Cereza, the Huntress

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Cereza[edit]

Personal Data[edit]

Name: Cereza
Gender: Female
Race: Human
Class/Level: Packmaster Hunter 1
Alignment: N
Description/Background: A perky young woman with a giant pet cat. That eats people. Om nom nom.

Abilities[edit]

Strength 08/-1
Dexterity 20/+5
Constitution 14/+2
Intelligence 10/+0
Wisdom 14/+2
Charisma 13/+1

Combat[edit]

Senses: +6
Init: +5
HP: 11hp
AC: 20 (touch 15, flatfooted 15)
CMB: -1 (+5 for disarms, trips and sunders)
CMD: 14
Fort: +4 (+2 base +2 Con mod)
Ref: +7 (+2 base +5 Dex mod)
Will: +2 (+0 base +2 Wis mod)

Skills[edit]

Handle Animal 1 rank +1 Cha mod +3 class skill (+5)
Knowledge (nature) 1 rank +0 Int mod +3 class skill (+4)
Perception 1 rank +2 Wis mod +3 class skill (+6)
Ride 1 rank +4 Dex mod +3 class skill (+8)
Stealth 1 rank +4 Dex mod +3 class skill (+8)
Survival 1 rank +2 Wis mod +3 class skill (+6)

Feats[edit]

Human 1: Combat Expertise
Level 1: Weapon Finesse

Traits[edit]

Group Fighter: +1 trait bonus to attacks when flanking
Carefully Hidden: +1 trait bonus to Will saves, +2 to saves vs divination effects

Racial Features[edit]

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial 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. This racial trait replaces skilled.


Class Features[edit]

Spell Casting: A hunter casts divine spells drawn from the druid and ranger spell lists. Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels listed for the spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level hunter spell. Likewise, detect poison is a 0-level druid spell and a 2nd-level ranger spell, making it a 0-level hunter spell. The hunter can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a hunter's spell is 10 + the spell's level + the hunter's Wisdom modifier.

A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below.

Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Hunter. In addition, she receives bonus spells per day if she has a high Wisdom score.

Unlike druids and rangers, a hunter's selection of spells is extremely limited. A hunter begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new hunter level, she gains one or more new spells, as indicated on Table: Hunter Spells Known. Unlike spells per day, the number of spells a hunter knows is not affected by her Wisdom score; the numbers on Table: Hunter Spells Known are fixed.

In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature's ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them.

At 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one she already knows. In effect, the hunter loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A hunter may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any summon nature's ally spells.

Unlike a druid or ranger, a hunter need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Animal Companion (Ex): At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter's effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion's statistics and abilities. A hunter may teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks.

If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter's animal companion is dead, any animal she summons with a summon nature's ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature's ally spell active in this way at one time. If this ability is used again, any existing summon nature's ally immediately ends.

Animal Focus (Su) : At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. 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 her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her 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 herself and her animal companion as part of the same swift action.

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

Magic[edit]

Save DC: 12 + Spell Level

Cantrips/Orisons
- Create Water
- Detect Magic
- Read Magic
- Resistance

Level 1 (Spells/day)
- Entangle
- Produce Flame
- Summon Nature's Ally I

Gear[edit]

Monies: 20gp

Rapier (20gp, 2 lbs.)
Dagger (1 gp, 1 lbs.)
Shortbow (30 gp, 1 lbs.)
- Common Arrows x40 (2 gp, 2 lbs.)

Studded Leather Armor (25 gp, 20 lbs.)
Heavy Wooden Shield (7 gp, 10 lbs.)

Military Saddle (20 gp, 30 lbs.)
Saddlebags (4 gp, 8 lbs.)
Animal Feed (carnivore) 20 days (1 gp, 100 lbs.)

Ranger's kit (9 gp, 28 lbs.)
Grappling Arrow (1 gp, 0.5 lbs)

Cheshire[edit]

Abilities[edit]

Strength 15 +2 Animal Focus (17/+3)
Dexterity 15/+2
Constitution 14/+2
Intelligence 02/-4
Wisdom 11/+0
Charisma 05/-3

Combat[edit]

Senses: +4
Init: +2
HP: 13
AC: 16 (touch 12, flatfooted 14)
CMB: +2
CMD: 14
Fort: +5 (+3 base, +2 Con mod)
Ref: +5 (+3 base +2 Dex mod)
Will: +0 (+0 base +0 Wis mod)

Skills[edit]

Acrobatics 1 rank +2 Dex mod +3 class skill (+6)
Perception 1 rank +0 Wis mod +3 class skill (+4)

Feats[edit]

Level 1:Power Attack

Special Abilities[edit]

Low-light Vision (Ex): A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.
Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.