Friendly Fighter

Svonar Djaeldsen's page

4 posts. Organized Play character for Michael_Hopkins.


Full Name

Svonar Djaeldsen

Race

Human

Spells:
1st 4/4 2nd 2/2
wand charges:
CLW 24/50 : EE 29/50 : Longstrider 45/50

Classes/Levels

Hunter/4 HP 33/33 | AC 17 T 13 FF 14 | Fort +6 Ref +7 Will +2 | Init +3 | Per +8 | SPD 30' | CMB +4 CMD 17

Gender

Male

Age

23

Alignment

Neutral Good

Deity

Agnostic

Languages

Common, Hallit, Polyglot, Skald

Strength 14
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 13
Charisma 10

About Svonar Djaeldsen

Svonar Djaeldsen
Male Human (Ulfan) Hunter 4
NG Medium humanoid (human)
Init+3 ; Senses Perception +8
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Defense
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AC 17, touch 13, flat-footed 14 (+4 Armor, +3 dexterity) or
- AC 19, touch 13, flat-footed 16 (+4 Armor, +3 dexterity, +2 Shield)
hp 33 (4d8+8)
Fort +6, Ref +7, Will +2
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Offense
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Speed 30 ft.
Melee Masterwork Machete +6 (1d6+2/19-20x2)
Ranged +1 Darkwood Composite Longbow [SB+2] +7 (1d8+3/x3) or
- (PBS) +1 Darkwood Composite Longbow [SB+2] +8 (1d8+4/x3)
Sell List CL 4 (Concentration +6)
2nd (DC 13) 2/day: Barkskin, Cat's Grace
1st (DC 12) 4/day: Lead Blades, Produce Flame, Magic Fang, Feather Step
0th (DC 11) at will: Light, Detect Magic, Create Water, Guidance, Spark, Stabilize
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Statistics
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Str 14, Dex 16, Con 14, Int 10, Wis 13, Cha 10
Base Atk +3; CMB +4; CMD 17
Feats Coordinated Shot, Friendly Fire Maneuvers, Outflank, Point Blank Shot, Precise Shot
Traits Armor Expert, Trunau Native
Skills Acrobatics +7, Climb +9, Handle Animal +7 (+11 for Animal Companion), Knowledge Dungeoneering +4, Knowledge Geography +4, Knowledge Local +1, Knowledge Nature +4, Linguistics +2, Perception +8, Profession (Guide) +5, Spellcraft +7, Stealth +7, Survival +6
Languages Common, Hallit, Polyglot, Skald
Magical Gear Handy Haversack
Combat Gear Wand of Cure Light Wounds (24/50), Wand of Endure Elements (29/50), Wand of Longstrider (45/50) ; Cold Iron Arrows (20/20)
Other Gear Darkwood Heavy Shield, Hopeknife, Mithral Chainshirt; Bedroll, Cold Weather Outfit, Flint/Steel, Grappling Hook, Silk Rope (50 ft), Waterskin
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Special Abilities
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Spells:

A hunter casts divine spells drawn from the druid
and ranger spell lists (see Chapter 10 of the Pathfinder RPG
Core Rulebook). Only druid spells of 6th level and lower and
ranger spells are considered to be part of the hunter spell
list. If a spell appears on both the druid and ranger spell
lists, the hunter uses the lower of the two spell levels listed
for the spell. For instance, reduce animal is a 2nd-level druid
spell and a 3rd-level ranger spell, making it a 2nd-level
hunter spell. Likewise, detect poison is a 0-level druid spell
and a 2nd-level ranger spell, making it a 0-level hunter spell.
The hunter can cast any spell she knows without preparing
it ahead of time. To learn or cast a spell, a hunter must have
a Wisdom score equal to at least 10 + the spell’s level. The
Difficulty Class for a saving throw against a hunter’s spell
is 10 + the spell’s level + the hunter’s Wisdom modifier.
A hunter cannot use spell completion or spell trigger
magic items (without making a successful Use Magic Device
check) of druid spells of 7th level or higher. Her alignment
may restrict her from casting certain spells opposed to
her moral or ethical beliefs; see Chaotic, Evil, Good, and
Lawful Spells below.
Like other spellcasters, a hunter can cast only a certain
number of spells of each spell level per day. Her base daily
spell allotment is given on Table 1–6: Hunter. In addition,
she receives bonus spells per day if she has a high Wisdom
score (see Table 1–3 of the Core Rulebook).
Unlike druids and rangers, a hunter’s selection of spells is
extremely limited. A hunter begins play knowing four 0-level
spells and two 1st-level spells of her choice. At each new
hunter level, she gains one or more new spells, as indicated
on Table 1–7: Hunter Spells Known. Unlike spells per day,
the number of spells a hunter knows is not affected by her
Wisdom score; the numbers on Table 1–7 are fixed.
In addition to the spells gained by hunters as they gain
levels, each hunter also automatically adds all summon
nature’s ally spells to her list of spells known. These spells
are added as soon as the hunter is capable of casting them.
At 5th level and at every 3 levels thereafter, a hunter can
choose to learn a new spell in place of one she already
knows. In effect, the hunter loses the old spell in exchange
for the new one. The new spell’s level must be the same as
that of the spell being exchanged. A hunter may swap only
a single spell at any given level, and must choose whether
or not to swap the spell at the same time that she gains new
spells known for the level. She cannot swap any summon
nature’s ally spells.
Unlike a druid or ranger, a hunter need not prepare her
spells in advance. She can cast any spell she knows at any
time, assuming she has not yet used up her spells per day
for that spell level.

Orisons:

Hunters learn a number of orisons, or 0-level
spells, as noted on Table 1–7: Hunter Spells Known. These
spells are cast like any other spell, but they do not consume
any slots and may be used again.

Chaotic, Evil, Good, and Lawful Spells:

A hunter can’t cast
spells of an alignment opposed to her own or her deity’s (if
she has one). Spells associated with particular alignments
are indicated by the chaos, evil, good, and law descriptors
in their spell descriptions.

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 available to a druid. This animal
is a loyal companion that accompanies the hunter on her
adventures. This ability functions like the druid animal
companion ability (which is part of the nature bond class
feature). 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 companion’s statistics
and abilities. A hunter may teach her companion hunter’s
tricks from the skirmisher ranger archetype (Pathfinder
RPG Advanced Player’s Guide 128) instead of standard tricks.
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 new companion
typically lives. While the hunter’s animal companion is
dead, any animal she summons with a summon nature’s ally
spell remains for 1 minute per level instead of 1 round per
level. A hunter cannot have more than one summon nature’s
ally spell active in this way at one time. If this ability is used
again, any existing summon nature’s ally immediately ends.

Animal Focus (Su):

At 1st level, a hunter can take on the
aspect of an animal as a swift action. She must select one
type of animal to emulate, gaining a bonus or 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 must be spent in 1-minute increments.
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 foci 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 focus to herself instead of her
animal companion. This is in addition to the normal one
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 to a range of 60 feet.
At 8th level, the range increases by 30 feet. At 15th level, the
creature also gains blindsense to 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 increases to 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:

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,
inf luencing an animal in this way takes 1
minute but, as with inf luencing people, it
might take more or less time.
The hunter can also use this ability to
inf luence 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
Outf lankAPG as a bonus feat. She does not need
to meet the prerequisites for this feat. If she
chooses Outf lank, 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 skill 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
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
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.