Valeros

Zulan Khoza's page

56 posts. Alias of Ariarh Kane.


Full Name

Zulan Khoza

Race

Half Elf

Classes/Levels

Hunter 1 [ HP: 11/11 | AC: 16 T: 13 FF: 13 | F: +4 R: +5 W: +3/+5 | Init: +7 Perc: +9 ]

Gender

M

Size

M (5'10", 163 lbs)

Age

23

Alignment

NG

Location

Talios

Languages

Common, Elven

Strength 12
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 16
Charisma 13

About Zulan Khoza

Pic of Zulan

Zulan Khoza
Male Half-Elf Hunter 1
NG Medium humanoid (human, elf)
Init +7; Senses - Low-light vision, Perception +9

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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
HP 11 (1d8+2+1FC)
Fort +4, Ref +5, Will +3; +5 vs enchantment
Special Ability Animal Focus 1 minute/day

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Offense
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Speed 30 ft.
Ranged – Composite Longbow +3 Atk, 1d8+1 Dmg, x3 Crit, P, 110 ft range
Ranged – Hunga Munga +3 Atk, 1d6+1 Dmg, x2 Crit, P, 15 ft range
Melee - Hunga Munga +1 Atk, 1d6+1 Dmg, x2 Crit, P.

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Statistics
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Str 12 (+1), Dex 16 (+3), Con 14 (+2), Int 10 (+0), Wis 16 (+3), Cha 13 (+1) (Ability Modifiers +2 WIS)
Base Atk +0; CMB +1; CMD 14
Feats: Point-Blank Shot, Skill Focus (Survival) (racial bonus feat), Human Spirit (Racial Feat, boon from GM)
Traits: Elven Reflexes (Race), Reactionary (Combat), Silent Hunter (Regional)
Drawback: Pride
Skills: Climb +4(1 rank), Handle Animal +5(1 rank), Heal +7(1 rank), Know. Nature +4(1 rank), Perception +9(1 rank, +2), Stealth +8/+12*(1 rank, +1 trait, *+4 in jungle), Survival +10(1 rank, +3 feat)
Languages: Common, Elven
Other Gear: (Starting with Explorer’s Outfit valued at 10gp), Composite Longbow (100gp, 3 lbs), 40 Common Arrows (2gp, 6 lbs), Hunga Munga (4gp, 3 lbs), Studded Leather Armor (25gp, 20 lbs, +3 AC, -1 ACP), Ranger’s Kit (8 gp & 5sp; 23 lbs, includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (5), trail rations (5 days), and a waterskin), Blanket (5sp, 3 lbs), Animal Feed, 3 days (15cp, 15 lbs), Cure Light Wounds Potion (50gp, -). Total Gold spent 190gp, 1sp & 5cp out of 200gp. Total Weight: 73 lbs (medium encumbrance) (Light load 43 lbs. or less, Medium Load 44–86 lbs., Heavy Load 87–130 lbs.)

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Special Abilities
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Class – Animal Companion, Animal Focus (A hunter can take on the aspect of an animal as a swift action. The hunter can use this ability for a number of minutes per day equal to his level), Nature Training, Orisons, Wild Empathy
Racial - Elven Immunities, Keen Senses, Adaptability, Low-Light Vision, Elf-blood, *Jungle Affinity
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Spells Known
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0 – Create Water
0 – Guidance
0 – Light
0 – Stabilize
1 - Produce Flame
1 – Summon Nature’s Ally I

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Appearance & Background
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Zulan stands at 5’10” and weighs 163 lbs. A handsome young man, he has dusky/tanned skin, dark brown hair and warm amber eyes. His physique is toned with defined musculature and he possesses a hunter’s natural grace. He has a quiet demeanour – more observer than talker – but is still amiable enough when a situation warrants it. He was born in the village of Tagore in Zantar, to a human mother, Qaza. His father had been an unknown, wandering Elf who had lain with his mother for a night and then vanished. He was raised in a human tribal community with his mother’s family. Zulan had been teased by the other boys of his village – due to his beauty - his lighter brown skin, eyes and distinctive ears. But it only made him stronger and more determined as the years passed by. He enjoyed exploring the jungles and rainforests, especially with his tiger companion, Beza, by his side. Zulan became a skilled hunter and tracker – showing a preference for the bow. His mother, Qaza, was proud of her only son, especially when the village elder, Chaka, gave him the honour of leading the daily hunting parties. Zulan was not accepted by all in his village, but his talent/natural skill was respected. The village wisewoman and great-auntie, Ayize, taught him a little magic. One fateful day, when Zulan and Beza were out on a hunting trip with a handful of the young men from the village, a small band of raiders (militia deserters) had come to the village and killed many of his people, including his beloved mother, Qaza. Zulan vowed to avenge his mother’s death, and, together with Beza, began tracking the raiders/deserters, moving at a distance behind them, pursuing them relentlessly all the way to Talios. He had never seen the likes of such a land as Talios (nor had they seen the sight of a half-breed wondering the streets with willing tiger by his side), but his need for vengeance and justice fuelled his heart, will and spirit.

Age – 23

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Desire, Fear, Reward
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Deepest desire: To locate/hunt down his mother’s murderers and bring them to justice (tribal or other).

Darkest fear: He will lose himself completely to the vengeance which now fuels his blood.

What is his dream reward? To find peace (after his mother’s murder) and to discover his true place in the world, where he can carve out a name, home and living for he and Beza without the stigma of being a bastard half-breed.

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Animal Companion:

Tiger (Cat, Big)
This powerful feline predator moves with a deadly grace, its reddish-orange fur slashed with black stripes.

Tiger CR 1 (Female, named Beza, reddish-orange fur with a lighter underside)
N Medium animal
Init +3; Senses low-light vision, scent; Perception +6

DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 18 (2d8+2)
Fort +4, Ref +6, Will +2

OFFENSE
Speed 40 ft.
Melee 2 claws +3 (1d4+1), bite +2 (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks rake (2 claws +3, 1d4+1)

STATISTICS
Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +1; CMB +2 (+6 grapple); CMD 15 (19 vs. trip)
Feats Weapon Focus(Claw)
Skills Acrobatics +7(0 ranks), Perception +6(+14 scent)(1 rank), Stealth +8(1 rank) (+12 in areas of tall grass) Racial Modifiers +4 to Acrobatics, +4 Stealth (+8 in tall grass), +8 to Perception to detect scent

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Tricks (6+1)
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Attack: The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

Defend: The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.

Flank: You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.

Heel: The animal follows you closely, even to places where it normally wouldn’t go.

Hunt: This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal's handler. An animal with this trick may attempt Survival checks (or Wisdom checks if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the “get along in the wild” use of the Survival skill). An animal with this trick may use the aid another action to assist Survival checks made by its handler for these purposes.

Sneak: The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.

Track: The animal tracks the scent presented to it. (This requires the animal to have the scent ability)

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Special Abilities
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Link (Ex) : A hunter can handle his animal companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the
Handle Animal skill. The hunter gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): The hunter may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on himself.
A hunter may cast spells on his animal companion even if the spells normally do not affect creatures of the companion's type
(animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal
to share abilities that are not spells, even if they function like spells.

Beza's Profile

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Animal Focus:

Animal Focus (Su)

At 1st level, a hunter can take on the aspect of an animal as a swift action. He must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and his hunter level. The hunter can use this ability for a number of minutes per day equal to her level (1 minute). This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.

The hunter can also apply one of these aspects to his animal companion. Unlike with the hunter himself, there is no duration on the animal aspect applied to his animal companion. An aspect applied in this way does not count against the hunter's minutes of duration per day—it remains in effect until the hunter changes it. The companion's aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both himself and his animal companion as part of the same swift action.

If the hunter's animal companion is dead, the hunter can apply his companion's animal focus to himself instead of his animal companion. This is in addition to the normal one he can choose, and (as with a companion's focus) remains in effect until the hunter changes it instead of counting against his minutes per day.

Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.

Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.

Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.

Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.

Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.

Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

Nature Training:

Nature Training (Ex)

A hunter counts his 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:

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 his hunter level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Jungle Affinity:

Alternate racial trait: Jungle Affinity (from a Jungle) Half-Elves from a jungle with this racial trait gain a +4 racial bonus on Stealth checks while within jungle terrain, and can move through natural difficult terrain at their normal speed while within jungle. This racial trait replaces the multi-talented racial trait.

Horse, given by King Coniera. Buckskin (golden coat, black mane, tail and legs) mare named "Aumia". Combat-trained.