Yarricki's page

412 posts. Organized Play character for Magabeus.

Full Name



hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2


Reroll 1/1 | Animal Focus 0/1


FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9


Common, Druidic, Elven, Gnome, Sylvan, Tien

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

About Yarricki

Bot Me:

Yarricki is simple in combat: she tends to go for what seems to be the most dangerous foe OR for any foe she can charge. On a charge she will wait for Thunder to attack first, hoping he trips the enemy and then she can drive her lance home. When no charge is possible she studies the enemy before attacking (move action).

Preformatted dice rolls:

Yarricki charge sequence
[dice=Thunder bites]1d20+9+2[/dice]

Charging power attack, possibly higher ground (not included)
[dice=Yarricki’s lance]1d20+8+2-1[/dice]

Yarricki regular attack sequence
[dice=Thunder bites]1d20+9[/dice]

Power attack, studied target, possibly higher ground (not included)
[dice=Yarricki’s lance]1d20+8-1+1[/dice]

Expendables used and / or found in scenario:

Hunter spell slots lvl 1: 0/2 available


Female gnome druid (nature fang) 4/hunter 1 (Pathfinder RPG Advanced Class Guide 26, 92)
NG Small humanoid (gnome)
Init +1; Senses darkvision 60 ft.; Perception +9
AC 19, touch 11, flat-footed 19 (+6 armor, +2 shield, +1 size)
hp 42 (5d8+14)
Fort +8, Ref +3, Will +5; +2 vs. illusions
Defensive Abilities defensive training
Speed 20 ft. (15 ft. in armor)
Melee +1 lance +7 (1d6+8/×3) or
. . dagger +6 (1d3+5/19-20) or
. . mwk scimitar +7 (1d4+5/18-20)
Ranged javelin +4 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 lance)
Special Attacks hatred, sneak attack +1d6, studied target +1 (1st, move action)
Hunter Spells Known (CL 1st; concentration +2)
. . 1st (2/day)—delay poison, endure elements, summon nature's ally I
. . 0 (at will)—detect magic, detect poison, guidance, stabilize
Druid (Nature Fang) Spells Prepared (CL 5th; concentration +6)
. . 2nd—barkskin (2)
. . 1st—feather step[APG] (2, DC 12), longstrider, longstrider
. . 0 (at will)—create water, light, purify food and drink (DC 11), read magic
Str 16, Dex 10, Con 14, Int 14, Wis 12, Cha 10
Base Atk +3; CMB +4; CMD 15
Feats Mounted Combat, Power Attack, Ride-by Attack, Wheeling Charge
Traits armor expert, magical knack
Skills Acrobatics -2 (-10 to jump), Climb +5, Handle Animal +8 (+10 vs. Thunder while worn), Heal +9, Intimidate +4, Knowledge (dungeoneering) +6, Knowledge (geography) +6, Knowledge (nature) +8, Perception +9, Ride +6 (+8 to stay in the saddle), Spellcraft +6, Survival +9, Swim +5
Languages Common, Druidic, Elven, Gnome, Sylvan, Tien
SQ animal companion (axe beak named Thunder), animal focus (1 minutes/day), combat style (mounted[APG]), gnome magic, nature bond (axe beak named Thunder), nature training, slayer talent (ranger combat style[ACG]), trackless step, wild empathy +1
Combat Gear oil of bless weapon (2), oil of daylight, potion of fly, scroll of comprehend languages (x4), scroll of glitterdust, scroll of lesser restoration, scroll of magic fang (x2), scroll of see invisibility, wand of cure light wounds (50 charges), wayfinder, shining, acid (2), alchemist's fire (2), alkali flask[APG] (2), antiplague[APG] (2), antitoxin (2), holy water (2), liquid ice[APG] (2), smelling salts[APG], vermin repellent[UE] (10), wismuth salix[UE] (6); Other Gear dragonhide breastplate, darkwood heavy wooden shield, +1 lance, dagger, javelin (5), mwk scimitar, cracked dusty rose prism ioun stone, ioun torch ioun stone[APG], pathfinder pouch, bandolier[UE], bandolier[UE], earplugs[APG] (10), flint and steel, powder[APG] (10), signal whistle, smoked goggles[APG], spell component pouch, wrist sheath, spring loaded, 16 gp
Special Abilities
Animal Companion (animal companion (axe beak named Thunder)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (1 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
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.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Ride-By Attack You can move - attack - move when charging mounted.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wheeling Charge When you are mounted and use the charge action, your mount can make one turn of up to 90 degrees as part of the move, as long as each part of the move is at least 10 feet.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Thunder CR –
Male axe beak (Pathfinder RPG Bestiary 3 311)
N Large animal
Init +3; Senses low-light vision; Perception +4
AC 16, touch 12, flat-footed 13 (+3 Dex, +4 natural, -1 size)
hp 37 (5d8+15)
Fort +7, Ref +7, Will +1
Defensive Abilities evasion
Speed 50 ft.
Melee bite +9 (1d8+9)
Space 10 ft.; Reach 10 ft.
Special Attacks hunter tricks (2/day; surprise shift), sudden charge
Str 22, Dex 16, Con 16, Int 2, Wis 11, Cha 10
Base Atk +3; CMB +10; CMD 23
Feats Narrow Frame, Power Attack, Weapon Focus (bite)
Tricks Attack, Attack, Attack Any Target, Come, Down, Guard, Heel, Stay
Skills Acrobatics +9 (+17 to jump), Escape Artist +4, Perception +4
SQ animal focus, attack, attack any target, come, down, guard, heel, stay, woodland stride
Combat Gear antiplague[APG] (4), antitoxin (4); Other Gear bedroll, bucket, cork vest[ACG], exotic military saddle, grappling hook, saddlebags, silk rope (50 ft.), smoked goggles[APG], sunrod (5), torch (10), trail rations (10), training harness[ARG]
Special Abilities
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Come [Trick] The animal will come to you on command.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Hunter Tricks
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Narrow Frame No attack or AC penalty while squeezing through space half your size or larger.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stay [Trick] The animal will stay where it is.
Sudden Charge (Ex) On charge, if bite hits then make free trip attack.
Woodland Stride (Ex) Move through undergrowth at normal speed.