Ulfen Guard

TBD.'s page

3 posts. Alias of gyrfalcon.


About TBD.

Jessie Schachter
Ranger 1
NG, medium humanoid (human)
Senses Perception (E) +7 (+5 prof, +2 WIS)
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Defense
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AC 18 (+3 prof, +2 armor, +3 dex)
hp 30 (8 (human) +10 (ranger) +10 (bonus) +2 (CON))
Fort +7 (E), Ref +8 (E), Will +5 (T)
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Offense
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Speed 25 ft.

Composite Shortbow +6 (1d6+1) 60’ range, Deadly 1d10, propulsive
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Statistics
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Str 14, Dex 16, Con 14, Int 10, Wis 14, Cha 10

Skills (2 background, 6 class) Acrobatics (T) +6, Athletics (T) +5, Crafting (T) +3, Lore: Forest (T) +3, Medicine (T) +5, Nature (T) +5, Stealth (T) +6, Survival (T) +5

Class DC 16

Hero Points 1

Feats
Ancestry:
Natural Ambition You gain a 1st-level class feat for your class (Hunted Shot, below).

Versatile Heritage / bonus General feat:
Fast Recovery You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1.

Background:
Train Animals You spend time teaching an animal to do a certain action. You can either select a basic action the animal already knows how to do (typically those listed in the Command an Animal action) or attempt to teach the animal a new basic action. The GM determines the DC of any check required and the amount of time the training takes (usually at least a week). It’s usually impossible to teach an animal a trick that uses critical thinking. If you’re expert, master, or legendary in Nature, you might be able to train more unusual creatures, at the GM’s discretion.
. . Success The animal learns the action. If it was an action the animal already knew, you can Command the Animal to take that action without attempting a Nature check. If it was a new basic action, add that action to the actions the animal can take when Commanded, but you must still roll.
. . Failure The animal doesn’t learn the trick.

Class:
Animal Companion You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities. When you Hunt Prey, your animal companion gains the action’s benefits and your hunter’s edge benefit if you have one.
Hunted Shot
Make two Strikes against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.

Ancestry / Heritage: Versatile Human HP: 8, Size: Med, Speed: 25’, Ability boosts: +2 DEX, CON. Select a general feat of your choice for which you meet the prerequisites (Fast Recovery).

Background: Animal whisperer You’re trained in the Nature skill and Forest Lore, and gain the Train Animal skill feat. +2 DEX, WIS

Languages English

Gear Shortbow, xx arrows, xxxx

Bulk x/7, Wealth xx GP

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Special Abilities
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Hunt Prey
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: Precision (+1d8)
You have trained to aim for your prey’s weak points. The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage. (Precision damage increases the damage you already deal, using the same type, but is ineffective against creatures that lack vital organs or weak points.) At 11th level, the extra damage increases to 2d8 precision damage, and at 19th level, the extra damage increases to 3d8 precision damage.

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Maple Moosebane
Small Dog
Senses Perception (T) +4 (+3 prof, +1 WIS) low-light vision, scent (imprecise, 30 feet)
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Defense
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AC 16 (+3 prof, +3 dex)
hp 14 (6 (dog) +6 (level) +2 (CON))
Fort +5 (T), Ref +6 (T), Will +4 (T)
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Offense
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Speed 40 ft.

Bite +6 (finesse), Damage 1d8+2 piercing (+1d8 precision)
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Statistics
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Str 14, Dex 16, Con 14, Int 2, Wis 12, Cha 10

Skills (2 background, 6 class) Acrobatics (T) +6, Athletics (T) +5, Crafting (T) +3, Lore: Forest (T) +3, Medicine (T) +5, Nature (T) +5, Stealth (T) +6, Survival (T) +5

Support Benefit Until the start of your next turn, your Strikes that damage creatures your wolf threatens give the target a –5-foot status penalty to its Speeds for 1 minute (–10 on a critical success).