"Eli" Elias Ardelean
serenamidori
Profile
Eli Ardelean
Hunter of the Whisperwood
7
Hunter
2
Branded
22
+6
22
+6
10
+0
10
+0
18
+4
8
-1
26
Reflex
+11
19
Fortitude
+5
17
Will
+6
61
5
+11
CMB +9
+11
CMD 27
+8
Point-Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Rapid Shot When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
110 ft. To Hit: +16
+2 Flaming Spell Storing Composite Longbow
Dmg 1d8+9+1d6 Crit 20 x3
Spell Storing, +10 STR scaling
+2 Flaming Spell Storing Composite Longbow
Dmg 1d8+9+1d6 Crit 20 x2
60 ft. To Hit: +14
+1 Merciful Shortbow
Dmg 2d6+8 Crit 20 x3
Dagger
Dmg 1d4+6 Crit 19-20 x2
Skills
Spells
Orisons
Detect MagicMending
Purify Food and Drink
Guidance
Read Magic
Detect Fiendish Presence
Detect Poison
Stabilize
Enhanced Diplomacy
Hunter Feats
Humans raised in the wild 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.
You gain a +2 trait bonus on initiative checks.
When attempting Craft checks, you take no penalty when using improvised tools. At the GM’s discretion, you can attempt certain Craft checks even when no tools are available, though you take a –2 penalty.
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
As a swift action, a hunter can take on the aspect on an animal, as well as apply the same (or a different) bonus to their animal companion.
A hunter counts their 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.
A hunter can improve the initial attitude of an animal, acting like a Diplomacy check. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes about 1 minute.
At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.
Allows the hunter to detect approaching enemies, sniff out hidden foes, and track by sense of smell. They can detect opponents within 30 feet by sense of smell. This distnace changes deppending on wind direction and scent strength. When they detect a scent, the exact location not revealed outright. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
Eli (and Orion) 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 them both.
Eli has a sailor’s instincts for moving about while aboard seagoing vessels.
Celestial Armor allows the wearer to use fly on command (as the spell) once per day.
When you’re in your chosen settlement (Dawnheart), the DC of Intimidate checks made against you increases by 10. You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC against undesirable elements like criminals or ruffians in your chosen settlement. This bonus increases to +2 for combat maneuver checks. You gain the ability to designate a new chosen settlement as often as you wish. You must first live in a settlement for 1 week to make it your chosen settlement. In addition, you gain a +2 bonus on initiative checks and a +1 bonus on saving throws when in your chosen settlement.
Teamwork Feats
As a standard action, the hunter can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can change only the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier (minimum 1). Whenever she gains a new teamwork feat, her previous teamwork feats become permanent.
You can touch a creature as a standard action to confer upon it the benefits of any one Teamwork feat that you possess. This effect persists for a number of rounds equal to 1/2 your hunter level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
You receive a +2 bonus on ranged attacks made against a foe flanked by 1 or more allies with this feat.
If your ally with this feat is threatening an opponent and is not providing cover to that opponent against your ranged attacks, you gain a +1 bonus on ranged attacks against that opponent. If your ally with this feat is flanking that opponent with another ally (even if that other ally doesn’t have this feat), this bonus increases to +2.
When your ally with this feat uses the charge action and hits, you gain a +2 bonus on your next attack roll against the target of that charge. This bonus must be used before your ally’s next turn, or it is lost.
Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
The hunter automatically grants their teamwork feats to their animal companion. The companion doesn’t need to meet the prerequisites of these teamwork feats.
A hunter forms a bond with an animal companion that they can teach tricks to.
Improved Empathic Link (Orion)
The hunter can see through a companion’s eyes as a swift action, maintaining this connection as long as they like (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.
Once per day when you fail a saving throw while Orion is within 30 feet, you may reroll that saving throw using Orion’s saving throw modifier. Orion must be willing to grant you the reroll. If you fail the saving throw, you and Orion are dazed for 1 round.
When Orion makes a request of you, you must fulfill that request or take a pentalty to certain checks.
Combat Feats
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
You gain a +1 bonus on all attack rolls you make using a longbow.
While using this style, you can make melee attacks with the chosen weapon as if it were a heavy mace (or a light mace for melee attack made with a hand crossbow or one-handed firearm), though you don’t automatically threaten the area around you as if you were wielding a melee weapon.You can switch between melee and ranged attacks with this weapon without penalty, even during the same round. In addition, you ignore the elf prerequisite for the Stabbing Shot feat. If you have the Stabbing Shot feat, you can use it with a crossbow or firearm, substituting a loaded bolt or firearm ammunition for an arrow.
Branded Hero Feats
The brand channels the primordial power of a dragon into the body of its wielder. The user gains Darkvision to a range of 60ft, a natural armor bonus of +2, and a +4-enhancement bonus to strength and dexterity. The branded also gains a breath attack in a 30ft cone dealing 2d6 + 2 damage per character level [+2d6 and +2 damage increases per character level | 4d6+4 at level 2 and so on] The damage type of the breath attack is based on the type of dragon the branded takes the aspect of. The branded must wait 1d6 rounds before using the breath attack again. The Dragon Aspect form lasts for 1d4 rounds. When the 1d4 round duration expires, the branded can spend 1 additional hero point to extend the duration for an additional 1d4 rounds. They can continue doing so as long as they have the hero points to maintain the form. [Costs 1 hero point, and 1 point per 1d4 rounds to maintain | Can only activate once per turn]
henever you're below 0 hit points, you automatically stabilize without needing to attempt a constitution check. You do not need to make a constitution check each round to avoid losing additional HP. You may choose to act if you were disabled, rather than continuing to fight. You must make this decision as soon as you reach negative hit points [Even if it isn't your turn]. When using this feat, you are staggered. You can take a move action or standard action without further injuring yourself. If your negative hit points are equal to or greater than 2x your constitution score, you die.
The Hero Point ability to "Cheat Death" now costs 1 Hero Point.
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