Abra Lopati

Talman "Tal" Levie's page

44 posts. Alias of The Morphling.


About Talman "Tal" Levie

Tal
Male Human (Taldan) Sacred Huntsmaster Inquisitor of Erastil 4
LG Medium Humanoid (Human)
Senses +4 Perception, +6 Sense Motive
_______________________________________________________________________
AC 20 [Touch 12, Flat-Footed 16] (+6 Armor (Breastplate), +2 Dex)
hp 35 (4d8+4 Con+3 FCB)
Fort +6, Ref +3, Will +8
Init +6
_______________________________________________________________________
Speed: 30 ft.
Melee: Morningstar +5 melee (1d8+3, x2)
Ranged: +1 Mighty (+2) Composite Longbow +6 ranged (1d8+3, x3) (+1/+1 within 30')
_______________________________________________________________________
Abilities: Str 14, Dex 14, Con 12, Int 12, Wis 18, Cha 8
Base Attack +3; CMB +5; CMD 17
Feats: Boon Companion, Point Blank Shot, Lookout (T)
Traits: Fate's Favored, Deadeye Bowman
Skills (28 ranks): Survival +11 (+13 to track), Perception +13, Knowledge (arcana, dungeoneering, nature, planes, religion) +5 (+9 to identify), Knowledge (local) +2 (+6 to identify), Spellcraft +5, Disguise +4, Intimidate +5, Climb +6, Sense Motive +10, Stealth +6, Bluff +3, Heal +8
Alternate Racial Traits: Eye for Talent, Heart of the Wilderness
Languages: Common (Taldane), Celestial
Scrolls: communal protection from evil, lesser restoration, invisibility purge, comprehend languages, disguise self, magic weapon, remove fear, ghostbane dirge
Possessions: Masterwork Agile Breastplate, +1 Mighty (+2) Composite Longbow, 20x Silvered Arrows, 20x Blunt Arrows, 20x Arrows, Cloak of Resistance +1, Wand of Cure Light Wounds, Silver Holy Symbol (Erastil), Holy Symbol Tattoo (Talmandor/Erastil), Holy Water (Flask, 2x)
Money: 205 gp
_______________________________________________________________________
Spells Known (6/5/2) - Spells Per Day (∞/4/2):
0-level (DC 14): detect magic, light, daze, stabilize, read magic, detect poison
1st-level (DC 15): litany of sloth, keep watch, weapons against evil, command, divine favor
2nd-level (DC 16): invisibility, silence

Special Abilities:
Eye for Talent: Tal has a deep appreciation for the abilities of those under his care, and brings out the absolute best in them, granting each of his wolf companions a +2 bonus to intelligence. This increased intelligence has allowed both of them to understand the fundamentals of Common, though neither is capable of speaking or writing. Tal also receives a +2 bonus on Sense Motive checks.

Heart of the Wilderness (Ex): Tal gains a racial bonus equal to half his character level (+2) on Survival checks. He also gains a +5 racial bonus on Constitution checks to stabilize when dying and doesn't die until he has reached negative 16 hit points.

Favored Class (Inquisitor): Tal sees a strong spiritual connection between himself and "Old Deadeye," taking to the role of Inquisitor of Erastil naturally. He finds himself blessed with more spells than some other followers, able to effortlessly call upon the god's blessing. He also benefits from 3 extra hit points.

Animal Companion: Tal has been blessed by Erastil with a mighty animal companion, a wolf. His companion advances as per the Hunter class description.

Animal Domain: Tal's connection to Erastil manifests particularly strongly when it comes to animals, allowing him to speak with animals, as the spell, for seven rounds each day. He also gains a second animal companion.

Detect Alignment (Sp): Tal can use detect good, detect law, detect chaos, and detect evil at will.

Track (Ex): Tal has spent most of his life in the wilderness, and is an expert tracker. He receives a +2 bonus on Survival checks made to identify or follow tracks.

Solo Tactics (Ex): All of the Tal's allies are treated as if they possessed the same teamwork feats as he does for the purpose of determining whether he receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Hunter Tactics (Ex): Tal automatically grants his teamwork feats to his animal companions. The companions don't need to meet the prerequisites of these teamwork feats.

Animal Focus (Su):At 1st level, Tal can take on the aspect of an animal as a swift action. He must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and his hunter level. He can use this ability for a number of minutes per day equal to his level. This duration does not need to be consecutive, but must be spent in 1-minute increments. Tal can emulate only one animal at a time.

Tal can also apply one of these aspects to one of his animal companions at a time. Unlike with Tal himself, there is no duration on the animal aspect applied to his animal companion. An aspect applied in this way does not count against his minutes of duration per day—it remains in effect until he changes it. The companion's aspect can be the same aspect he has taken on or a different one. Tal can select or change the animal foci on both himself and his animal companion as part of the same swift action.

If the animal companion is dead, Tal can apply his companion's animal focus to himself instead of his animal companion. This is in addition to the normal one he can choose, and (as with a companion's focus) remains in effect until he changes it instead of counting against his minutes per day.

Animal Aspects:
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.

Wolf #1:
Geri, Male Wolf Companion
N Medium animal (Bodyguard Archetype)
Init +2; Senses low-light vision, scent; Perception +7
_______________________________________________________________________
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 32 (4d8+8)
Fort +6, Ref +7, Will +2
_______________________________________________________________________
Speed 50 ft.
Melee bite +5 (1d6+2 plus trip)
_______________________________________________________________________
Str 15, Dex 16, Con 15, Int 4, Wis 12, Cha 6
Base Atk +3; CMB +5; CMD 19 (23 vs. trip)
Feats Lookout (T), Alertness, Combat Reflexes, Bodyguard
Skills Survival +5 (+9 track), Stealth +7, Perception +7, Acrobatics +6
Tricks Attack (x2), Aid, Break Out, Defend, Down, Heel, Maneuver (Trip), Sneak, Stay, Track, Watch, Menace, Get Help
Racial Modifiers +4 Survival when tracking by scent
Tenacious Guardian (Ex):
At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0 hit points, the bodyguard loses 1 hit point per round but gains a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to its Constitution score plus its master's class level.

Wolf #2:
Freki, Female Wolf Companion
N Medium animal (Totem Guide archetype)
Init +2; Senses low-light vision, scent; Perception +5
_______________________________________________________________________
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 33 (4d8+8)
Fort +6, Ref +7, Will +2
_______________________________________________________________________
Speed 50 ft.
Melee bite +5 (1d6+2 plus trip)
_______________________________________________________________________
Str 15, Dex 16, Con 15, Int 4, Wis 12, Cha 6
Base Atk +3; CMB +5; CMD 19 (23 vs. trip)
Feats Lookout (T), Step Up, Combat Reflexes
Skills Survival +5 (+9 track), Stealth +7, Perception +5, Acrobatics +6
Tricks Attack (x2), Defend, Down, Flank, Heel, Maneuver (Trip), Sneak, Stay
Skirmisher Tricks (6/day) Aiding Attack, Second Chance Strike, Rattling Strike, Sic 'Em, Bolster Companion
Racial Modifiers +4 Survival when tracking by scent

Character Background:

Character Personality:

Character Appearance: