Ref +3, Will +2
Defensive Abilities
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OFFENSE
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Speed 30ft.

Melee: Club +1 (1d6+1/x2)

Ranged: Light Crossbow +3 (1d8/19-20)

Special Attacks
Wizard Spells Known (CL 1st; concentration +5)
1st (6/Day)- Mage Armor, Detect Undead, Silent Image, Vanish, Ray of Sickening, Cause Fear, Magic Missle
0th (at will)- All except for Abjuration and Enchantment
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STATISTICS
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Str 13, Dex 16, Con 17, Int 19, Wis 10, Cha 14 )

Base Atk +0; CMB +1; CMD 14

Feats Scribe Scroll , Spell Focus: Necromancy, Toughness

Skills Knowledge: Religion +8, Knowledge: Arcana +8, Knowledge: Local +8, Linguistics +8, Profession: Exorsist +4, Spellcraft +8, Use Magic Device +6

Traits Deathspeaker (Religion), Dangerously Curious (Magic)

Languages Common, Elven, Draconic, Giant, Deep Speech, Mabran

Class Features

Arcane School
Life
Associated School: Necromancy.

Replacement Powers: The following school powers replace the power over undead and grave touch powers of the necromancy school.

Healing Grace (Su): Whenever you cast a spell that has targets, affects creatures in an area, or requires an attack roll, you may heal creatures affected by the spell a total of 1 point of damage per level of the spell. This healing may be spread out between the targets of the spell in any way you choose. If you assign any of the healing to an undead creature, it instead takes 1 point of damage for each point assigned. At 11th level, the amount of damage cured increases to 2 points of damage per level of the spell. This healing occurs when the spell is cast and has no effect on creatures that enter its area after the spell is in place. At 20th level, the amount of damage cured increases to 3 points of damage per level of the spell.

Share Essence (Sp): As a standard action, you can share your vital energy with a living creature that you touch. You take 1d6 points of nonlethal damage + 1 for every two wizard levels you possess. You cannot take an amount of nonlethal damage equal to or greater than your current hit point total; any excess is prevented. The recipient gains a number of temporary hit points equal to the amount of damage you received (prevented damage is not counted). These temporary hit points disappear 1 hour later. You may not use this ability to grant yourself temporary hit points. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This ability has no effect if you are immune to nonlethal damage.

Sin Magic
Only wizards can truly follow the ancient philosophies governing Sin magic. The choice to specialize in Sin magic must be made when a character first becomes a wizard. Once the choice to do so is made, it cannot be changed.

Benefits: A Sin mage receives two additional spell slots of each spell level he can cast. These bonus spell slots must both be used to prepare the same spell from the wizard's school of specialization, allowing the wizard to cast that spell twice (as he has prepared the spell twice). The wizard cannot use these slots to prepare two different spells, even if they are of the school he is specialized in.

Restrictions: A Sin mage does not get to customize his choice for opposition schools—his opposition schools are determined for him when he chooses his specialization. These restrictions are more significant than those most wizards follow, and are known as prohibited schools. A Sin mage can never prepare a spell that is in one of his prohibited schools—he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so.

Gluttony (Necromancy)
Prohibited Schools: abjuration, enchantment.

Arcane Bond
Red Leather Scarf (Masterwork Amulet)

Eqiupment
Wizard's Kit (backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.) (21gp), Ink x2 (16gp), Scroll Parchment x20 (4gp), Club, Light Crossbow (35gp), Bolts x20 (2gp), Traveling Spellbook, Spell Component Pouch (5gp), 17gp
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DESCRIPTION
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Alistair is not what most people think of when they imagine a wizard, he looks more like on off-duty guardsman or a criminal with his broken nose and short scruffy brown beard and hair. He wears a large thick leather overcoat and a long scarf wrapped tight as if he's always cold, and his sunken dark eyes and permanent grimace hardly make for a welcoming countenance.

---------------------------------------------------------------------

Background:

“Thing's aint as sweet as they used to be pal. Hell, for me I don’t think things have ever been lookin' up, but hey, them's the breaks as those Warforged say (heh, get it?).”

“So yeah, I grew up in Breland, on a little farm that was too close for it's own good to the Graywall Mountains. So yeah big surprise Pa, you build a farm where you ain't supposed ta, doesn't matter how good the soil is, there’s still things that manage to squeeze past those mountains from time ta time, and before I was old enough to tell him I told you so we were outta there. Most people seem to think Breland is a safe enough spot, and I suppose most of the time they'd be right, but hey I told ya things never work out for poor little me.”

“I don't know what the Host has against me, but my family's sizable caravan never made it to Sharn where my Pa had even more relatives. We were kidnapped that night on the road by bandits, only they didn't want our stuff, they wanted us. They dragged us along the ground for hours in sacks that undoubtedly held dozens more like me, into this huge underground complex lead by this lunatic Necromancer. Yeah, surprise surprise, these bandits were his undead minions and he was always looking for more materials, more blood. My family... just happened to be in the right spot at the right time. I never saw my parents again, we were separated and, Aureon forgive me I... at first I didn't care.”

“Most people recoil in horror at undead, me I stared in awe. Call me sick, whatever, I was amazed with the things. They were so... eternal, they broke all the rules in a way that made my mouth water. And whats worse was, I had this sorta... report with them. I could talk to them, nudge them in different directions, even right under the nose of this Necromancer. And he noticed, he saw in me potential, and offered to teach me for the low low price of serving him and loosing my soul. And I couldn't help but say yes.”

“It was the hardest thing I've ever done, serving that madman in his tunnels. There in the dark with the walking dead all around me, I... well I lost myself. This man, Master I called him, never learned his real name, taught me the basics of magic, of Necromancy. He was always going on about the fools in the Circle, about the power of Necromancy. He taught me old magics, that each school of magic is defined as much by what it is not as much as what it is. Sin magic he called it, well gee I wonder why. And so help me, I took it all in like a thirsty man being handed a waterskin for the first time in his life. I took all his lessons to heart, I did horrible, unspeakable things in those tunnels, all in the name of mastering the forces of life and death. I would love to tell you that one day I came to my senses, that the spell the Necromancer cast over me was broken and I returned to the innocent boy I was, but that just ain't the truth. The truth is one day I found my sister.”

“There she was, her un-lifeless corpse just standing in this dank tunnel, the light from my spell, my spell that I had cast, revealed her in all her disgusting, soul-shattering glory. And I couldn't take it. It wasn't that I realized the error of my ways, that I instantly turned a new leaf, I couldn't take her rotten eyes looking at me like that. So I ran, I took what little I had, what few things I had bleed and nearly died for, and I ran into the night and all the way to the nearest city. It took me months, literally months of begging and pleading from my jail cell to convince the guards I wasn't a nut and that a dangerous Necromancer was hiding right outside their city. And ho, big surprise, when I finally led that grumpy guard captain to the entrance of the tunnels that had been my personal Dragon Below for five years, it was gone. All of it, not even a trace of Necromantic magic remained. The Captain was angry, I wouldn't have blamed him if he just ended me right there, it probably would have been for the best, instead he leaves in disgust, and now I need to pick up the pieces."

"I suppose a lot of people would have been done at that point, would have put their books and their finger bones away and become a baker of whatever. But I'm not most people, no I'm way dumber than most people. See, I knew more than most people (except maybe those Elves on their island) the potential of Necromancy. Most people think it's all about shambling corpses and blaspheming against the gods, but it's also about life, about bolstering and helping people. So I said to myself, while I'm stuck here on the Dragon Between I might as well do some good to make up for all that bad. I moved to Sharn and set myself up as an exorcist, helping ease all the angry spirits that arouse from a city like that. I worked for some shady folks, being one of the only non-clergy willing and able to do that kind of work, and ya know it felt good to be helping folks, even if I was making a modest living helping them out. It was hard at first, real hard. While Necromancy does have some potential for good, it's true potential can only be unlocked when one doesn't care about the consequences. So I fight the urge to fall into bad habits, every day, every spell."

"Of course here in lies my current problem. See that Circle of Mages my old 'Master' was always talking about, that lovely Esoteric Order, doesn't take too kindly when you start undercutting them, unintentionally charging coppers for Cantrips. And they have a lot of influence in the city, soon enough one by one my jobs were drying up. My only choice left, if I wanted to continue doing my good deeds was to join them. Of course I thought they were joking when they told me their entrance fees. So I did some digging into where to find that kind of pocket lining, and I hear about some yahoo somewhere striking it rich with a bunch of forgotten treasure. And well, that got me thinking..."


Heh, I was wondering about those stats.

So that turns my rolls into...
14
17
13
10
17
16

Pretty good!

I was hoping to play a human wizard, a good Necromancer. I'll have my sheet and background up by tonight!


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Oh man, I love Eberron! Let's see what I get...

Level: 1d3 ⇒ 1

Stat: 5d6 ⇒ (2, 6, 1, 2, 6) = 17= 16
Stat: 5d6 ⇒ (4, 2, 6, 6, 5) = 23= 21
Stat: 5d6 ⇒ (6, 1, 5, 2, 2) = 16= 15
Stat: 5d6 ⇒ (1, 4, 2, 4, 1) = 12= 11
Stat: 5d6 ⇒ (6, 1, 2, 6, 5) = 20= 19
Stat: 5d6 ⇒ (5, 4, 6, 2, 5) = 22= 20


Arcane Archer doesn't require martial weapon proficiency, the bard route is a good idea. Take the Arcane Duelist route and you get an arcane bond and some really useful songs. Love that bard spell list too.


Hey! I'm dying to try out this Adventure Path, it sounds like a lot of fun. I'd love to submit Blik here...

Character Sheet:

Blik
Druid (Bat Shaman) 1
N Small Humanoid (Halfling); Favored Class Druid (+1HP)
Init +5; Senses Perception +5
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DEFENSE
---
AC 17 touch 14, flat-footed 14 (+1 Size, +3 Armor, +3 Dex)
HP 10
Fort +4, Ref +4, Will +6
SQ: Night Hunter (Su): As a standard action, you can blend into the shadows of the night, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible (as per invisibility) to creatures without darkvision. Lasts 1 round, 6/Day.
---
OFFENSE
---
Speed 20ft.
Melee; Spear +2 (1d6+1), Dagger +3 (1d3+1)
Ranged; Sling +4 (1d3+1)
Spells:
0- Unlimited/Day: Guidance, Know Direction, Create Water
1- 2/Day: Goodberry, Magic Stone. Domain: Sleep
---
STATISTICS
---
Str 12 (5), Dex 16 (5), Con 12 (2), Int 10, Wis 16 (10), Cha, 10 (-2)
Base Attack +0; CMB +0; CMD 13

Feats: Point-Blank Shot, Blind-Fight (Night Domain bonus feat)

Skills: Survival +9, Knowledge: Nature +7, Stealth +11, Climb +4

Languages: Common, Halfling, Druidic

Traits: (Regional) Highlander, Reactionary

Combat Gear: Hide Shirt, Sling, Sling Stones (20), Spear, Dagger, Backpack, Druid's Kit.

Racial Features: +2 Dex, +2 Cha, -2 Str
Small (+1 to AC, and attack. +1 CMB, CMD. +4 Stealth)
Slow Speed, 20ft.
Halfling Luck, +1 luck bonus on saves.
Keen Senses, +2 perception.
Warslinger, Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity.

Class Features:

Nature Bond: Night Domain (subdomain of darkness).

Nature Sense: +2 on knowledge: nature, and survival.

Wild Empathy: A bat shaman can use wild empathy with bats as a full-round action with a +4 bonus.

A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid 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 druid and the animal must be able to study each other, which means that they 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.
A druid 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.

Background:

The halfling called Blik was born in the forest, at least as far as he knows,
In reality he is a child of Cheliax, his story a tale of woes.
His parents were scared, they had run far you see,
But their pursuers were gaining, zipping right through the trees.
There in old Backar they left their small child,
To hide in a burrow, they'd be gone for a while.
Along came the dark and with it came sounds,
And young Blik could hear it, coming right through the ground.
A horrible flapping, and a non-stop high squeaking,
But worst was the end, then came the speaking.
A terrible voice rang down from the dark,
It was a creature of fear and a creature of bark.
It should have been mad, at young Blik's intrusion,
But despite that it held naught but confusion.
The creature found Blik so young and so strange,
It flew right on down and asked the young boy his name.
Poor Blik was so scared he could not even speak,
So the dark thing just lifted him right off his feet.
In through the trees the creature did fly,
With Blik hanging on, along for the ride.
Despite it's old laws and long standing rules,
The dark fey raised Blik, he was better than schools.
A student of nature and a shaman of bats,
Blik's training was tough, I can guarantee that.
But then came the cold, it was wrong for the time,
It was killing their food, it was hard just to climb.
Into the north the young Blik did go,
To fix what was wrong, then go back down below.

Blik is here investigating the strange weather patterns blowing southward, he is excited to try out his newly learned social skills.


Character Sheet:
Blik
Druid (Bat Shaman) 1
N Small Humanoid (Halfling); Favored Class Druid (+1HP)
Init +5; Senses Perception +5
---
DEFENSE
---
AC 17 touch 14, flat-footed 14 (+1 Size, +3 Armor, +3 Dex)
HP 10
Fort +4, Ref +4, Will +6
SQ: Night Hunter (Su): As a standard action, you can blend into the shadows of the night, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible (as per invisibility) to creatures without darkvision. Lasts 1 round, 6/Day.
---
OFFENSE
---
Speed 20ft.
Melee; Spear +2 (1d6+1), Dagger +3 (1d3+1)
Ranged; Sling +4 (1d3+1)

Spells:
0- Unlimited/Day: Guidance, Know Direction, Create Water
1- 2/Day: Goodberry, Magic Stone. Domain: Sleep
---
STATISTICS
---
Str 12 (5), Dex 16 (5), Con 12 (2), Int 10, Wis 16 (10), Cha, 10 (-2)
Base Attack +0; CMB +0; CMD 13

Feats: Point-Blank Shot, Blind-Fight (Night Domain bonus feat)

Skills: Survival +9, Knowledge: Nature +7, Stealth +11, Climb +4

Languages: Common, Halfling, Druidic

Traits: (Regional) Highlander, Reactionary

Combat Gear: Hide Shirt, Sling, Sling Stones (20), Spear, Dagger, Backpack, Druid's Kit.

Racial Features: +2 Dex, +2 Cha, -2 Str
Small (+1 to AC, and attack. +1 CMB, CMD. +4 Stealth)
Slow Speed, 20ft.
Halfling Luck, +1 luck bonus on saves.
Keen Senses, +2 perception.
Warslinger, Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity.

Class Features:

Nature Bond: Night Domain (subdomain of darkness).

Nature Sense: +2 on knowledge: nature, and survival.

Wild Empathy: A bat shaman can use wild empathy with bats as a full-round action with a +4 bonus.

A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid 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 druid and the animal must be able to study each other, which means that they 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.
A druid 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.

Background:
The halfling called Blik was born in the forest, at least as far as he knows,
In reality he is a child of Cheliax, his story a tale of woes.
His parents were scared, they had run far you see,
But their pursuers were gaining, zipping right through the trees.
There in old Backar they left their small child,
To hide in a burrow, they'd be gone for a while.
Along came the dark and with it came sounds,
And young Blik could hear it, coming right through the ground.
A horrible flapping, and a non-stop high squeaking,
But worst was the end, then came the speaking.
A terrible voice rang down from the dark,
It was a creature of fear and a creature of bark.
It should have been mad, at young Blik's intrusion,
But despite that it held naught but confusion.
The creature found Blik so young and so strange,
It flew right on down and asked the young boy his name.
Poor Blik was so scared he could not even speak,
So the dark thing just lifted him right off his feet.
In through the trees the creature did fly,
With Blik hanging on, along for the ride.
Despite it's old laws and long standing rules,
The dark fey raised Blik, he was better than schools.
A student of nature and a shaman of bats,
Blik's training was tough, I can guarantee that.
But then came the cold, it was wrong for the time,
It was killing their food, it was hard just to climb.
Into the north the young Blik did go,
To fix what was wrong, then go back down below.

Young Charlie Korsmo.


I've been loving the FATE system with my Dresden game, and I'd love to see how it handles Tolkein. Sign me up!


Heh, can do.

Officer suggestions are a good idea. DELBEN Petch would offer to be the Quartermaster or Navigator.


Here's the character pitch, thought I'd include the sheet as well as the background to make sure everything is kosher.

ALBEN PETCH
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Bard (Dirge Bard) 5
CN Small Humanoid (Gnome; Favored Class Bard (+5 HP)
Init +1; Senses low-light vision; Perception +4
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DEFENSE
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AC 16, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 size)
HP (4d8 + 23)
Fort +4, Ref +6, Will +5
Defensive Abilities
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OFFENSE
----------------------------------------------------------------------
Speed 20ft.
Melee Heavy Mace +4 (1d6/x2)
Ranged Sling +5 (1d4/x2)
Special Attacks Bardic Music 18 rounds/day (countersong, distraction, facinate, inspire courage +2, inspire competence +2)
Gnome Spell-Like Abilities (CL 5th; concentration +11)
1/day- Dancing Lights, Ghost Sound; Prestidigitation, Speak with Animals
Bard Spells Known (CL 5th; concentration +11)
2nd- (4/Day)- Scare, Mirror Image, Sound Burst
1st (6/Day)- Ear Piercing Scream, Grease, Silent Image, Vanish, Ray of Sickening
0th (at will)- Detect Magic, Prestidigitation, Ghost Sound, Mage Hand, Mending, Read Magic
-----------------------------------------------------------------------
STATISTICS
-----------------------------------------------------------------------
Str 8, Dex 12, Con 14, Int 10, Wis 10, Cha 22
Base Atk +3; CMB +1; CMD 12
Feats Lingering Performance, Spellsong, Spell Focus: Necromancy
Skills Bluff 1 (+10), Diplomacy 4 (+14), Knowledge: Arcana 1 (+6), Knowledge: Geography 5 (+13), Knowledge: Religion 1 (+6), Linguistics 2 , Perception 1 (+4), Perform (Oratory) 2 (+11), Perform (Percussion) 5 (+17), Spellcraft 2 (+5), Swim 1 (+5), Use Magic Device 5 (+14)
Traits Seafarer, Barroom Talespinner
Languages Taldane, Gnome, Draconic, Sylvan, Kelish
SQ Bardic Knowledge +2, Haunted Eyes (+4 on fear, energy drain, necromantic & death effects), Secrets of the Grave (+1 Necromancy spell known at 2nd and every 4 after, and effect undead with mind effects), Haunting Refrain (Demoralize with Perform (percussion) with ½ lvl bonus, and saves vs. any fear effects are made at -2 penalty)
Combat Gear Headband of Alluring Charisma +2 (4,000gp), Rod of Focused Spell Lesser (3,000gp), Overcoat (Cloak of Resistance +1) (1,000gp), Wand of Cure Light Wounds (CL 1st, 50 charges) (750gp), Wand of Shield (CL 1st, 50 charges) (750gp), Masterwork Waist Drum (50gp), Scroll of Bless x5 (125gp), Scroll of Comprehend Languages x2 (50gp), Scroll of Detect Secret Door x1 (25gp), Scroll Case (1gp) Heavy Mace (12gp), Masterwork Chain Shirt (250gp), Sling, Sling Bullets x10 (1sp), Bard's Kit (41gp), 367
Alternate Racials Academician (Knowledge: Geography), Gift of Tongues
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DESCRIPTION
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Alben is an averaged sized gnome with a brilliant shock of multicolored hair the color of autumn leaves that shoots up like a flame from his head. It detracts from his wide plain face and flat brown eyes. He is never seen without his signature oversized dull blue overcoat with it's sharp high collar that covers his ears and its fraying edges dragging on the ship deck. Other than the unusual sight of a chain armor poking out from beneath his drab sailor shirt, the only other sight of interest on this gnome is a small drum that hangs from a sturdy strap at his waist, made from some black wood that shines as if it's regularly polished.
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BACKGROUND
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Alben Petch was always unusual for a gnome, and that’s saying something. Whether through his fey blood or some natural proclivity, Alben has always been completely fascinated with the natural cycle of life and death. Decay, like the dying leaves of autumn has always held a strange beauty for Alben, but his family, a long line of artists and performers, tried to steer his interests towards more acceptable hobbies. While Alben did take naturally towards poetry and music he was still obsessed with capturing the elegance he found in the finality of life. Hopping from ship to ship, port to port, Alben found plenty of work singing dirges and ballads for lost sailors and friends along the shipping lines, within the dangerous sea Alben had perhaps found his muse. But when he was press-ganged into service it was clear this little gnome had no business among the hardened pirates and rogues that made up it's crew. Yet, many found it impossible not to like the unusual musician, his hauntingly sweet songs made their difficult lives more bearable and despite his interests the gnome was gregarious and friendly. Soon enough the crew also found his little drum could beat fear into their enemies, each note a reminder to their crews that their time among the living was drawing to a close. Alben's songs became an anthem for the Inauspicious Grin and her crew as they plundered the Inner Sea, each beat of his drum sounding another victory and a joking cry to play something more lively. But Alben knew that unless the mad captain was dealt with, it wouldn't be long before he and his mates were the ones sinking lifeless into the sea. Now with the captain out of the way Alben can help steer the crew back to piracy, and the inevitable death that follows in their wake.


A pirate game sounds like a blast, I'd love to jump in as well. I was thinking of a Gnome Bard, with the Dirge Bard archetype of all things. I'll have more posted tonight!


Honestly I love the idea of the Hunter class. Warriors with smarter than average animal friends are a staple of fantasy and and I love the idea of a class that fights side by side with his companion.

And at least to me most of the class looks to be on the right track, but when I saw the unique feature of the Hunter, the Animal Focus, I was extremely disappointed. I can't deny the usefulness of a flat stat bonus but what else is that boring? Hunters are wily and scrappy, using various tricks and lures to capture prey, so why are the supernatural powers they borrow so boring?

Part of the problem I feel is that the Hunter is pulled from the Druid and Ranger and so it's abilities are similar, but like the fantastically designed Investigator, why not give Hunters something kind of unique?

This is what I propose:
Animal Focus
- Hunter's gain the ability to channel the abilities and aspects of various animals. A Hunter may use this ability as a swift action a number of times per day equal to 1/2 her Hunter level plus her wisdom modifier. When she uses this ability she may select one of the following animals to emulate gaining the ability for one round. She may choose to allow her animal companion to benefit from these abilities instead.
Bear: Gain a number of temporary hitpoints equal to you hunter level for the same number of rounds. These temporary hit points don't stack.
Bull: After a successful charge attack gain a free bull-rush attempt and ignore the AC penalties for the charge.
Falcon: For the first round of a surprise round in which you can act, treat you initiative roll as 20.
Frog: Stand up from prone as a free action that does not provoke attacks of opportunity.
Monkey: Gain a climb speed equal to half your base speed.
Owl: Move at full speed with no stealth penalties and take only half the penalty (-10) for sniping.
Snake: Take a move action and move at half your speed, this movement does not provoke attacks of opportunity.
Stag: Gain a 20ft enhancement to speed.
Tiger: Take one additional attack at your highest bonus during a full-attack action, this additional attack cannot stack with any other ability or spell that grants additional attacks.
Wolf: Replace one melee attack with a trip combat maneuver with a +2 bonus.

I think with the combination of the improvements already mentioned, and a strong ability the Hunter could really stand out and be a lot of fun to play.