Maximiliam "Marshal" Firebellows
Male dwarf hunter 9 (Pathfinder RPG Advanced Class Guide 26)
CN Medium humanoid (dwarf)fame 40
Init +4; Senses darkvision 60 ft.; Perception +20


Defense


AC 20, touch 14, flat-footed 17 (+5 armor, +1 deflection, +3 Dex, +1 natural)
hp 96 (9d8+36)
Fort +11, Ref +12, Will +10; +2 vs. poison, spells, and spell-like abilities, +1 trait bonus vs. illusion
Defensive Abilities defensive training


Offense


Speed 20 ft.
Melee +1 cold iron battleaxe +8/+3 (1d8+2/×3) or
:cestus +7/+2 (1d4+1/19-20) or
:dagger +7/+2 (1d4+1/19-20)
Ranged +1 light crossbow +11/+6 (1d8+1/19-20)
Special Attacks hatred
Hunter Spells Known (CL 9th; concentration +14)
:3rd (4/day)—air geyser[ACG] (DC 16), burst of nettles[UM] (DC 16), call lightning (DC 16), mad monkeys[UM], summon nature's ally III
:2nd (5/day)—allfood[APG] (DC 15), hide campsite[APG] (DC 15), reloading hands[UC], summon nature's ally II, versatile weapon[APG] (DC 15)
:1st (6/day)—gravity bow[APG], ironbeard[ARG], longstrider, magic fang, stone shield[ARG], summon nature's ally I
:0 (at will)—guidance, know direction, mending, purify food and drink (DC 13), spark[APG] (DC 13), stabilize


Statistics


Str 12, Dex 18, Con 17, Int 13, Wis 16, Cha 7
Base Atk +6; CMB +7; CMD 22 (26 vs. bull rush, 26 vs. trip)
Feats Back To BackUC, Bullseye Shot, Combat Expertise, Coordinated DefenseAPG, Deadly Aim, Improved Called Shot, Iron Will, Point-Blank Shot, Precise Shot, Rapid Reload, Shielded CasterAPG
Traits clearheaded, the pathfinder's exile
Skills Acrobatics +1 (-3 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +3, Escape Artist +2, Handle Animal +6, Knowledge (dungeoneering) +13, Knowledge (geography) +13, Knowledge (nature) +13, Perception +20 (+22 to notice unusual stonework, +21 vs. opposed Disguise checks), Profession (brewer) +8, Sense Motive +3 (+4 vs. opposed Bluff checks), Stealth +11, Survival +15 (+20 when tracking, +17 to avoid becoming lost), Swim +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Undercommon
SQ animal companion (boar named Bori), animal focus (9 minutes/day, double), bonus trick (1), hunter tactics, improved empathic link, nature training, swift tracker, track +4, wild empathy +7, woodland stride
Combat Gear acolyte ale (5), acolyte ale (5), acolyte ale (5), acolyte ale (5), acolyte ale (5), black adder venom bolts (48), mithral crossbow bolts (60), potion of cure light wounds; Other Gear +1 armored coatAPG, +1 cold iron battleaxe, +1 light crossbow, cestusAPG, crossbow bolts (20), dagger, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, efficient quiver, lenses of detection, ring of protection +1, wayfinderISWG, backpack, bedroll, flint and steel, hemp rope (50 ft.), maskUE, mess kitUE, pot, torch (10), trail rations (5), waterskin, 201 gp, 4 sp


Special Abilities


Animal Companion (animal companion (boar named Bori)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Back to Back +2 to AC vs. flanking foes if adj to ally with this feat.
Bear +4 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Bonus Trick (Ex) Animal companion gains an extra trick.
Bullseye Shot You slow your breath, calm yourself, and hit the bullseye, just as you were trained to.

Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +5.

Benefit: You can spend a move action to steady your shot. When yo
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Coordinated Defense +2 to CMD if adj ally with same feat. More if foe is larger.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Frog +6 (Su) When assuming this aspect, gain listed competence bonus to Swim & Acrobatics to jump.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Improved Called Shot Replace one attack per rd with a called shot, +2 to hit with called shots.
Improved Empathic Link (1 mile) (Su) As the familiar ability, but as a swift action can see through companion's eyes (but not own).
Monkey +6 (Su) When assuming this aspect, gain listed competence bonus to Climb.
Mouse (Su) When assuming this aspect, gain evasion, or improved evasion at higher levels.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Light crossbow) You can reload fast with one type of Crossbow or Firearm.
Second Animal Focus (9 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Shielded Caster +4 to concentration if adj ally has same feat, more if they have a shield. Halve Conc DC increases.
Stag +10 (Su) When assuming this aspect, gain listed enhancement bonus to speed.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Tiger +4 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Track +4 Add the listed bonus to survival checks made to track.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.


Stubborn Shooter - When faced with hard skins or heavy armors, some archers flinch. You're not one of those. You keep on shooting the same spot, and eventually dig you way to the tender parts with pure force of will, if nothing else. For one round per session, provided you hit the target with a ranged attack on previous round, your ranged attack(s) that hit the target ignore half of the target's DR (rounded up). You must declare the use of this boon before you make the attack(s). The boon is not spent for the session, if you don't hit the target, but the condition is "resetted".


Bori
Male boar
N Medium animal
Init +1; Senses low-light vision, scent; Perception +6


Defense


AC 23, touch 11, flat-footed 22 (+1 Dex, +12 natural)
hp 93 (8d8+40) (currently 75)
Fort +10, Ref +7, Will +5 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion, ferocity


Offense


Speed 40 ft.
Melee gore +11/+6 (1d8+7)


Statistics


Str 21, Dex 13, Con 18, Int 2, Wis 13, Cha 4
Base Atk +6; CMB +11; CMD 22 (26 vs. trip)
Feats Back To BackUC, Coordinated DefenseAPG, Diehard, Endurance, Iron Will, Shielded CasterAPG, Toughness
Tricks Attack, Attack, Attack Any Target, Come, Defend, Down, Fetch, Heel, Hunting, Seek, Track, Work
Skills Acrobatics +1 (+5 to jump), Perception +6, Stealth +5, Survival +6
SQ animal focus, attack any target, come, defend, devotion, hunting, multiattack / extra attack, woodland stride, work


Special Abilities


Attack Any Target [Trick] The animal will attack any creature on command.
Back to Back +2 to AC vs. flanking foes if adj to ally with this feat.
Come [Trick] The animal will come to you on command.
Coordinated Defense +2 to CMD if adj ally with same feat. More if foe is larger.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) No damage on successful reflex save.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Hunting [Trick] The animal has been trained for hunting.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Second Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Shielded Caster +4 to concentration if adj ally has same feat, more if they have a shield. Halve Conc DC increases.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Work [Trick] The animal pulls or pushes a medium or heavy load.


Dragging friends all over the friggin' place - Due to real-live practice, Bori has learned to grab an unconscious ally by spending a swift action instead of standard.
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