Ilthuliak

Clikk the Hunter's page

50 posts. Alias of Zain Ashvale.


Full Name

Clikk the Hunter from Beyond

Race

Hunter

Classes/Levels

Evolutionary Horror 7

Gender

Female

Size

Medium

Age

Six

Special Abilities

Climb Speed 20'ft, Glide Speed 60'ft, Nondetection/Ventrolloquism always on, Scent, Darkvision 60'ft

Alignment

Neutral Evil

Languages

Undercommon, Common, Elvish, Aklo, Hunterspeak, Abyssal

Strength 13
Dexterity 19
Constitution 13
Intelligence 18
Wisdom 14
Charisma 12

About Clikk the Hunter

Type: Aberration (3 RP)
Size: Medium (0 RP)
Speed: Normal (0 RP)
Ability Scores: Flexible- +2 Dexterity, +2 Intelligence (2 RP)
Languages: Linguist (1 RP)

Taits-
At-Will Nondetectio(Self Only) (6 RP)
At-Will Ventrilloquism (2 RP)
Greater Change Shape (6 RP)
Scent (4RP)
Gliding Wings (3 RP)
Darkvision 60'ft (Free, Aberration)

Hit Die: 1d8

Class Skils
Acrobatics, Climb, Escape Artist, Fly, Intimidate, Knowledge (pick one), Perception, Spellcraft, Stealth, Survival, and Swim.
Skill Points per 'Level': 4 + int

Level 1: BAB +0 | F: +0 / R: +2 / W: +0 | +8 Evolution Pionts / +2Na / Evasion
Level 2: BAB +1 | F: +0 / R: +3 / W: +0 | +1 Evolution Point /+2NA / +1 Str and Dex
Level 3: BAB +2 | F: +1 / R: +3 / W: +1 | +1 Evolution Point
Level 4: BAB +3 | F: +1 / R: +4 / W: +1 |+1 Evolution Point
Level 5: BAB +3 |F: +1 / R: +4 / W: +1| +1 Evolution Point / +2NA / +1 Str and Dex / +1 Any Ability Score
Level 6: BAB +4 |F: +2 / R: +5 / W: +2| +1 Evolution Point
Level 7: BAB +5 |F: +2 / R: +5 / W: +2| +1 Evolution Point / Multiattack
Level 8: BAB +6/+1 |F: +2 / R: +6 / W: +2| +1 Evolution Point / +2NA / +1 Str and Dex
Level 9: BAB +6/+1 |F: +3 / R: +6 / W: +3| +1 Evolution Point / +1 Any Ability Score
Level 10: BAB +7/+2 |F: +3 / R: +7 / W: +3| +1 Evolution Point
Level 11: BAB +8/+3 |F: +3 / R: +7 / W: +3| +1 Evolution Point / +2NA / +1 Str and Dex
Level 12: BAB +9/+4 |F: +4 / R: +8 / W: +4| +1 Evolution Point
Level 13: BAB +9/+4 |F: +4 / R: +8 / W: +4| +1 Evolution Point / +1 Any Ability Score
Level 14: BAB +10/+5 |F: +4 / R: +9 / W: +4| +1 Evolution Point / +2NA / +1 Str and Dex
Level 15: BAB +11/+6/+1 |F: +5 / R: +9 / W: +5|+1 Evolution Point
Level 16: BAB +12/+7/+2 |F: +5 / R: +10 / W: +5|+1 Evolution Point
Level 17: BAB +12/+7/+2 |F: +5 / R: +10 / W: +5|+1 Evolution Point / +2NA / +1 Str and Dex / +1 Any Ability Score
Level 18: BAB +13/+8/+3 |F: +6 / R: +11 / W: +6|+1 Evolution Point
Level 19: BAB +14/+9/+4 |F: +6 / R: +11 / W: +6|+1 Evolution Point
Level 20: BAB +15/+10/+5 |F: +6 / R: +12 / W: +6|+1 Evolution Point / +2NA / +1 Str and Dex

Initiative: +5
Base Speed: 30'ft
Glide Speed: 60'ft
Climb Speed: 20'ft

Defensive Abilities:
Health: 7d8+7 = 47 HP
Armor Class: 10 + 4Dex + 8Natural = 22AC
Flat Footed AC: 10 + 8Natural = 18AC
Touch AC: 10 + 4Dex = 14 AC
Fort Save: +3
Reflex Save: +9
Will Save: +4
Other: Nondetection DC22 Caster Level Check to use divination on Clikk, Evasion

Offensive Abilities:
Melee Attacks-
Natural Attacks count as Magic for DR purposes.
(Using Power Attack)
2 Claw(Rend) +8(1d6+6, 1d6 Acid)(Rend 1d6+3)
Bite +8(1d6+6, 1d6 Acid)
Tail Slap +6(10'ft Reach, Pull) (1d6+5, 1d6 Acid)

Feats:
Additional Evolution Point
Weapon Finesse
Power Attack
Multiattack

Skills-
Fly: 5 Ranks + 5 Dex + 3 Class = +13
Stealth: 7 Ranks + 5 Dex + 3 Class + 8 Racial + 5 Item = +30
Acrobatics: 7 Ranks + 5 Dex + 3 Class + 2 Racial = +19
Survival: 7 Ranks + 2 Wis + 3 Class = +12
Perception: 7 Ranks + 2 Wis + 3 Class = +12
Disguise: 7 Ranks + 1 Cha +10 Racial = +18
Climb: 3 Ranks + 2 Str + 3 Class + 8 Racial = +16
Spellcraft: 5 Ranks + 4 Int + 3 Class = +12
Knowledge Dungeoneering: 5 Ranks + 4 Int + 3 Class = +12
Intimidate: 3 Ranks + 4 Int + 3 Class = +10
Bluff: 7 Ranks + 1 Cha + 3 Class = +11

Traits:
Greater Purpose
You gain a +1 trait bonus on all saving throws to resist death effects and a +1 trait bonus on Constitution checks made to stabilize while dying.

Bruising Intellect
Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

Convincing Liar You gain a +1 trait bonus on Bluff and Bluff is always a class skill for you.

Drawbacks:
Power Hungry
You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

Evolution's:
Evolutions: 2 Claws(1 Point)
1 Bite(1 Point)
Climb Speed(1 Point)
Improved Damage(Claws)(1 Point)
Rend(2 Points)
Tail(1 Point)
Tail Slap(1 Point)
Skilled(Stealth)(1 Point)
Reach(Tail)(1 Point)
Pull(Tail)(1 Point)
Improved Natural Armor(1 Point)
Magic Attacks(1 Point)
Elemental Attacks(Acid)(2 Points)
Unnatural Aura(1 Point)
Increased Ability Score(Dex)(Surge)

Equipment:
Amulet of Evolution(Lesser Evolution Surge): 16,000 GP
Cloak of Elvenkind: 2,500 GP
Bag of Holding Type II
1500 GP in coins, gems, jewlery, and other shiny things of value.
Abilities-
Greater Change Shape
Members of this race gain the following supernatural ability: a member of this race can assume the appearance of a Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores.

Nondetection
The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level.

Ventriloquism
You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).

Scent
This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.
A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Gliding Wings
Members of this race take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, members of this race can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.