Giant Hunter

Tysi's page

67 posts. Organized Play character for Mari Clock.


Full Name

Tysi

Classes/Levels

arcane archer 5/ranger 6/sorcerer 1

Gender

HP 110/110 | AC21, T 17, FF 18 | Fort+15, Ref +15, Will +12; +2 vs. diseases and curses, vs. illusions

Special Abilities

Abilities

Alignment

Spells

Homepage URL

Adventure Journal

Strength 10
Dexterity 15
Constitution 16
Intelligence 14
Wisdom 14
Charisma 12

About Tysi

Tysi
Female gnome arcane archer 5/ranger 6/sorcerer 1
CG Small humanoid (gnome)
Init +5; Senses low-light vision; Perception +14
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Defense
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AC 21, touch 17, flat-footed 18 (+4 armor, +3 deflection, +3 Dex, +1 size)
hp 110 (12 HD; 1d6+11d10+36)
Fort +15, Ref +15, Will +12; +2 vs. diseases and curses, +2 vs. illusions
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee +2 adamantine rapier +14/+9/+4 (1d4+2/18-20) or
. . dagger +12/+7/+2 (1d3/19-20)
Ranged +3 composite longbow +15/+15/+10/+5 (1d6+10/×3)
Special Attacks combat style (archery), enhance arrows (distance), enhance arrows (elemental), enhance arrows (magic), favored enemies (constructs +2, goblinoids +4), hatred, imbue arrow, seeker arrow
Spell-Like Abilities (CL 12th; concentration +13)
. . 1/day—dancing lights, ghost sound (DC 12), prestidigitation, speak with animals
Bloodline Spell-Like Abilities (CL 4th; concentration +5)
. . 4/day—heavenly fire (1d4 divine energy)
Sorcerer Spells Known (CL 4th; concentration +5)
. . 2nd (3/day)—levitate
. . 1st (7/day)—infernal healing[ISWG], shocking grasp, true strike
. . 0 (at will)—acid splash, detect magic, disrupt undead, mage hand, read magic, touch of fatigue (DC 11)
. . Bloodline Celestial
Ranger Spells Prepared (CL 3rd; concentration +5)
. . 1st—bowstaff[UC], gravity bow[APG]
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Statistics
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Str 10, Dex 16, Con 16, Int 14, Wis 14, Cha 12
Base Atk +11; CMB +13; CMD 26
Feats Agile Maneuvers, Clustered Shots[UC], Deadly Aim, Endurance, Eschew Materials, Improved Precise Shot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Traits mummy-touched, reactionary
Skills Acrobatics +6 (+2 to jump), Appraise +6, Bluff +5, Climb +5, Craft (traps) +20, Diplomacy +2, Disable Device +11, Disguise +2, Escape Artist +6, Fly +10, Handle Animal +5, Heal +6, Intimidate +5, Knowledge (arcana) +10, Knowledge (dungeoneering) +6, Knowledge (engineering) +3, Knowledge (geography) +6, Knowledge (history) +3, Knowledge (local) +3, Knowledge (nature) +6, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +3, Linguistics +3, Perception +14, Ride +7, Sense Motive +6, Sleight of Hand +6, Spellcraft +9, Stealth +20, Survival +6, Swim +6, Use Magic Device +10; Racial Modifiers +2 Craft (traps), +2 Perception
Languages Common, Dwarven, Elven, Gnome, Osiriani, Sylvan
SQ bloodline arcana (summoned creatures gain DR 4/evil), favored terrain (desert +2), gnome magic, hunter's bond (hawk named Silky), track +3, wild empathy +7
Combat Gear boots of escape[ARG], potion of barkskin +5 (5), wand of cure light wounds, wand of mage armor (50 charges); Other Gear mithral shirt, +2 adamantine rapier, +3 composite longbow, dagger, cloak of resistance +4, ring of protection +3, swarmbane clasp[UE], backpack, bedroll, flint and steel, masterwork thieves' tools, masterwork trapmaking tools, sewing needle (2), waterskin, 13 pp, 5,593 gp, 8 sp, 9 cp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Bloodline Arcana: Celestial (Ex) Summoned creatures gain DR 1/evil (doesn't stack with other DR).
Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Enhance Arrows (distance) (Su) Every nonmagical arrow you fire has the distance special ability.
Enhance Arrows (Electricity, Electricity) (Su) Every nonmagical arrow you fire adds elemental energy.
Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a +1 enhancement bonus.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Favored Enemy (Constructs +2) (Ex) +2 to rolls vs. constructs foes.
Favored Enemy (Goblinoids +4) (Ex) +4 to rolls vs. goblinoids foes.
Favored Terrain (Desert +2) (Ex) +2 to rolls when in desert terrain.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Heavenly Fire (1d4 divine energy, 4/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.
Imbue Arrow (At will) (Su) You can cast an area effect spell on an arrow before firing it.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Seeker Arrow (1/day) (Su) Fire an arrow that ignores cover and concealment modifiers.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +3 Add the listed bonus to Survival checks made to track.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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Silky CR –
Female hawk
N Small animal
Init +3; Senses low-light vision; Perception +6
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Defense
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AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 16 (3d8+3)
Fort +4, Ref +6, Will +3
Defensive Abilities evasion
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Offense
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Speed 10 ft., fly 80 ft. (average)
Melee bite +3 (1d4), 2 talons +3 (1d4)
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Statistics
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Str 11, Dex 16, Con 12, Int 2, Wis 14, Cha 6
Base Atk +2; CMB +1; CMD 14
Feats Blind-fight, Combat Reflexes
Tricks Attack, Attack, Attack Any Target, Come, Defend, Down, Guard, Heel, Work
Skills Acrobatics +3 (-5 to jump), Fly +5, Perception +6, Stealth +12
SQ attack, attack any target, come, defend, down, guard, heel, work
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Special Abilities
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Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Fly (80 feet, Average) You can fly!
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Work [Trick] The animal pulls or pushes a medium or heavy load.