halfling Innuit
Hunter 3
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Str 13 +1
Dex 16 +3
Con 12 +1
Int 11 *
Wis 14 +2
Cha 9 -1
HP 27
AC +3 (dex) + 1 (size) +5 armor = 19
Init +3
Saves:
FORT +3 +1 = +4
REFL +3 +3 = +6
WILL +1 +2 = +3 (+2 vs Fear)
BAB +2 +1 (size)
Melee +4
Ranged +6
MW Halfling Slingstaff +7 1d6 +1, range 80ft
MW Lucerne Hammer +5 1d10 +1, reach, brace, sunder +2
Lance +4 1d6 +1, reach, charge x2
Racial Abilities
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Adaptable Luck: Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Outrider: Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces sure-footed.
FEATS
Mounted Combat - Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
Outflank (teamwork) - Ila has also, +4 flanking and crits give AoO to flanker with feat
Track +1/2 level to Survival skill for Tracking
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.
Tandem Trip : When you make a trip against an opponent threatened by any ally, roll twice and take the higher result
Weapon and Armor Proficiency: A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Skills 6 + Int
Handle Animal 1 + 3 + 4 (class) +2 (race) -1 = +9 (+4 with Ila = +13)
Know Geography 2 + 3 = +5
Know Nature 3 +3 = +6
Perception 3 +3 +2 (race) +2 = + 10
Ride 3 + 3 + 2 (race) + 3 = + 10 -1 = +9
Stealth 3 + 3 + 4 (size) + 3 = +12 -1 = +11
Know Eng (simplicity) 1 + 3 = +4
Survival 2 + 3 + 2 = +8 (+3 tracks, special)
Traits
Rich Parents: You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoy a one-time benefit to your initial finances—your starting cash increases to 900 gp.
Armor Expert: You have worn armor as long as you can remember. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Special Abilities
Animal Focus 2 min\day, unlimited on companion, swift action to change
Improved Tracking (Ex): At 1st level, a trophy hunter gains a +2 bonus on Survival skill checks when following or identifying tracks. When he tracks, he can also attempt a Knowledge (nature) check at DC 15. On a success, the trophy hunter can discern the type and condition of any animals or magical beasts he tracks. By studying their tracks, the trophy hunter is able to identify a rough approximation of their health, maneuverability, and their general behavior as compared to the norm. This ability replaces wild empathy.
Hunter Known Spells
0 lvl (6)
Detect Magic
Light
Purify Food\Drink
Guidance
Detect Poison
Create Water
1st lvl (4) - can cast 3 + 1 per day
*summon nature's alley* bonus
Entangle
Cure Light Wounds
Resist Energy
Longstrider
ILA, she-wolf
6 + 1 tricks
Riding Group - Come, Heel, Stay
Attack
Track
Fetch
Guard
1-
3 HD, +2 BAB, +3 Fort, + 3 Refl, +1 Will, skills 3, feats 2,
Wolf
Starting Statistics: Size Medium; Speed 50 ft.; AC +4 natural armor; Attack bite (1d6 plus trip); Ability Scores Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
AC = 20 (+2 natural) \ 21 (tiger)
HP = 30
init +3 \ +4
Bite +5, 1d6 + 2 (trip, free) \+6
Spd 50ft
Stealth 1 + 3 + 3 = + 7 \ +8
Perception 1 + 3 + 1 +3 = +8
Survival 1 + 1 + 3 + 4 = +9 tracking by scent
Feat: Skill Focus - Perception
Wpn finesse: Bite
Fort + 5
Refl + 6
Will + 2
**unless changed, Ila always uses Tiger Focus granting her +2 Dex**
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her 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.
In addition, a druid's or ranger's animal companion knows one or more bonus tricks, which don't count against the normal limit on tricks known and don't require any training time or Handle Animal checks to teach.
Scent
This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.
A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Trip (Ex) A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.
Evasion
240gp EQ + 900gp
MW Kikko 180gp +5 (+4) -1 armchk
MW studded leather barding +3 (+5) 125gp 0 armchk
hvy wood shield +2 -2 armchk 7gp
spear 1d6 x3 2gp
6 deer horn knives (dagger) 1d3 x2 12gp
MW Halfling Slingstaff 1d6 x3 80ft range 320gp
MW Lucerne Hammer 1d10 x2 reach, brace, +2 sunder med\hvy armor 315gp
lance 1d6 x3 reach 10gp
50 bullets
backpack
bedroll
winter blanket
flint & steel
rope, hemp 50ft
signal whistle (dog whistle, only wolf can hear)
2 waterskins
rations
military saddle +2 ride to stay in saddle, 75% stay in saddle 60gp
Hunter 3
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Str 13 +1
Dex 16 +3
Con 12 +1
Int 11 *
Wis 14 +2
Cha 9 -1
HP 27
AC +3 (dex) + 1 (size) +5 armor = 19
Init +3
Saves:
FORT +3 +1 = +4
REFL +3 +3 = +6
WILL +1 +2 = +3 (+2 vs Fear)
BAB +2 +1 (size)
Melee +4
Ranged +6
MW Halfling Slingstaff +7 1d6 +1, range 80ft
MW Lucerne Hammer +5 1d10 +1, reach, brace, sunder +2
Lance +4 1d6 +1, reach, charge x2
Racial Abilities
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Adaptable Luck: Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Outrider: Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces sure-footed.
FEATS
Mounted Combat - Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
Outflank (teamwork) - Ila has also, +4 flanking and crits give AoO to flanker with feat
Track +1/2 level to Survival skill for Tracking
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.
Tandem Trip : When you make a trip against an opponent threatened by any ally, roll twice and take the higher result
Weapon and Armor Proficiency: A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Skills 6 + Int
Handle Animal 1 + 3 + 4 (class) +2 (race) -1 = +9 (+4 with Ila = +13)
Know Geography 2 + 3 = +5
Know Nature 3 +3 = +6
Perception 3 +3 +2 (race) +2 = + 10
Ride 3 + 3 + 2 (race) + 3 = + 10 -1 = +9
Stealth 3 + 3 + 4 (size) + 3 = +12 -1 = +11
Know Eng (simplicity) 1 + 3 = +4
Survival 2 + 3 + 2 = +8 (+3 tracks, special)
Traits
Rich Parents: You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoy a one-time benefit to your initial finances—your starting cash increases to 900 gp.
Armor Expert: You have worn armor as long as you can remember. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Special Abilities
Animal Focus 2 min\day, unlimited on companion, swift action to change
Improved Tracking (Ex): At 1st level, a trophy hunter gains a +2 bonus on Survival skill checks when following or identifying tracks. When he tracks, he can also attempt a Knowledge (nature) check at DC 15. On a success, the trophy hunter can discern the type and condition of any animals or magical beasts he tracks. By studying their tracks, the trophy hunter is able to identify a rough approximation of their health, maneuverability, and their general behavior as compared to the norm. This ability replaces wild empathy.
Hunter Known Spells
0 lvl (6)
Detect Magic
Light
Purify Food\Drink
Guidance
Detect Poison
Create Water
1st lvl (4) - can cast 3 + 1 per day
*summon nature's alley* bonus
Entangle
Cure Light Wounds
Resist Energy
Longstrider
ILA, she-wolf
6 + 1 tricks
Riding Group - Come, Heel, Stay
Attack
Track
Fetch
Guard
1-
3 HD, +2 BAB, +3 Fort, + 3 Refl, +1 Will, skills 3, feats 2,
Wolf
Starting Statistics: Size Medium; Speed 50 ft.; AC +4 natural armor; Attack bite (1d6 plus trip); Ability Scores Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
AC = 20 (+2 natural) \ 21 (tiger)
HP = 30
init +3 \ +4
Bite +5, 1d6 + 2 (trip, free) \+6
Spd 50ft
Stealth 1 + 3 + 3 = + 7 \ +8
Perception 1 + 3 + 1 +3 = +8
Survival 1 + 1 + 3 + 4 = +9 tracking by scent
Feat: Skill Focus - Perception
Wpn finesse: Bite
Fort + 5
Refl + 6
Will + 2
**unless changed, Ila always uses Tiger Focus granting her +2 Dex**
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her 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.
In addition, a druid's or ranger's animal companion knows one or more bonus tricks, which don't count against the normal limit on tricks known and don't require any training time or Handle Animal checks to teach.
Scent
This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.
A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Trip (Ex) A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.
Evasion
240gp EQ + 900gp
MW Kikko 180gp +5 (+4) -1 armchk
MW studded leather barding +3 (+5) 125gp 0 armchk
hvy wood shield +2 -2 armchk 7gp
spear 1d6 x3 2gp
6 deer horn knives (dagger) 1d3 x2 12gp
MW Halfling Slingstaff 1d6 x3 80ft range 320gp
MW Lucerne Hammer 1d10 x2 reach, brace, +2 sunder med\hvy armor 315gp
lance 1d6 x3 reach 10gp
50 bullets
backpack
bedroll
winter blanket
flint & steel
rope, hemp 50ft
signal whistle (dog whistle, only wolf can hear)
2 waterskins
rations
military saddle +2 ride to stay in saddle, 75% stay in saddle 60gp
Last edited by Chris on Sun Jul 26, 2015 10:21 pm; edited 12 times in total