Adowyn

Torunn Scheel's page

5 posts. Organized Play character for Ariarh Kane.


Full Name

Torunn Scheel

Race

Human

Classes/Levels

Hunter 1

Gender

F

Size

M

Age

22

Special Abilities

Animal companion, animal focus, nature training, orisons, wild empathy

Alignment

NG

Languages

Common

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

About Torunn Scheel

Torunn Scheel (PFS #173752-1)
Female Human Hunter 1
NG Medium humanoid (human)
Init +2; Senses Perception +7

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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +2 Dex, +1 Dodge)
HP 11 (1d8+2+1FC)
Fort +4, Ref +4, Will +5;
Special Ability Animal Focus 1 minute/day

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Offense
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Speed 30 ft.
Melee Kukri +2 (1d4+2/18-20/x2) (S) ..... (With Lead Blades, dmg is 1d6+2)
Melee Shortsword +2 (1d6+2/19-20/x2) (P) ..... (With Lead Blades, dmg is 1d8+2)
Melee Light Hammer +2 (1d4+2/x2) (B) ..... (With Lead Blades, dmg is 1d6+2)
Ranged Light Hammer +2 (1d4+2/x2/20ft range increment) (B)

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Spells Known
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Orisons (at will) - Create Water, Light, Spark, Stabilise
Level 1 (2/day) - CLW (1d8+1/level), Lead Blades, Summon Nature's Ally I (automatically added to Hunter's Spell list)

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Statistics
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Str 14 (+2), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 16 (+3), Cha 10 (+0) (Ability Modifiers +2 WIS)
Base Atk +0; CMB +2; CMD 14

Feats: Dodge, Flanking Foil

Traits: Hard to Kill (Combat), Weathered Emissary (Social)

Skills: Acrobatics +2(0 rank), Handle Animal +4(1 rank), Heal +7(1 rank), Know. Dungeoneering +4(1 rank), Know. Nature +4(1 rank), Perception +7(1 rank), Stealth +6/+5(1 rank), Survival +8(1 rank, +1 trait)

Languages: Common

Other Gear:
* Explorer's Outfit (starting with - valued at 10gp), 8 lbs)
* Leather Armour (10gp, 15 lbs, +2 AC, 0 ACP)
* Kukri (8gp, 2 lbs)
* Shortsword (10gp, 2 lbs)
* Light Hammer (1gp, 1 lbs)
* Common Backpack (2gp, 2 lbs)
* Canteen (2gp, 1 lbs)
* Mess Kit (2sp, 1 lbs)
* Bedroll (1sp, 5 lbs)
* Belt pouch (1gp, 0.5lbs)
* Bandolier (5sp, -)
* Soap (1cp, 0.5lbs)
* Whetstone (2cp, 1 lbs)
* Trail Rations, 2 days (10sp, 2 lbs)
* Animal Feed (Carnivore, for Wolf), 2 days (10cp, 10 lbs)

Horse & Horse's Gear
* Light Riding Horse (75gp, 600 lbs)
* Riding Saddle (10gp, 25 lbs)
* Saddlebags (4gp, 8 lbs)
* Bit and Bridle (2gp, 1 lbs)
* Animal Feed, 2 days (10cp, 20 lbs)

Total cost and weight (including cost of common barding): 146gp 9sp & 3cp out of 150gp, 56 lbs (light encumbrance)

Carrying Capacity Light 58 lbs. or less Medium 59–116 lbs. Heavy 117–175 lbs.

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Special Abilities
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Orisons

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.

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.

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.
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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 (Ex) A hunter can improve the initial attitude of an animal. 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, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

Bonus Feat Humans select one extra feat at 1st level.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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Physical Description
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Torunn stands at 5'7" and weighs 130 lbs. Her physique is toned from physical exertion. She has long, thick golden-blonde hair, dusky skin from hours spent outdoors and ever-changing hazel eyes. She is considered comely in a wild way.

Torunn's pic

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Backstory
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Torunn was the youngest of three daughters born to Gallus and Flora Scheel.

continued:

Gallus owned and ran a horse ranch in the northern portion of the Tandak Plains in Taldor. A retired adventurer, he settled down, raised a family and bred some of the finest horses in Taldor.

Torunn spent most of her childhood outdoors – she seemed to possess her father’s spirit and wanderlust. From an early age she roamed the plains, rode to the mountains and befriended many an animal and killed a few – she was particularly clever when it came to tracking the brazen predators who would often come down to the ranch and seek out the horses. Her father taught her how to track, scout and hunt for he had no sons to pass along such skills and Torunn’s ease outside the home (she was not one for gentle, feminine pastimes) and her eagerness had swayed him against his better judgement and much to her mother’s chagrin. Torunn's passion lay in animals and not plants, although her mother managed to teach her a little of plants and the healing arts.

When Torunn was eighteen summers old, a young nobleman a few years older than herself, named Carax, came to the ranch, seeking to purchase a suitable mount. Torunn’s older sisters, Audny and Katrien, were away with their mother, collecting useful herbs for their poultices.

By the stables and in the training paddock, Torunn watched her father and Carax, and she soon struck up a conversation with the fair-haired Taldan. They shared stories, Torunn listening for hours to Carax’s tales – imagining the heroic exploits - her wanderlust burgeoning. The two soon became firm friends, even though they often squabbled and challenged each other to many a daring feat. Gallus was not concerned about the growing friendship, for Corax came from a fine, upstanding family and the boy had manners enough.

On one of her many sojourns across the wild lands, Torunn came upon a young wolf-pup. She did not move toward it lest its mother was close by. She waited in the tall grass, watching it jump and play, sending it back whenever it drew too near. Soon a large grizzly ambled into the area and the playful wolf-pup quickly became the object of the brown bear’s ire. Torunn did what she could to protect the wolf-pup, but managed to get clawed pretty deeply; the blood seeping from the broad gash to her side, her life force ebbing. She managed to find the strength/will to scoop up the wolf-pup, climb atop her horse and ride home. Distraught at their daughter’s injury, they did what they could for her and brought her back to full health. Against her parents’ wishes (a horse ranch was no place for a wolf), Torunn kept the wolf-pup, named him Greis, and raised him. The two became inseparable companions. He showed her absolute loyalty and in turn Torunn taught him a number of tricks.

When Torunn was not out exploring the plains and caves near the mountains, her mother and a local ranger named Megas, who lived near the Verduran Forest, began to teach her magic.

Just days after after her twentieth birthday, Carax visited the ranch, and after a long, profound conversation with him, Torunn was resolved to join the Pathfinder Society and explore more of the land - hoping to develop and enlarge her skills and talents. Gallus and Flora forbade their youngest from leaving home on such a dangerous whim, but Torunn would not listen, and when night came, she packed up her belongings and left, while the others slept, leaving them a farewell note – and venturing out with her trusted wolf companion by her side.

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Animal Companion:

Wolf CR 1 (Male, Grey Wolf named 'Greis')
N Medium animal
Init +2; Senses low-light vision, scent; Perception +5

DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 Armor/Barding)
hp 11 (2d8+2)
Fort +5, Ref +5, Will +1

OFFENSE
Speed 50 ft.
Melee bite +2 (1d6+1 plus trip)

STATISTICS
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2); CMD 14 (18 vs. trip)
Feats Armor Proficiency (Light)
Skills Perception +5, Stealth +6, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent
Gear: Leather Barding (Common) (20gp, +2 to AC, No ACP, Light, 15 lbs)

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Tricks (6+1 bonus)
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Attack: The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Defend: The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
Detect: The animal is trained to seek out the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements signifying potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as unusual about a room or location. Note that because the animal is not intelligent, any number of strange mechanisms, doors, scents, or unfamiliar objects may catch the animal's attention, and it cannot attempt the same Perception check more than once in this way.
Down: The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Flank: You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.
Guard: The animal stays in place and prevents others from approaching.
Track: The animal tracks the scent presented to it. (This requires the animal to have the scent ability)

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Special Abilities
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Link (Ex) : A hunter can handle his animal companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the
Handle Animal skill. The hunter gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): The hunter may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on himself.
A hunter may cast spells on his animal companion even if the spells normally do not affect creatures of the companion's type
(animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal
to share abilities that are not spells, even if they function like spells.
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Light Riding Horse Stats:

Light Riding Horse (Male, Gray, named Rune) CR 1
N Large animal
Init +2; Senses low-light vision, scent; Perception +6

DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1

OFFENSE
Speed 50 ft.
Melee 2 hooves –2 (1d4+1)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Skills Perception +6
SQ docile

SPECIAL ABILITIES
Docile (Ex): Unless specifically trained for combat (see the Handle Animal skill), a horse's hooves are treated as secondary attacks.