That's Not Natural! R-> Your mastery at surviving in the wild has given you a sort of sixth-sense when it comes to noticing creatures that aren't part of the natural order. You gain a +1 circumstance bonus to all initiative checks made at the start of a battle in which at least one of your enemies is an aberration, fey, mutant, or undead, or if one of your enemies is from a plane other than the Material Plane, as long as the battle takes place in a wilderness region. In wilderness regions, you also increase your Perception DC by 1 against these types of creatures for the purposes of resolving their Stealth checks. If you're master in Survival, this circumstance bonus increases to +2. If you know the commune with nature ritual, you can use Survival as a primary or secondary check to resolve that ritual - if you do so, you gain a +2 circumstance bonus.
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. Sure-Step Crampons: > (Invested, Magical, Transmutation)
You're standing on an earthen, icy, or wooden surface; Effect You dig the crampons into the spot where you're standing, offering additional support until the next time you move. You gain a +2 circumstance bonus to your Fortitude and Reflex DCs against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to move you or knock you prone. The bonus lasts until you move from your current spot.
Focus Spells(1 points)
... Gravity Weapon > Duration 1 minute You build up gravitational force and funnel it into your blows, leading to more powerful attacks with blade and bow alike. On your first weapon Strike each round, you gain a status bonus to damage equal to twice the number of weapon damage dice.
DESCRIPTION: Upon casting this spell, you are able to gain knowledge from the land itself. As you walk through the terrain, it whispers information in a language you understand, though the whispering is so rambling it is hard to distinguish useful information. This whispering grants you a +4 insight bonus on a single Knowledge skill type appropriate to the type of terrain you are in. If you are within a cold, desert, forest, jungle, mountain, plains, swamp, or water environment, you gain the bonus on Knowledge (nature) checks. If you are within an underground environment, you gain the bonus on Knowledge (dungeoneering) checks. If you are within an urban environment, you gain the bonus on Knowledge (local) checks. If you are on a plane other than the Material Plane, you gain the bonus on Knowledge (planes) checks. If you enter a new terrain, you lose the previous terrain’s skill bonus and gain the new bonus.
Statistics:
Str 14, Dex 18, Con 13, Int 12, Wis 10, Cha 8
Traits: Caravan guard, Life of toil
Feats:
Endurance +4: to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Terrain (Cold +2) (Ex): +2 to rolls when in cold terrain.
Ranger's Focus +4 (2/day) (Ex): As a swift action, listed bonus to att/dam vs. foe in sight until slain/surrenders/use again.
Terrain Bond (Ex): Allies within LOS and hearing gain +2 Initiative, Perception, Stealth, Survival and don't leave tracks within your favored terrain.
Track +3: Add the listed bonus to Survival checks made to track.
Two-Weapon Defense: +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Wild Empathy +5 (Ex): Improve the attitude of an animal, as if using Diplomacy.
Double Slice, Skill Focus (Survival), Two-weapon Fighting, Weapon Finesse, Weapon Focus (throwing axe)
Skills:
Acrobatics +1 (-3 to jump), Climb +8, Handle Animal +8, Knowledge (geography) +10 (+11 to navigate underground in Path of Aganhei), Knowledge (nature) +10, Linguistics +3, Perception +9, Ride +10, Stealth +10, _Common, Skald, Tien, Varki
Survival: +13 (+17 to avoid getting lost if used with astrolabe, +14 to navigate in the wilderness in Path of Aganhei, +15 to avoid becoming lost)
Gear:
potion of cure light wounds (2), amulet of natural armor +1, boots of the winterlands,
+1 armored coat[APG],
+1 adamantine throwing axe, +1 cold iron throwing axe, dagger, dagger, Area map[UE]: Path of Aganhei,
climber's kit, compass[APG], flint and steel, hemp rope (250 ft.), hip flask[UE], sextant[APG], smoked goggles[APG], snowshoes[APG], tindertwig (10), whiskey (per cup)[UE] (4)
Uksahkka:
Uksahkka
Human (Varki) expert 4/warrior 2
CN Medium humanoid (human)
Init +3; Senses Perception +3
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Defense
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AC 15, touch 13, flat-footed 12 (+3 Dex, +2 shield)
hp 39 (6 HD; 4d8+2d10+7)
Fort +6 (+2 circumstance bonus vs. cold weather), Ref +4, Will +4; +4 trait bonus to resist cold conditions, +1 trait bonus vs. cold effects
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Offense
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Speed 30 ft.
Melee dagger +5 (1d4/19-20) or
dagger +5 (1d4/19-20) or
shortspear +5 (1d6)
Ranged javelin +8 (1d6)
Spell-Like Abilities (CL 6th; concentration +7)
Constant—know direction
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Statistics
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Str 10, Dex 17, Con 13, Int 14, Wis 10, Cha 12
Base Atk +5; CMB +5; CMD 18
Feats Charging Hurler[UC], Endurance, Nature Magic[ACG], Point-Blank Shot
Traits life of toil, tundra child (tundra or cold regions)
Skills Appraise +4, Climb +5, Craft (carpentry) +11, Craft (clothing) +11, Craft (mechanical) +11, Handle Animal +8, Heal +7, Knowledge (geography) +7, Knowledge (nature) +7, Perception +3, Profession (driver) +9, Ride +7, Stealth +2, Survival +9 (+11 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather)
Languages Common, Skald, Tien
Other Gear mwk armored coat[APG], heavy wooden shield, dagger, dagger, javelin (4), shortspear, backpack, basic maps (major landmarks only), cleats[APG], flint and steel, furs[APG], knife, utility (0.5 lb), masterwork tool, masterwork tool, masterwork tool, mess kit[UE], snow goggles[UE], snowshoes[APG], sunrod (3), trail rations (5), waterskin
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Special Abilities
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Charging Hurler May use charge rules to make thrown weapon attack
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Nature Magic (Know Direction, 1/day) (Sp) You are able to use simple spells by drawing on nature's raw majesty.
Prerequisite: Knowledge (nature) 1 rank.
Benefit: You gain know direction as a constant spell-like ability, and can choose another druid orison y
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.