About "Squall" Blacktail“SQUALL” BLACKTAIL
Boots of Elvenkind:
(invested, magical, transmutation) Usage worn shoes; Bulk —. When worn, the boots allow you to move more nimbly, granting you a +1 item bonus to Acrobatics checks. Activate ◇ envision; Frequency one per hour; Effect Until the end of your turn, you ignore difficult terrain when moving on the ground. Doubling Rings:
(invested, magical) Usage worn; Bulk —. This item consists of two magically linked rings: an intricate, gleaming golden ring with a square-cut ruby, and a thick, plain iron ring. When you wield a melee weapon in the hand wearing the golden ring, the weapon's fundamental runes are replicated onto any melee weapon you wield in the hand wearing the iron ring. (The fundamental runes are weapon potency and striking, which add an item bonus to attack rolls and extra weapon damage dice, respectively.) Any fundamental runes on the weapon in the hand wearing the iron ring are suppressed.
The replication functions only if you wear both rings, and it ends as soon as you cease wielding a melee weapon in one of your hands. Consequently, the benefit doesn't apply to thrown attacks or if you're holding a weapon but not wielding it (such as holding in one hand a weapon that requires two hands to wield). ===== AC 23, Fort +12 (E), Ref +13 (E), Will +13 (E); Resist electricity 3 HP 84 ===== Speed 25 feet Melee Azarim +15 (deadly d8, disarm, finesse); Damage 2d6+4 P
Ranged +1 shortbow +14 (deadly d10; range 60 ft, reload 0); Damage 1d6 P
Feats
Disrupt Prey ↺:
Trigger Your hunted prey is within your reach, and it uses a manipulate action, uses a move action, or leaves a square during a move action it’s using.
Make a melee Strike against your prey. If the attack is a critical hit, you disrupt the triggering action (page 415). Experienced Tracker:
(general, skill): Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail. Quick Draw ◆ (ranger): You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon. Quick Jump You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet). Skirmish Strike ◆ (flourish, ranger): Your feet and weapon move in tandem. Either Step and then Strike, or Strike and then Step. Steady Balance:
(general, skill): You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not off-guard while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge. Tengu Feather Fan:
(tengu) You've learned to bind some of your feathers together into a fan to focus your ancestral magic. You gain a tengu feather fan: a magic item of light Bulk with a level equal to your level and the primal trait. You (and only you) can cast tengu magic with the Wave Fan activation. If your fan is lost or destroyed, you can create a replacement during your daily preparations; if you do so, your previous fan falls apart into mundane feathers. Your tengu feather fan contains a 1st-rank gust of wind spell. Further feats might add more spells and grant you additional activations of your tengu feather fan, but you can never have more than three activations per day, no matter how many such feats you have.
Activate—Wave Fan (manipulate) Frequency once per day; Effect You cast your choice of one spell contained in your tengu feather fan. You can instead cast a cantrip you've gained from a heritage or an ancestry feat; this doesn't use up one of the fan's daily activations. This activation takes the spell's normal number of actions. The spell's DC is your class DC [21] or spell DC, whichever is higher. Terrain Expertise (forest) (general, skill): You gain a +1 circumstance bonus to Survival checks in forest terrain. Toughness (general) Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1. Twin Takedown ◆:
(flourish, ranger) Requirements You are wielding two melee weapons, each in a different hand.
You swiftly attack your hunted prey with each of your weapons, potentially combining their damage into a single devastating attack. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally. Uncanny Agility:
(tengu): You have near-supernatural poise that lets you move swiftly across the most unsteady surfaces. You gain the Steady Balance skill feat. You can Step into difficult terrain caused by uneven ground, such as a rocky field or hilly incline. Additional Specials Hunt Prey ◆:
(concentrate, ranger): You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you're hunting.
You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations. Hunter’s Edge (Flurry):
You have trained to unleash a devastating flurry of attacks upon your prey. Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10. Ranger Weapon Expertise You gain every advantage from your weapons. Your proficiency rank for martial weapons, simple weapons, and unarmed attacks increases to expert. You gain access to the critical specialization effects of all such weapons and unarmed attacks when attacking your hunted prey. Stormtossed Tengu:
You gain electricity resistance equal to half your level (minimum 1). You automatically succeed at the flat check to target a concealed creature if that creature is concealed only by rain or fog. Trackless Journey When you move through natural terrains, you are hard to track. You always gain the benefits of the Cover Tracks action in such terrains, without moving at half your Speed. =====
Bot Me:
In combat, Squall typically uses Hunt Prey on the most dangerous-looking enemy (if he did not already have it activated on a creature he's tracking) and closes to melee as quickly as possible.
If caught without a melee weapon in hand, he will stab with his beak, but he normally fights with a pair of agile weapons (shortswords or hatchets, or saps if he wishes to capture prey alive) using his Flurry hunter's edge and Twin Takedown feat. When he needs to fight from range, he'll use his shortbow or bolas, depending on the distance, and whether he intends to kill or subdue. [dice=Perception]1d20+12[/dice] (+2 to Seek hunted prey) [dice=Acrobatics (T)]1d20+12[/dice]
[dice=Fort]1d20+12[/dice]
[dice=Azarim (+1 striking rapier)]1d20+15[/dice]; [dice=damage (P)]2d6+4[/dice] (deadly d8, disarm, finesse; critical off-guard until start of your next turn)
[dice=+1 cold iron shortsword]1d20+14[/dice]; [dice=damage (P)]1d6+4[/dice] (agile, finesse, versatile S; critical off-guard until start of your next turn)
[dice=beak]1d20+14[/dice]; [dice=damage (P)]1d6+4[/dice] (finesse, unarmed; critical Fort DC 21 or slowed 1 until end of our next turn) [dice=hatchet]1d20+14[/dice]; [dice=damage (S)]1d6+4[/dice] (agile, sweep, thrown 10 ft.; critical one adjacent creature within reach takes 1 damage per damage die if AC is lower than crit attack roll) [dice=light mace]1d20+14[/dice]; [dice=damage (B)]1d4+4[/dice] (agile, finesse, shove; critical move target 10 ft. away from you)
[dice=sap]1d20+14[/dice]; [dice=damage (B, nonlethal)]1d6+4[/dice] (agile; critical move target 10 ft. away from you) [dice=shortsword]1d20+14[/dice]; [dice=damage (P)]1d6+4[/dice] (agile, finesse, versatile S; critical off-guard until start of your next turn) [dice=+1 shortbow]1d20+14[/dice]; [dice=damage (P)]1d6[/dice] (deadly d10, range 60 ft., reload 0; critical if adjacent to a surface, immobilized until DC 10 Athletics to pull free) [dice=bola]1d20+13[/dice]; [dice=damage (B, nonlethal)]1d6+4[/dice] (ranged trip, thrown 20 ft.; critical Fort save DC 22 or stunned 1) [dice=hatchet (thrown)]1d20+13[/dice]; [dice=damage (S)]1d6+4[/dice] (agile, sweep, thrown 10 ft.; critical one adjacent creature within reach takes 1 damage per damage die if AC is lower than crit attack roll) |