About Wilbert TorichfoyuStat block:
Wilbert Torichfoyu
Male Human Monk (Sohei) 1/Bloodrager (Blood Conduit) 1/Hunter 1 CN medium humanoid (human) Init +3 Senses Normal Vision Perception +9 DEFENSE AC 17, touch 13, flat-footed 15 (mage armor from wand) hp 24 Fort 7 Reflex 6 Will 3 OFFENSE Speed 30 ft Melee Masterwork Sansetsukon +4 / +4* (1d10+7/19-20/x2) or Unarmed Strike +3 / +3* (1d6+6/x2) or Unarmed Strike +4 (1d6+6/x2) or Masterwork Cold Iron Guisarme +9 (trip) Special Attacks *Flurry of Blows Space 5 Reach 5 Spells (CL1 concentration +2)
STATISTICS
Background:
Wilbert grew up in a rich household. In his entire life, he was never want for anything. Wil attended the best prep schools Golarian (or wherever) had to offer. Things usually came easy for him whether it be classes or sports. If anything presented the slightest challenge, it was probably not worth doing anyway.
Because of that, Wil can't decide what he wants to be when he grows up. First, he wanted to be a professional MMA fighter but decided to abandon that path upon realizing that others get to hit him too. Next, Wil got into dressage competitions. After a near fatal accident, he nursed his horse back to health. That got him thinking. Dressage required a lot of dedication and hours of practice. The feeling of reward Wil felt from taking care of his horse convinced him to pursue a career in veterinary medicine. That should be easier, right? Who knows when he'll move to to something else? Maybe Wil will seek mythical treasures or feel the call of exotic dancing. The only certaintity in his career choices is not if he will change, but when. 10 min questions:
5 things about Wilbert
1. He is very impulsive, often changing his opinion or direction with minimal contemplation. 2. He doesn't have ADD but he is very easily distracted, especially by shiny objects…or butterflys. 3. Right now, he wants to be a vet because animals are fluffy and cute. 4. He doesn't like pain or any kind of discomfort. Can be a big baby about it sometimes. 5. Wil is open to new ideas and accepts people for who they are. Or maybe he just doesn't care enough one way or another. 2 goals
3 secrets
3 character ties
3 memories
Full Equipment:
Hunter's Kit, 15 GP, 43.5 lbs (mostly carried by Daniel)
2 x spring-loaded wrist sheaths, 10 GP (5 GP ea), 4 lbs Acid flask, 10 GP, 1 lb Alkali flask, 15 GP, 1 lb MW Cold Iron Sansetsukon, 326 GP, 3 lbs MW Guisarme, 309 GP, 12 lbs Cracked Magenta Prism Ioun Stone, 800 GP, 0 lbs Cracked Dusty Rose Prism Ioun Stone, 500 GP, 0 lbs Sleeves of Many Garments, 200 GP, 1 lb Wand of Mage Armor (25 charges), 375 GP, 0 lbs Wand of Cure Light Wounds (25 charges), 375 GP, 0 lbs Total gold: 2925, 75 remaining Carried by Wil: 27 lbs Carried by Daniel: 37 lbs Human Traits:
• Alternate Racial Traits: Heart of the Wilderness
• Heart of the Wilderness (APG 23): You gain a bonus equal to half their character level on Survival checks.* They also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. • Bonus Feat (Core 27): You gain 1 bonus feat at 1st level*. Traits:
• Bred for War (HuG 30): You gain a +1 trait bonus on Intimidate checks* and a +1 trait bonus on your CMB* because of your great size.
• Magical Knack (APG 329): Your Hunter caster level gains a +2 trait bonus as long as this bonus doesn't increase your caster level higher than your current Hit Dice. Class Features:
• Archetypes: Blood Conduit, Sohei • Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.) * • Weapon Proficiency: You are proficient with all Simple and Martial Weapons. • AC Bonus (Core 57): While you are wearing no armor or shield, and carrying a light load or less, you can add your Wisdom modifier (+1) to your AC and CMD.* You lose this bonus if you are helpless or immobilized. • Flurry of Blows (Core 57): You can make a flurry of blows as a full-attack action using monk weapons or unarmed strike. Natural weapons can not be used. • Unarmed Strike (Core 58): You gained Improved Unarmed Strike as a bonus feat.* • Devoted Guardian (Ex) (UC 60): You can always act in a surprise round even if you do not notice your enemies, though you remain flat-footed until you act. You gain ½ Sohei level bonus on initiative rolls.* • Celestial Bloodline (ACG 19): By way of a celestial ancestor or divine intervention, the blood of angels fills your body with a holy potency, granting you a majestic visage and angelic powers when you enter your bloodrage. • Bloodrage (Su) (ACG 15): Your source of internal power grants you the ability to bloodrage. You can enter a bloodrage as a free action. While in a bloodrage you get a +4 morale bonus to Strength, a +4 morale bonus to Constitution and a +2 morale bonus to Will saves, but take a -2 penalty to AC. You can end a bloodrage as a free action - when you do so you are fatigued for twice the number of rounds as you spent in the bloodrage. You cannot enter a bloodrage while fatigued or exhausted. • Bloodrage Powers (ACG 15): When you enter a bloodrage, you take on a physical transformation influenced and powered by your bloodline. Unless otherwise specified, you gain the effects of these bloodline powers only while in a bloodrage; once the bloodrage ends, all powers and physical changes cease and you revert to normal. • Angelic Attacks (Su) (ACG 19): Your melee attacks are considered Good aligned for purposes of DR. Against evil outsiders, you deal an additional 1d6 damage. This stacks with effects such as align weapon, and holy weapons. • Animal Companion (Ex) (ACG 26): You form a bond with an animal companion. If you release your companion, or it is killed you can gain a new one by performing a ceremony requiring 24 hours of uninterrupted prayer in the environment where the new companion typically lives. While your companion is dead, any animal you summon with a summon nature's ally spell remains for 1 minute instead of 1 round per level, but you can only have one spell active in this way at one time. You can also teach your companion skirmisher tricks, but it can only use them a number of times per day equal to half its HD plus its wisdom modifier. • Animal Focus (Su) (ACG 27): As a swift action, you can take on the aspect of one of the following animals, gaining a bonus or special ability based on that animal. You can use this ability for hunter level minutes per day (spent in 1-minute increments.) You can also apply an aspect to your animal companion - this does not count against your daily limit, but remains in effect until you change it. If your animal companion is dead, you can apply its animal focus to yourself. This is in addition to your normal one and remains in effect until you change it instead of counting against your minutes per day. • Bat (ACG 27): Gain darkvision 60ft • Bear (ACG 27): Gain a +2 enhancement bonus to Constitution • Bull (ACG 27): Gain a +2 enhancement bonus to Strength • Falcon (ACG 27): Gain a +4 competence bonus to Perception • Frog (ACG 27): Gain a +4 competence bonus to swim and checks • Monkey (ACG 27): Gain a +4 competence bonus to Climb checks • Mouse (ACG 28): Gain evasion • Owl (ACG 28): Gain a +4 competence bonus to Stealth checks • Snake (ACG 28): Gain a +2 bonus on attack rolls for opportunity attacks and on AC against opportunity attacks • Stag (ACG 28): Gain a +5 enhancement bonus to land speed • Tiger (ACG 28): Gain a +2 enhancement bonus to Dexterity • Wolf (ACG 28): Gain the scent ability with a range of 10ft • Nature Training (Ex) (ACG 28): Your hunter levels counts as both druid and ranger levels for the purpose of qualifying for feats, traits and options that modify or improve an animal companion.* • Wild Empathy (Ex) (ACG 28): You can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. Your Wild Empathy Check is 1d20 + hunter level. Feats:
• Power Attack (Core 131): You can choose to take a penalty on all melee attack rolls and combat maneuver checks to gain a bonus on all melee damage rolls. This bonus to damage is increased x1.5 with two-handed weapons, a one handed weapon using two hands, or a primary natural weapon. This bonus to damage is decreased by x0.5 if you are making an attack with an off-hand weapon or secondary natural weapon. • Combat Reflexes (Core 119): You can make Dex bonus additional attacks of opportunity per round. You can make attacks of opportunity while flat-footed. • Improved Trip (Core 128): You do not provoke an attack of opportunity when performing a trip combat maneuver, you receive a +2 bonus on checks made to trip a foe and you also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you. • Mounted Skirmisher (APG 165): If your mount moves its speed or less, you can still take a full-attack action. • Vicious Stomp (UC 123): Whenever an opponent falls prone opportunity from you. • Throw Anything (Core 135): You do not suffer any penalties for using an improvised ranged weapon*. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.* • Catch Off-Guard (Core 119): You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flatfooted • Armor Proficiency, Medium (Core 118): You are proficient wearing medium armor. • Armor Proficiency, Light (Core 118): You are proficient wearing light armor. • Improved Unarmed Strike (Core 128): You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. • Shield Proficiency (Core 133): When you use a shield, the shield's armor check penalty only applies to Strength- and Dexterity-based skills.* Magic Items:
• Sleeves of Many Garments (UE 275): These translucent cloth tubes easily fit over their wearer’s arms. When slipped on, you can choose to transform your current garments into any other non-magical set of clothing. These new clothes fit perfectly and are always clean and mended unless specifically designated otherwise. When removed, clothes revert to their original form. • Ioun Stone; Magenta Prism, cracked (PSP 22): This stone gives you a +2 competence bonus on checks with one skill. The skill can be changed once per day at a time unique to the stone. • Ioun Stone; dusty rose prism, cracked (SoS 50): You gain a +1 insight bonus on Initiative.* Conditions:
• Spell: Mage Armor (Core 306): You gain a +4 armor bonus to AC.* Daniel the horse:
Daniel
Male Horse N Large Animal Init +1 Senses Low-light vision, Scent Perception +9 DEFENSE AC 14, touch 10, flat-footed 13 hp 17 Fort 5 Reflex 4 Will 1 OFFENSE Speed 50 ft Melee Bite +3 (1d4+3), 2 hooves -2 (1d6+1) Special Attacks Space 10 Reach 5 STATISTICS STR 16 DEX 13 CON 15 INT 2 WIS 12 CHA 6 BAB 1 CMB 5 CMD 16 Feats Intimidating Prowess Skills Acrobatics 1, Climb 3, Escape Artist 1, Fly -1, Intimidate 6, Perception 1, Stealth 1, Survival 1, Swim 3 |