Orolf
Male human (Ulfen) hunter 8 (Pathfinder RPG Advanced Class Guide 26)
CN Medium humanoid (human)
Init +3; Senses Perception +12


Defense


AC 20, touch 15, flat-footed 17 (+5 armor, +2 deflection, +3 Dex)
hp 96 (8d8+32)
Fort +9, Ref +9, Will +3; +1 trait bonus vs. natural environmental hazards


Offense


Speed 30 ft. (20 ft. in armor)
Melee +1 battleaxe +10/+5 (1d8+4/×3)
Ranged
+2 composite longbow +11/+6 (1d8+5/×3)
Hunter Spells Known (CL 8th; concentration +9)
:3rd (2/day)—bloody arrows, cure moderate wounds, ice spears (DC 14), summon nature's ally III<br/>

2nd (4/day)—allfood[APG] (DC 13), hanspur's flotsam vessel, hide campsite[APG] (DC 13), ricochet shot[UC], summon nature's ally II
1st (5/day)—alarm, ant haul[APG] (DC 12), blend with surroundings, gravity bow[APG], summon nature's ally I, thunderstomp[ACG]
:0 (at will)—create water, know direction, mending, purify food and drink (DC 11), read magic, spark[APG] (DC 11)

Statistics


Str 17, Dex 16, Con 14, Int 10, Wis 13, Cha 10
Base Atk +6; CMB +9; CMD 24
Feats Endurance, Point-Blank Shot, Precise Shot, Precise Strike<sup>APG</sup>, Quick Draw, Savior’s Arrow, Stealth Synergy<sup>UC</sup>, Toughness
Traits resilient, survivalist
Skills Acrobatics +3 (-1 to jump), Climb +6, Disguise +3, Escape Artist +3, Handle Animal +6, Heal +8, Intimidate +6, Knowledge (dungeoneering) +4, Knowledge (geography) +5, Knowledge (nature) +5, Perception +12, Profession (sailor) +7, Profession (trapper) +5, Sense Motive +4, Stealth +7, Survival +11, Swim +6
Languages Common, Skald
SQ animal companion (raven named Hugin), animal focus (8 minutes/day, double), bonus trick (1), hunter tactics, improved empathic link, nature training, swift tracker, track +4, wild empathy +8, woodland stride
Combat Gear potion of cure moderate wounds (4), potion of cure serious wounds, wand of cure light wounds; Other Gear +1 mithral chain shirt, +1 heavy wooden shield, +1 battleaxe, +2 composite longbow (+3 Str), arrows (60), efficient quiver, ring of protection +2, vest of the vengeful tracker<sup>UE</sup>, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit<sup>UE</sup>, pot, small tent, spell component pouch, torch (10), trail rations (32), waterskin (2), wooden holy symbol of Erastil, 1,690 gp, 5 sp


Special Abilities


Animal Companion (animal companion (raven named Hugin)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Bonus Trick (Ex) Animal companion gains an extra trick.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Falcon +6 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Improved Empathic Link (1 mile) (Su) As the familiar ability, but as a swift action can see through companion's eyes (but not own).
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.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Savior’s Arrow (1/day) You can cast a cure spell as a ranged touch attack.
Second Animal Focus (8 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.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +4 Add the listed bonus to Survival checks made to track.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wolf (20 feet) (Su) When assuming this aspect, gain scent with listed range.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Hugin CR –
Raven
N Small animal
Init +3; Senses low-light vision; Perception +8


Defense


AC 20, touch 15, flat-footed 16 (+3 Dex, +1 dodge, +5 natural, +1 size)
hp 75 (7d8+14)
Fort +7, Ref +8, Will +4 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion


Offense


Speed 10 ft., fly 80 ft. (average)
Melee bite +8 (1d4+2), 2 talons +8 (1d4+2)


Statistics


Str 14, Dex 17, Con 15, Int 2, Wis 14, Cha 6
Base Atk +5; CMB +7; CMD 20
Feats Acrobatic, Agile Maneuvers, Dodge, Endurance, Precise Strike<sup>APG</sup>, Stealth Synergy<sup>UC</sup>
Tricks Attack, Attack, Attack Any Target, Cinderbrave, Come, Defend, Down, Fetch, Guard, Guarding, Seek, Stay
Skills Acrobatics +5 (-3 to jump), Fly +12, Perception +8, Stealth +11, Survival +3
SQ animal focus, attack any target, cinderbrave, come, devotion, fetch, guarding, seek, stay, woodland stride


Special Abilities


Agile Maneuvers Use DEX instead of STR for CMB
Attack Any Target [Trick] The animal will attack any creature on command.
Cinderbrave [Trick] The animal will carry or follow its master into an area enshrouded with flames, even if placed at risk.
Come [Trick] The animal will come to you on command.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
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.
Fetch [Trick] The animal will get a specific object.
Fly (80 feet, Average) You can fly!
Guarding [Trick] The animal has been trained for guard duty.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Second Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Woodland Stride (Ex) Move through undergrowth at normal speed.

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