About Yagi MiMedium Male Humanoid (Tengu):
A smallish Tengu with jet black feathers and eyes. He wears loose fitting, comfortable clothes. 21 years old, 4'4", 80 lbs. Backstory:
Yagi Mi left his home in the slums of Kwanlai when he saw the chance to "liberate" a Quetzalcoatlus egg from an unwary merchant. He fled far away, keeping away from the well-traveled roads and cities, and finding he had a natural affinity for the hunt. HP/Init/Move/Vision/BAB:
Max HP 23 (3(d8+2)) Initiative +3 Low-Light Vision Move 30ft BAB +2 Init=(Dex +3, Misc +0) Classes/Alignment/Deity/XP/Prestige/Point Buy:
AC 17 (Touch 13, Flat Footed 14):
(Base +10, Armor +4, Shield +0, Dex +3, Size +0, Natural Armor +0, Dodge +0, Deflection +0) Spell Failure 0% Armor Check - Max Dex unlimited SR 0% Fort +4 Refl +6 Will +3:
Fortitude Base +3 Con +1 Magic +0 Reflex Base +3 Dex +3 Magic +0 Will Base +1 Wis +2 Magic +0 Skills/Languages:
+ Acrobatics +3 (DEX +3, Ranks +0, Armor -0, Encumbrance +0) + Appraise +1 (INT +1, Ranks +0) + Bluff -1 (CHA -1, Ranks +0) * Climb +6 (STR +2, Ranks +1, Class +3, Armor -0, Encumbrance +0) * Craft (Untrained) +0 (INT +1, Ranks +0) + Diplomacy -1 (CHA -1, Ranks +0) + Disguise -1 (CHA -1, Ranks +0) + Escape Artist +3 (DEX +3, Ranks +0, Armor -0, Encumbrance +0) + Fly +3 (DEX +3, Ranks +0, Armor -0, Encumbrance +0) * Handle Animal +3 (CHA -1, Ranks +1, Class +3) * Heal +6 (WIS +2, Ranks +1, Class +3) * Intimidate +3 (CHA -1, Ranks +1, Class +3) * Knowledge (Dungeoneering) +5 (INT +1, Ranks +1, Class +3) * Knowledge (Geography) +5 (INT +1, Ranks +1, Class +3) Knowledge (Local) +2 (INT +1, Ranks +1) * Knowledge (Nature) +5 (INT +1, Ranks +1, Class +3) Knowledge (Religion) +2 (INT +1, Ranks +1) * Perception +10 (WIS +2, Ranks +3, Class +3, Racial +2) + Perform (Untrained) -1 (CHA -1, Ranks +0) * Profession (Trapper) +3 (WIS +2, Ranks +0, Trait +1) * Ride +8 (DEX +3, Ranks +2, Class +3, Armor -0, Encumbrance +0) * Sense Motive +7 (WIS +2, Ranks +1, Class +3, Suspicious +1) * Spellcraft +5 (INT +1, Ranks +1, Class +1) * Stealth +10 (DEX +3, Ranks +2, Class +3, Racial +2, Armor -0, Encumbrance +0) * Survival +9 (WIS +2, Ranks +2, Class +3, Kit +2) * Tracking +10 (WIS +2, Ranks +2, Class +3, Kit +2, Hunter +1) * Swim +6 (STR +2, Ranks +1, Class +3, Armor -0, Encumbrance +0) (* = Class Skill, + = Useable Untrained) Concentration (Hunter) +5 CL (3) + WIS (+2) Languages: Common, Tengu, Auran
=== Special Qualities ===
=== Weapons === BAB +2 STR +2 DEX +3 AF (STR or DEX +1)
CMB/CMD Grapple +4/17 Trip +4/17 Disarm +4/17 Sunder +4/17 BullRush +4/17 Overrun +4/17
Ability Scores: STR 14 (+2) DEX 16 (+3) CON 12 (+1) INT 13 (+1) WIS 15 (+2) CHA 9 (-1) Known Spells:
Equipment:
Studded Leather +1 (AC +3, Max DX +5, Armor Check -0, 20 lbs, 175 gp) Spiked Chain (2d4+3/20x2 P, 10 lbs, 25gp) disarm, trip Mwk Sansetsukon (1d10+3/19-20x2 B, 3 lbs, 8gp) blocking, disarm, monk Katana (1d8+3/19-20x2 S, 6 lbs, 50gp) deadly Nine-Section Whip (1d8+2/19-20x2 B, 3 lbs, 8gp) blocking, distracting, monk, trip Dagger (d4/19-20x2 P/S, 10 ft, 1 lb, 2 gp) Longbow, composite (+3) (3 lb, 400 gp) Arrows, 20 (3 lb, 1 gp) Arrows, blunt, 20 (3 lbs, 2gp) x5 Oil flask (1 lb, .1gp) x3 Alchemists Fire (1 lb, 20gp) Explorer's Outfit (0 gp) Backpack, masterwork (2 lbs, 2 gp) Ranger's Kit: backpack, a bedroll, belt pouch, flint & steel, mess kit, rope, torches (10), trail rations (5 days), waterskin (24 lb, 9gp) Survival Kit, masterwork (5 lb, 50gp) Scroll, Cure Light Wounds (25gp) Wand of Cure Light Wounds, 48/50 charges coins (967.5gp) Weight Allowance: Light 66 Medium 133 Heavy 200 === Feats ===
=== Class Features ===
Animal Focus (Su):
At 1st level, a hunter and her animal companion (Hunter 1 min/level, Companion unlimited) can take on the aspect of an animal as a swift action.
Bat: darkvision 60 feet (8th 90 ft, 15th blindsense 10 ft) Bear: +2 Constitution (8th +4, 15th +6) Bull: +2 Strength (8th +4, 15th +6) Falcon: +4 Perception (8th +6, 15th +8) Frog: +4 Swim, Acrobatics (Jump) (8th +6, 15th +8) Monkey: +4 Climb (8th +6, 15th +8) Mouse: Evasion (12th Improved Evasion) Owl: +4 Stealth (8th +6, 15th +8) Snake: +2 AoO attacks, +2 dodge bonus against AoO (8th +4, 15th +6) Stag: +5 ft base land speed (8th +10 ft, 15th +20 ft) Tiger: +2 Dexterity (8th +4, 15th +6) Wolf: Scent 10 feet, doubled/halved down/upwind (8th 20 ft, 15th 30 ft) 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. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. Precise Companion (Ex) At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well. Track (Ex) At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks. Hunter Tactics (Ex) At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion doesn't need to meet the prerequisites of these teamwork feats. Teamwork Feat At 3rd level and every 3 levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus teamwork feat. As a standard action, the hunter can (Wis mod per day) choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. (future):
Improved Empathic Link (Su) At 4th level, the hunter gains an empathic link with her animal companion. This functions like an empathic link with a familiar, except the hunter can also see through a companion's eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection. Woodland Stride (Ex) At 5th level, a hunter and her animal companion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect the hunter and her animal companion. Bonus Tricks (Ex) At 7th level and every 6 levels thereafter, a hunter's animal companion learns a bonus trick (in addition to the bonus tricks gained from the hunter's effective druid level). Second Animal Focus (Su) At 8th level, whenever a hunter uses her animal focus ability, she selects two different animal aspects for herself instead of one, and can assign two aspects to her companion instead of one. As with the companion's previous aspect, the second one does not count against the minutes per day a hunter can take on an aspect. Swift Tracker (Ex) At 8th level, a hunter can move at her normal speed while using Survival to follow tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. Raise Animal Companion (Sp) At 10th level, a hunter gains raise animal companion as a spell-like ability; this is not restricted to raising only her own animal companion. Using this spell-like ability gives the hunter a permanent negative level. This negative level cannot be overcome in any way (including by restoration), but automatically ends after 24 hours. At 16th level, this functions as resurrection instead of raise dead, but otherwise operates as normal. [b]Speak with Master (Ex) At 11th level, a hunter and her animal companion can communicate verbally, as if they were using a common language. Other creatures cannot understand the communication without magical aid. Greater Empathic Link (Su) At 14th level, the range of the hunter's empathic link with her animal companion increases to 10 miles. If the animal companion is within 1 mile, the hunter can communicate with it telepathically. One with the Wild (Ex) At 17th level, the hunter and her animal companion are respected or even feared by other animals, so long as the animals are approximately of the same type as any of the hunter's current animal foci: bat for bats, tiger with felines, falcon for birds, snake for reptiles, and so on. No animal in this category (including dire varieties) willingly attacks the hunter or her companion unless magically compelled to or if the hunter or companion attacks it first. The hunter and her companion can attempt to demoralize animals in the appropriate category as a swift action, rolling 1d20 and adding the hunter's level and her Charisma modifier to determine the Intimidate check result. Master Hunter (Ex) At 20th level, a hunter becomes a master hunter, able to track down foes with ease. She can always move at full speed while using Survival to follow tracks without penalty. Additionally, each day when the hunter prepares spells, she chooses one animal focus to be active on herself for the entire day. This focus is in addition to using her animal focus class ability (including the additional focus ability she is able to use on herself if her animal companion is dead). === Racial Qualities ===
=== Traits ===
=== Animal Companion ===
Yiel-Dan San:
Medium Male Animal (Quetzalcoatlus) Max HP 13 ((3d8)+0) Initiative +5 Low-Light Vision Move 30ft, fly 50ft (clumsy) BAB +2 Init=(Dex +5, Misc +0) AC 20 (Touch 16, Flat Footed 14) (Base +10, Armor +0, Shield +0, Dex +6, Size +0, Natural Armor +4, Dodge +0, Deflection +0) Spell Failure 0% Armor Check - Max Dex unlimited SR 0% Fort +3 Refl +8 Will +3 Fortitude Base +3 Con +0 Magic +0 Reflex Base +3 Dex +5 Magic +0 Will Base +1 Wis +2 Magic +0 Skills/Languages * Acrobatics +9 (DEX +5, Ranks +1, Class +3, Armor +0, Encumbrance +0) + Bluff +1 (CHA +1, Ranks +0) * Climb -1 (STR -1, Ranks +0, Armor +0, Encumbrance +0) + Diplomacy +1 (CHA +1, Ranks +0) + Disguise +1 (CHA +1, Ranks +0) Escape Artist +5 (DEX +5, Ranks +0, Armor +0, Encumbrance +0) * Fly +2 (DEX +5, Ranks +2, Class +3, Armor +0, Encumbrance +0, Clumsy -8) + Heal +2 (WIS +2, Ranks +0) Intimidate +1 (CHA +1, Ranks +0) * Perception +6 (WIS +2, Ranks +1, Class +3) + Perform (Untrained) +1 (CHA +1, Ranks +0) + Ride +5 (DEX +5, Ranks +0, Armor +0, Encumbrance +0) + Sense Motive +2 (WIS +2, Ranks +0) * Stealth +9 (DEX +5, Ranks +1, Class +3, Armor +0, Encumbrance +0) Survival +2 (WIS +2, Ranks +0) * Swim -1 (STR -1, Ranks +0, Armor +0, Encumbrance +0) (* = Class Skill, + = Useable Untrained) Languages: (none) === Special Qualities ===
=== Weapons === BAB +2 Str +0 Dex +6 WF Bite +1 AF Bull (Str +1)
CMB/CMD Grapple +3/19 Trip +3/19 Disarm +3/19 Sunder +3/19 BullRush +3/19 Overrun +3/19
Ability Scores: STR 10 (+0) DEX 22 (+6) CON 10 (+0) INT 2 (-4) WIS 14 (+2) CHA 12 (+1) === Feats ===
=== Class Features ===
=== Tricks ===
=== Racial Qualities ===
=== Meta ===
Bot me if:
If you're motivated enough to find this and I'm holding up the game, go ahead and bot me. Feel free to use any consumables (potions, spells, daily abilities, etc.) that you feel are necessary to get the job done. Levelup History:
1 Hunter HP d8+1+1=10 ST 14 (5 pts) DX 14+2 (5 pts) CN 14-2 (5 pts) IN 13 (3 pts) WS 13+2 (3 pts) CH 9 (-1 pts) Skills 7: Climb, Handle Animal, Knowledge Nature, Perception, Ride, Stealth, Survival Feats: Combat Expertise Exotic Weapon Training: Spiked Chain, Sansetsukon, Katana, Nine-Section Whip Start: 175gp 2 Hunter HP d8+1+1=7 Skills 7: Knowledge Dungeoneering, Knowledge Geography, Perception, Ride, Spellcraft, Stealth, Survival Precise Companion: Outflank Spells Known: Detect Magic, Lead Blades 3 Hunter HP d8+1+1=7 Skills 7: Heal, Intimidate, Knowledge Local, Knowledge Religion, Perception, Sense Motive, Swim Feat: Pack Flanking Teamwork Feat: Precise Strike Spells Known: Mending, Hunter's Howl Animal Companion Levelup History:
1 Animal Companion HP (2x(4.5+0))=9 Skills: Fly, Perception Feats: Weapon Finesse Tricks (6+1): Attack, Attack II, Bombard, Down, Flank, Heel, Stay Pathfinder Society:
Player: Caro Cogitatus Character: Yagi Mi PFS#: 106336-1 Faction: Grand Lodge Day Job: [dice=Profession Trapper]d20+3[/dice] #6-01 Trial By Machine #71900 +1XP, +2PP, +516gp; buy Comp (+3) Longbow -400gp Brown E-Pick 30gp; Disable Device against electronic locks without penalty. Good for 10 uses. Medlance 500gp; Inject a pharmaceutical, potion, or poison to a willing or unwilling (Touch attack) touch. Good for 10 uses. #4-18 The Veteran's Vault #78161 +1XP, +2PP, +529gp; buy Wand CLW -2PP; buy Mwk Sansetsukon -308gp, Mwk Studded Leather -175gp Murder's Mark #78161 +3XP, +4PP, +1398+5gp; Masterful Performance (+3 to Bluff/Intimidate/SoH or +1 to DC and caster level of one Enchantment or Illusion spell; one time only) Clockwork Spy #9-00 Assault On Absalom +1XP, +2PP, +500+10gp; Upgrade Mwk Studded Leather to +1 Studded -1000gp Tempest Guardian You gain the Suspicious trait. Maestro of Manumission Start a new character with 3XP, 6PP, and 1500gp. |