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About Sune WanderlustSune Wanderlust
SPECIAL ABILITIES:
Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0. Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity. Combat Style Feat (Ex): At 2nd level, a ranger must select one combat style to pursue. The choices depend on if the APG is being used. Core only: Archery or two-weapon combat. Core +: Crossbow, mounted combat, natural weapon, two-handed weapon, and weapon and shield). The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed. Darkvision (Ex): Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. Like the Wind: A Sylph with this racial trait gains a +5 foot bonus to her base speed. This racial trait replaces energy resistance. Spell-Like Ability (Ex): Feather Fall 1/day. Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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 ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. BACKGROUND:
A tall, lithe sylph with a pole arm and light armor looks around incessantly. If ever someone seemed distracted and desirous of moving on, it is she. Once a powerful plane walker, Sune Wanderlust experienced a terrific accident that left her greatly weakened, her consciousness scattered throughout the planes. She now wanders the planes seeking to regain the parts of herself that she has lost.
PFS:
Boons and Vanities: Confirmed Field Agent: You may acquire a wayfinder by spending 1 Prestige Point. Friend of Janira Gavix: You receive +1 bonus on Knowledge checks attempted while you are in the Grand Lodge. PFS# 132076-31
Level Progression:
Level 1: Class Taken: Ranger Class Feature Gained: 1st favored enemy, track, wild empathy Hit points Gained: 1d10, +1 Con, +1 favored Skill Points (6+2): acrobatics (1), heal (1), intimidate (1), knowledge (dungeoneering)(1), knowledge (geography)(1), knowledge (planes)(1), perception (1), swim (1) Feats: airy step Level 2:
Dice:
[dice=MW naginata]1d20+6;1d8+3[/dice] [dice=MW composite longbow]1d20+6;1d8+3[/dice] http://paizo.com/threads/rzs2qaqd?Building-a-sweet-horizon-walker http://www.enworld.org/forum/showthread.php?310781-All-about-the-Horizon-Wa lker-(Optimization) http://paizo.com/threads/rzs2n87e?Dimensional-Agility-chain-who-is-it-for *airy step feat |