Bernie | NG | ||
Character Name | Alignment | ||
Cavalier (Cavalry Officer) 1 | |||
Character Level | |||
Human | M | ||
Race | Size | ||
Female | - | ||
Gender | Age | ||
6'4" | 190 lbs | ||
Height | Weight | ||
Brunette | Green | ||
Hair | Eyes |
Rabbit | |
Player | |
Green Faith | Ustalav |
Deity | Homeland |
Order of the Reins | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +3 | +2 | CON +1 | +0 | +0 | +0 |
Reflex | +2 | +0 | DEX +2 | +0 | +0 | +0 |
Will | +1 | +0 | WIS +1 | +0 | +0 | +0 |
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
+5 | +1 | +4 | +0 | +0 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
17 | 10 | +1 | +4 | +2 | +0 | +0 |
Common
Sylvan
Draconic
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +2 | (DEX) +2 | +0 | +0 | |
Bluff | +3 | (CHA) +3 | +0 | +0 | |
Climb | +8 | (STR) +4 | +1 | +3 | |
Diplomacy | +7 | (CHA) +3 | +1 | +3 | |
Disguise | +3 | (CHA) +3 | +0 | +0 | |
Escape Artist | +2 | (DEX) +2 | +0 | +0 | |
Fly | +2 | (DEX) +2 | +0 | +0 | |
Heal | +1 | (WIS) +1 | +0 | +0 | |
Intimidate | +3 | (CHA) +3 | +0 | +0 | |
Knowledge: Arcana | +0 | (INT) +0 | +0 | +0 | |
Knowledge: Dungeoneering | +0 | (INT) +0 | +0 | +0 | |
Knowledge: Local | +0 | (INT) +0 | +0 | +0 | |
Knowledge: Nature | +6 | (INT) +0 | +1 | +5 | |
Knowledge: Planes | +0 | (INT) +0 | +0 | +0 | |
Knowledge: Religion | +3 | (INT) +0 | +0 | +3 | |
Perception | +4 | (WIS) +1 | +1 | +2 | |
Ride | +2 | (DEX) +2 | +0 | +0 | |
Sense Motive | +1 | (WIS) +1 | +0 | +0 | |
Stealth | +5 | (DEX) +2 | +0 | +3 | |
Survival | +5 | (WIS) +1 | +1 | +3 | |
Swim | +4 | (STR) +4 | +0 | +0 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +0 | (INT) +0 | +0 | +0 | |
Handle Animal* | +12 | (CHA) +3 | +1 | +8 | |
Knowledge: Engineering | +0 | (INT) +0 | +0 | +0 | |
Knowledge: Geography | +0 | (INT) +0 | +0 | +0 | |
Knowledge: History | +0 | (INT) +0 | +0 | +0 | |
Knowledge: Nobility | +2 | (INT) +0 | +1 | +1 | |
Linguistics* | +1 | (INT) +0 | +1 | +0 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Additional +4 Trait bonus to Handle Animal when pushing an animal to perform a trick it does not know.
Spheres granted ranks: Diplomacy (+=5), Handle Animal (+=20)
1) Exotic Heritage (Knowledge Nature) - Choose a skill. You gain a +2 bonus on skill checks with that skill. If you have 10 or more ranks in the chosen skill, this bonus increases to +4. This bonus does not stack with that granted by Skill Focus. This feat counts as Skill Focus with the chosen skill for the purpose of meeting the prerequisites of the Eldritch Heritage feat. When you select Eldritch Heritage, if you use this feat as a prerequisite, you can choose a mutated version of your chosen bloodline as though you were a sorcerer with the wildblooded archetype. All other restrictions and requirements of Eldritch Heritage still apply.
Lupin-Baudelaire Origin Bonus Feat) Transformation (Animalistic Transformation) - Choose one (transformation) Alteration sphere talent that does not cost a spell point. If you choose Anthropomorphic Transformation and are humanoid or of a similar makeup, choose another (transformation) or (body) talent to choose traits from for Anthropomorphic Transformation’s effects. As a full-round action, you may assume the form of a single creature whose type corresponds to the chosen (transformation) talent. This functions as the Alteration sphere shapeshift sphere effect as a supernatural ability. The same form and appearance is mimicked each time you assume this form (e.g. the same wolf, spider, treant, etc.). The chosen form may be the same as your base size or Medium or Small, applying size change bonuses and penalties as appropriate if your size would change. This transformation lasts until you choose to revert to your original form as a full-round action. While in your chosen form, you gain all the abilities granted by your chosen form (movement modes, natural attacks, special abilities, etc.) but do not gain any additional traits from this shapeshift effect. Treat your Hit Dice as your caster level for the purposes of this effect. If an Alteration sphere effect from your chosen form would use your casting ability modifier (and you do not have one), you use your Charisma modifier to determine the effects (such as the save DC of a trait). This is a polymorph effect. You gain the shapechanger subtype. Special: You may gain traits from the Alteration sphere Blank Transformation while under the effects of this feat, even though it is a polymorph effect. This feat counts as possessing the Alteration sphere and the chosen (transformation) talent for the purpose of meeting feat prerequisites. If you possess the Perfect Imitation talent or Shifting Disguise feat, you may make cosmetic changes to your Transformation form per the base Alteration sphere trait. Special: This feat may be taken more than once; each time gaining a new form and selecting any Alteration (transformation) talent or other (transformation) or (body) talent if choosing Anthropomorphic transformation.
Cavalry Officer Bonus Feat) Swarm Scatter (Teamwork) - For each ally who has this feat and is adjacent to you, you gain a +1 circumstance bonus to AC. As long as you have this bonus, you are immune to the swarm attack and distraction ability of rat swarms.
Antihero Bonus Feat) Totem Beast - Select one animal aspect from the list presented in the hunter class’s animal focus class feature. Your animal companion has natural coloration suggestive of this aspect—a bear might have a dark spot in the shape of a bat, or a hawk might have unusual tiger striping in its feathers. Your animal companion gains the benefits of the selected animal aspect, treating its Hit Dice as its effective hunter level for this ability. This bonus doesn’t stack if the animal companion is already under the benefit of the same animal aspect because of the actual class feature. For example, an animal companion with Totem Beast (snake) under the effect of the snake aspect from its hunter owner would get a +2 bonus on attack rolls when making attacks of opportunity, not a +4 bonus.
Origin Talent Bonus Feat) Hybrid Transformation - When changing into a form granted by the Transformation feat, you may instead assume a hybrid form, blending your base form and your transformation form. This cannot be used if your transformation form is already similar to your base form, such as a humanoid using Anthropomorphic Transformation. When in hybrid form, you gain all limbs, natural attacks, special abilities, and movement modes from your transformation form, but without changing your basic shape nor melding your equipment. You may choose to retain limbs and movement speeds from your base form if your transformation form lacks them or has lesser versions, such as a humanoid keeping arms when assuming a hybrid form based on Serpentine Transformation or Vermin Transformation, adding legs to Aquan Transformation, or a winged creature retaining its wings under Animalistic Transformation. If your transformation would grant you additional legs, you may instead gain them as arms, although they do not grant any additional attacks, are not strong enough to gain any natural attacks, and may not assist in wielding weapons, activate magic items, or wield a shield. They may hold items and as a swift action you can use them to draw a sheathed or hidden weapon, don a shield, retrieve a stored item, load a crossbow, open a door, pick up an unattended item, sheathe or store an item, or take other non-offensive actions involving manipulating objects. Items do not automatically merge with the new form if it is capable of wearing them, but the size of the items does not change if they do not resize on their own. Special: Traits granted from the Improved Transformation feat apply to both your base transformation form and your hybrid form.
Challenge (move action, -2 penalty to attack those that aren’t issuer)
Delayed Damage Pool (3 points)
Tame (1HD)
Recruit (1HD)
Transformation (Animalistic)
Hybrid Transformation (included in sheet. When removed, speed drops to 30, remove natural armor, remove natural attacks)
Ascendant Recollection - Your first bloodline power is particularly strong. Your sorcerer level is considered to be 1 level higher when determining the effects of your 1st-level bloodline power.
Animal Whisperer - You’ve spent more of your life around animals than people, and find them easier to understand. You gain a +1 trait bonus on Handle Animal checks, and Handle Animal is always a class skill for you. Your trait bonus increases to +5 whenever you attempt to “push” a wild animal to perform a trick for you, so long as its attitude is indifferent or friendlier. You may target creatures of the animal type with charm or compulsion spells as if they were humanoids, but unless you have another ability to make yourself understood to animals, you must still succeed at a Handle Animal check to “push” your target in order to communicate specific requests.
Know the Land - Category Religion Requirement(s) Green Faith Your familiarity with the plants and animals of a variety of environments gives you a +1 trait bonus on Knowledge (nature) and Survival checks, and one of these skills is a class skill for you.
Drawback) Unlearned - You have always had difficulty learning and retaining information, and know very little about the world beyond the obvious and what pertains to your profession. Choose one Knowledge skill. You cannot attempt untrained Knowledge checks with any other Knowledge skills, even if the check’s DC is 10 or lower. If you have access to a library that covers a specific Knowledge skill, you may attempt an untrained Knowledge check with a –2 penalty.
Origin Bonus Trait) Child of the Temple - You have long served at a temple in a city, where you picked up on many of the nobility’s customs in addition to spending much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.
Origin Bonus Trait) Reactionary - You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
WEAPONS | ||||||
---|---|---|---|---|---|---|
Name | AB | Critical | Type | Range | Ammo | Dmg |
Claws x2 | +5 | {20}x2 | B&P&S | Contact | None | 1d6+4 |
Bite | +5 | {20}x2 | B&P&S | Contact | None | 1d6+4 |
Morningstar | +5 | {18-20}x2 | B&P | Contact | None | 1d8+4 |
ARMOUR | ||||||
---|---|---|---|---|---|---|
Name | ACB | Type | Check Penality | Spell Failure | Weight | Properties |
hide | +4 | medium Armor | -3 | 20% | 25lb |
Martial Tradition :
Beast Mastery Sphere (handle animal package)
Handle Animal You gain 5 ranks in the Handle Animal skill, plus 5 ranks per talent spent in the Beastmastery sphere (maximum equal to your total Hit Dice). If you already have ranks in Handle Animal you may immediately retrain them. You do not get to retrain skill ranks when only gaining Beastmastery sphere talents as temporary talents, such as through the armiger’s customized weapons class feature or the brawler’s martial flexibility ability. Talents with the (handle animal) tag grant new ways to tame and train your animal allies. Talents with the (handle animal) tag substitute your ranks in Handle Animal for your base attack bonus when determining the saving throw DC of those talents (10 + 1/2 your ranks in Handle Animal + your practitioner modifier) unless otherwise stated.
You also gain the following ability: Tame You may attempt to train an animal to readily obey your commands in and out of combat. This requires 8 hours and a creature of the animal type that has an attitude toward you of indifferent or better. This time may be divided as per the magic item crafting rules. You may only train one creature at a time with this ability. At the end of this period, make a Handle Animal check with a DC of 10 + the creature’s Hit Dice. If successful, the creature is now considered tame. You may not tame a creature with more Hit Dice than you have ranks in Handle Animal. You may have multiple tame creatures under your control, but their total Hit Dice cannot exceed your ranks in Handle Animal. If you attempt to tame a creature that would exceed your Hit Dice cap, you must choose which other creatures to release. Animal companions and familiars, such as from class features, the Animal Companion talent, or the Pet talent, never count against this Hit Dice cap. You may not use this ability on a creature with the swarm subtype. A creature with a template adds the challenge rating adjustment of the template to its HD (minimum increase +0) for determining if you may tame it and for how many creatures you can have tame. Variant creatures with increased challenge ratings (such as a pyrohydra compared to a normal hydra, if using the Broad Skills talent), treats the challenge rating increase of the variant as if it were a template for this purpose. A creature whose permanent Intelligence score is raised above 2 is no longer a valid target for this ability and is automatically released. This effect ends if you go two full days without spending at least 1 hour training your tame creatures. This is treated as an extraordinary mind-affecting compulsion effect for the purposes of opposed control checks, such as another compulsion effect affecting your tame creature. Use your ranks in Handle Animal in place of your caster level for the opposed check.
Animal Companion - You gain an animal companion as the druid class feature. Your effective druid level for this companion is the highest between your base attack bonus, Handle Animal ranks, or Ride ranks - 3 (minimum 1). Your companion always counts as an animal ally. If you possess the Broad Skills talent, you may instead choose a plant or vermin companion. Should you release your companion or your companion dies, you may gain a new companion after 1 week. If you are in the environment where the new companion typically lives, you may instead gain that new companion in 24 hours. In addition, your companion is always considered combat trained and gains Light Armor Proficiency as a bonus feat. If the companion is suitable to serve as a mount, you do not take an armor check penalty on Ride checks while riding this companion. This talent counts as possessing the mount class feature. Abilities that grant talents temporarily can not be used to gain this talent, such as taking the Extra Combat Talent feat with martial flexibility or gaining it from an armiger’s customized weapon. You may take this talent a second time. If you do, your effective druid level when determining the effects of this talent becomes equal to the highest between your base attack bonus, ranks in Handle Animal, or ranks in Ride. Associated Feats: Animal Ally, Boon Companion (if taken twice). Special: If you already possess a companion, or gain one at a later time from another source, you gain the benefits of this talent as if taken twice. Your effective druid level from this talent stacks with those from other sources, to a maximum of your character level.
Improved Animal Companion (BTH) Prerequisites: Beastmastery sphere; animal companion, mount, or other similar ability; additional requirements (see details). Benefit: When selecting your animal companion or mount, you can choose from special creatures to serve as your improved companion, such as creatures from the Beast Speaker feat (Heroes of Golarion), Monstrous Mount feat (Inner Sea Combat), or other similar source. An improved companion chosen using this talent advances the same way as detailed in the ability that grants you access to your animal companion or mount (such as a druid’s animal companion, cavalier’s mount, paladin’s divine bond, or the Beastmastery sphere Animal Companion talent). You can also dismiss an improved companion, as dictated by your class feature. Subject to GM discretion, other special creatures can be made available with this feat. If a chosen improved companion has prerequisites, as described in its entry, you must meet any additional prerequisites to select that improved companion. For example, to select a behir available through the Beast Speaker feat, you must have 7 ranks in either Diplomacy or Intimidate and 7 ranks in Knowledge (arcana). An improved companion chosen with this talent gains additional abilities and bonuses listed in the mastery entry in its stat block when your effective druid level is equal to or higher than that companion’s indicated mastery level. If you dismiss an improved companion and gain a new creature of a different type, your effective druid levels may not be a sufficient level to gain that creature’s mastery benefits. Associated Feats: Beast Speaker, Beast Speaker Mastery, Monstrous Mount, Monstrous Mount Mastery. Wiki Note: Some improved animal companions can be found in the Sphere Bestiary, including in the Monster Collections.
Bounty Hunter’s Tools (discipline) You gain proficiency with the bola, garrote, grappling hook, harpoon, kyoketsu shoge, lasso, mancatcher, net, net launcher, sap, and whip. You may deal nonlethal damage with any of these weapons at no penalty and treat them all as having the grapple special feature.
Guardian Sphere - Guardians specialize in protecting their allies and drawing the ire of their enemies. You gain a delayed damage pool equal to your 3 x your base attack bonus. When you receive damage, as part of taking the damage you may redirect all or part of it to your delayed damage pool. Apply damage reduction and resistance before redirecting the damage. You may not redirect damage that would exceed the maximum capacity of the damage pool. Your delayed damage pool empties at the end of your turn each round, inflicting any damage stored in the pool on you, bypassing any damage reduction or resistance you possess and resetting to 0. Any additional effects of the attack, such as poison, are still incurred immediately even if the entire damage of the attack is redirected to the delayed damage pool. Any healing you receive in excess of your maximum hp automatically reduces the amount of damage in your delayed damage pool. Should you lose access to the Guardian sphere, any damage (or other effects if you possess certain talents) is incurred at the end of your turn. In addition, choose one of the following packages:
Challenge As a move action, you may issue a challenge to a creature you can see. You may expend martial focus to reduce this to a swift action. A creature must be able to perceive your challenge to be affected by it. The creature takes a -2 penalty on attack rolls that do not include you as a target and a +2 bonus on attack rolls targeting only you. Creatures receiving this effect are aware of it, though do not gain insight to its duration. This penalty (but not bonus) increases by 1 for every 4 points of base attack bonus you possess. The challenge lasts for a number of rounds equal to 3 + 1/2 your base attack bonus. When you issue a new challenge, any previous challenge you have active ends. Multiple challenges do not stack; if a creature is affected by challenges from more than one creature, they suffer no penalty against the source of any challenge against them and likewise gain the bonus against the sources of all of the challenges. Creatures with no Intelligence score (Intelligence score of (-)) cannot be targeted by your challenge.
Leadership Sphere Practitioners of the Leadership sphere learn how to gather, organize, and command others. When you gain the Leadership sphere, you gain 5 ranks in the Diplomacy skill, plus 5 ranks per additional talent spent in the Leadership sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Diplomacy skill you may immediately retrain them. Both base packages of the Leadership sphere require significant time investment and thus are unsuitable for being granted as a temporary talent. Likewise, no (follower) talents may be granted as temporary talents. (Cohort) talents that do not affect the type or number of creatures you can recruit may be gained as temporary talents if you have the (cohort) package. If you possess multiple spheres that grant ranks in Diplomacy, you gain a competence bonus on Diplomacy checks equal to half your base attack bonus instead of retraining the ranks multiple times. This is only applied once. Special: Animal companions, Conjuration sphere companions, drake companions, eidolons, familiars, independent inventions, Leadership cohorts, and any other controlled characters gained by class features, talents or feats cannot gain this sphere or talents from this sphere. When you first take the Leadership sphere, choose one of the following packages: Cohort or Follower. Associated Feat: Leadership. Leadership Sphere and Wealth Hiring NPCs to accompany you on adventures normally costs wealth. Likewise, having a group of commoners working for you would normally be expected to generate wealth. The Leadership sphere is intended neither to force players to pay gold to use abilities they paid character-building resources (talents) for, nor to significantly skew expected wealth. The costs and profits from cohorts and followers from the Leadership sphere are abstracted. Cohorts are paid in the experience they gain, in the miscellaneous items that they recover and sell that the PCs don't bother with, and from surplus income of followers (if the (followers) package is also possessed). Likewise, wealth generated by followers is assumed to go into providing the mechanical benefits they provide, into establishing businesses and homes, into bribes, and towards supporting their leader and his associates. Note: General Profits: Some Leadership talents state that you can make earnings checks, and that these stack with capital gains from other talents. This means that you can make a check for each such talent when calculating earnings.
Cohort Package Specialized NPCs called cohorts are willing to follow you on adventures. A cohort always acts on your initiative. You gain the following ability:
Recruit You may recruit adventurers, mercenaries, and sellswords to actively assist you. Recruiting requires spending 8 hours in a settlement and making a Diplomacy check. You may select the profession and martial tradition you are looking for, and may also specify a particular race from those available. Not all races, professions, and traditions will be available in all locations; the available pool is determined by the GM. The base DC of this check is 10 + the Hit Dice of the person you are looking to recruit, modified per Settlement Size Modifier and Miscellaneous Modifier tables. Modifiers are cumulative. You may take 10 on this check. You may not recruit a creature with more Hit Dice than the maximum shown on Table: Cohort. The exact feats and talents the cohort possesses are up to the GM, though you may reject a given cohort and attempt to recruit another with the normal action. Recruits are usually humanoids with no racial Hit Dice, and are of races available in the region you are recruiting. Creatures with racial Hit Dice, templates, or abilities unsuitable to player races are not suitable to be cohorts. You may have multiple recruited creatures under your control, but their total Hit Dice cannot exceed your ranks in Diplomacy. If you attempt to recruit a creature that would exceed your Hit Dice cap, you must choose which other creatures to release from your service. A cohort serves you loyally and will follow you into and aid you during combat, but will not obey obviously suicidal orders nor subject itself to harm for no obvious purpose. Cohorts are usually within 1 alignment step of you, though some exceptions may occur at the GM’s discretion.
Mount (Ex): A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. This mount may come from the following list: Medium Cavaliers: Axe Beak, Camel, Elk, Giraffe, Horse, Seahorse, Giant, Tortoise, Giant, Zebra Small Cavaliers: Antelope, Boar (requires 4th level), Capybara, Dog (requires 4th level), Kangaroo, Lizard (Giant Gecko), Pony, Ram, Reindeer, Stag, Weasel, Giant, Wolf, Wolfdog The GM might approve other animals as suitable mounts. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability. A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.
Order (Ex): At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.
Combat Training (Ex): A cavalry officer is considered an Expert practitioner, gaining spheres and talents as appropriate. Cavalry officers use Charisma as their practitioner modifier. This replaces order and all order abilities and the bonus feats gained at 6th, 12th, and 18th levels.
Knightly Arts (Ex): The cavalry officer gains the Leadership sphere selecting the (cohort) package, and the Guardian sphere selecting the (challenge) package as bonus talents at 1st level. If the cavalry officer possesses one of these spheres but not the corresponding package, he gains Expanded Leadership or Expanded Guardian to gain the package. If the cavalry officer already possesses one of these packages, he may instead select a talent he qualifies for from the corresponding sphere in its place. If he is incapable of selecting a package due to a drawback, he uses that bonus talent to buy off the drawback. This replaces the challenge class feature.
Officer’s Challenge (Ex): Any abilities the cavalry officer possesses that reference his use of challenge (such as the demanding challenge class feature) apply to any use of the challenge ability provided by the Guardian sphere.
Officer (Ex): At 1st level, the cavalry officer gains a teamwork feat that he qualifies for. He may automatically share any one teamwork feat he possesses with any Leadership sphere cohort within 25 feet + 5 feet per 2 class levels. As a standard action, the cavalry officer can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat he has already learned. In effect, the cavalry commander loses the bonus feat in exchange for the new one. He can only change the most recent teamwork feat gained. Whenever he gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. A cavalry commander can change his most recent teamwork feat a number of times per day equal to his practitioner ability modifier. The cavalry officer gains an additional teamwork feat and increases the number of teamwork feats he may share with his Leadership sphere cohorts by +1 at 9th and 17th levels. This replaces tactician, greater tactician, and master tactician.
Favored Class - Inquisitor
Levels in classes that provide animal companions, known as “effective druid levels” stack for the purposes of determining the level or statistics of an animal companion, normally this only allows for a single companion. However, this character intends to take a level of Packmaster Hunter to be allowed to divide their animal companion levels between multiple companions. They will use three levels of Sacred Huntsmaster Inquisitor to allow all of their teamwork feats to be shared with all of their animal companions. I then intend to use a few different ways to increase their effective druid level to allow for multiple companions at close to full progression. These will be tracked, per companion, below.
Total Effective Druid Level = 2 (Cavalier 1 + Animal Companion Talent 1)
EDL 2: Scuddles (Owlbear) Talent - Martial Beast Archetype
Scuddles | N | ||
Character Name | Alignment | ||
Animal Companion 1 | |||
Character Level | |||
Owlbear | M | ||
Race | Size | ||
Male | 2 | ||
Gender | Age | ||
4'3" | 150 lbs | ||
Height | Weight | ||
White | Yellow | ||
Hair | Eyes |
Rabbit | |
Player | |
- | - |
Deity | Homeland |
- | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +5 | +3 | CON +2 | +0 | +0 | +0 |
Reflex | +4 | +3 | DEX +1 | +0 | +0 | +0 |
Will | +3 | +1 | WIS +2 | +0 | +0 | +0 |
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
+6 | +2 | +3 | +0 | +1 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
16 | 10 | +2 | +3 | +1 | +0 | +0 |
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +5 | (DEX) +1 | +1 | +3 | |
Bluff | -2 | (CHA) -2 | +0 | +0 | |
Climb | +7 | (STR) +3 | +1 | +3 | |
Diplomacy | -2 | (CHA) -2 | +0 | +0 | |
Disguise | -2 | (CHA) -2 | +0 | +0 | |
Escape Artist | +1 | (DEX) +1 | +0 | +0 | |
Fly | +1 | (DEX) +1 | +0 | +0 | |
Heal | +2 | (WIS) +2 | +0 | +0 | |
Intimidate | -2 | (CHA) -2 | +0 | +0 | |
Knowledge: Arcana | -4 | (INT) -4 | +0 | +0 | |
Knowledge: Dungeoneering | -4 | (INT) -4 | +0 | +0 | |
Knowledge: Local | -4 | (INT) -4 | +0 | +0 | |
Knowledge: Nature | -4 | (INT) -4 | +0 | +0 | |
Knowledge: Planes | -4 | (INT) -4 | +0 | +0 | |
Knowledge: Religion | -4 | (INT) -4 | +0 | +0 | |
Perception | +2 | (WIS) +2 | +0 | +0 | |
Ride | +1 | (DEX) +1 | +0 | +0 | |
Sense Motive | +2 | (WIS) +2 | +0 | +0 | |
Stealth | +1 | (DEX) +1 | +0 | +0 | |
Survival | +2 | (WIS) +2 | +0 | +0 | |
Swim | +7 | (STR) +3 | +1 | +3 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | -4 | (INT) -4 | +0 | +0 | |
Knowledge: Engineering | -4 | (INT) -4 | +0 | +0 | |
Knowledge: Geography | -4 | (INT) -4 | +0 | +0 | |
Knowledge: History | -4 | (INT) -4 | +0 | +0 | |
Knowledge: Nobility | -4 | (INT) -4 | +0 | +0 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
darkvision 60 ft., low-light vision.
Extra Combat Talent (Wrestling Sphere - Owlbear bonus feat)
Extra Combat Talent (Wrestling Sphere - Owlbear bonus feat)
Light Armor Proficiency (Bonus feat from masters beastmastery sphere Animal Companion Talent)
Extra Combat Talent (Equipment Sphere (Armor Training)
WEAPONS | ||||||
---|---|---|---|---|---|---|
Name | AB | Critical | Type | Range | Ammo | Dmg |
Claws x2 | +5 | {20}x2 | B&P&S | Contact | None | 1d6+4plusgrab |
Bite | +5 | {20}x2 | B&P&S | Contact | None | 1d6+4 |
Bite (clinch strike) | +5 | {20}x2 | B&P&S | Contact | None | 1d6+1d6nonlethal+4 |
ARMOUR | ||||||
---|---|---|---|---|---|---|
Name | ACB | Type | Check Penality | Spell Failure | Weight | Properties |
hide | +4 | medium Armor | -3 | 20% | 25lb |
Starting Statistics: Size Medium; Speed 30 ft., climb 10 ft.; AC +4 natural armor; Attack bite (1d6), 2 claws (1d6 plus grab Ability Scores Str 17, Dex 13, Con 15, Int 2, Wis 15, Cha 6; Feats Extra Combat Talent (2) for the Wrestling sphere; Special Qualities darkvision 60 ft., low-light vision.
9th-Level Advancement: Size Large; AC +2 natural armor; Ability Scores +4 Str, +2 Con; Special Abilities Wide Claws (Ex): The owlbear does not gain the grappled condition if it grapples a foe using its claws.
Mastery (11th-level): Feats Extra Combat Talent for the Wrestling sphere; Variants The owlbear gains one of the following variants:
Martial Beast - A martial beast may combine combat spheres and talents to create powerful martial techniques. Martial beasts use the Proficient talent progression. Martial beasts use Wisdom as their practitioner modifier. A martial beast does not gain the evasion, devotion, multiattack, and improved evasion special abilities. A martial beast adds Extra Combat Talent to the list of feats it may take even with animal intelligence (Intelligence 2 or lower).
Talents
Wrestling Sphere - Training in the Wrestling sphere teaches a practitioner how to quickly drop their opponents to the ground, regardless of their size, twisting foes up and slamming them into the ground with incredible force. Wrestling practitioners are unarmed fighters who deal additional damage with their unarmed strikes as described in the unarmed strike practitioner table. Associated Feat: Improved Unarmed Strike. - All practitioners of the Wrestling sphere gain the following ability:
Snag As a swift action, you may attempt to snag a target as a melee touch attack, latching onto part of their clothing, armor, or flesh and making them battered. If you are already holding a target, such as via the Scale Foe Athletics talent or via a successful grapple, they are also considered battered as long as the hold persists. If you do not grapple an opponent or perform a similar technique such as Scale Foe by the end of your turn, the snag automatically ends. Slam: Any time you initiate or maintain a grapple, you may apply 1 (slam) talent as an immediate action in addition to the normal benefits of initiating or maintaining a grapple.
Iron Grip You gain a +1 competence bonus to your grapple combat maneuver checks, as well as to your CMD vs. that maneuver. This bonus increases by +1 for 4 points of base attack bonus you possess. This bonus does not stack with the bonus to this maneuver provided by the Improved or Greater Grapple feats. Associated Feat: Improved Grapple.
Clinch Strike (slam) You may make a melee attack against the creature that deals damage as normal, plus an additional 1d6 nonlethal damage, +1d6 per 4 points of base attack bonus you possess.
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.
Familiar: Bustopher Jones
Bustopher Jones | N | ||
Character Name | Alignment | ||
Familiar 1 | |||
Character Level | |||
Cat | T | ||
Race | Size | ||
Male | 1 | ||
Gender | Age | ||
8" | 12 lbs | ||
Height | Weight | ||
Tuxedo | Green | ||
Hair | Eyes |
Rabbit | |
Player | |
- | - |
Deity | Homeland |
Snacks | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +2 | +3 | CON -1 | +0 | +0 | +0 |
Reflex | +5 | +3 | DEX +2 | +0 | +0 | +0 |
Will | +2 | +1 | WIS +1 | +0 | +0 | +0 |
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
+1 | +1 | +2 | -2 | +0 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
7 | 10 | +1 | -4 | +2 | -2 | +0 |
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +2 | (DEX) +2 | +0 | +0 | |
Bluff | -2 | (CHA) -2 | +0 | +0 | |
Climb | -4 | (STR) -4 | +0 | +0 | |
Diplomacy | -2 | (CHA) -2 | +0 | +0 | |
Disguise | -2 | (CHA) -2 | +0 | +0 | |
Escape Artist | +2 | (DEX) +2 | +0 | +0 | |
Fly | +2 | (DEX) +2 | +0 | +0 | |
Heal | +1 | (WIS) +1 | +0 | +0 | |
Intimidate | -2 | (CHA) -2 | +0 | +0 | |
Knowledge: Arcana | -2 | (INT) -2 | +0 | +0 | |
Knowledge: Dungeoneering | -2 | (INT) -2 | +0 | +0 | |
Knowledge: Local | -2 | (INT) -2 | +0 | +0 | |
Knowledge: Nature | -2 | (INT) -2 | +0 | +0 | |
Knowledge: Planes | -2 | (INT) -2 | +0 | +0 | |
Knowledge: Religion | -2 | (INT) -2 | +0 | +0 | |
Perception | +5 | (WIS) +1 | +1 | +3 | |
Ride | +2 | (DEX) +2 | +0 | +0 | |
Sense Motive | +1 | (WIS) +1 | +0 | +0 | |
Stealth | +14 | (DEX) +2 | +1 | +11 | |
Survival | +1 | (WIS) +1 | +0 | +0 | |
Swim | -4 | (STR) -4 | +0 | +0 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | -2 | (INT) -2 | +0 | +0 | |
Knowledge: Engineering | -2 | (INT) -2 | +0 | +0 | |
Knowledge: Geography | -2 | (INT) -2 | +0 | +0 | |
Knowledge: History | -2 | (INT) -2 | +0 | +0 | |
Knowledge: Nobility | -2 | (INT) -2 | +0 | +0 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Racial Modifiers +4 Climb, +4 Stealth
low-light vision, scent
Weapon Finesse: Bonus Feat
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Dazzling Intellect (Ex): A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level. This alters the familiar’s Intelligence score and natural armor adjustment.
Sage’s Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level. This replaces alertness and the familiar’s ability to share its master’s skill ranks.
Tamed Animals. (Currently none. Maximum HD in tamed Animals ==1)
Hide armor [15g], masterwork tool for handle animal (training whistle) [50g], training harness [10g], Hide barding (for scuddles) [30g], Trail Rations (10) [5g], Rope (50') [10g], Bedroll [.1], Waterskin [5g], Backpack (common) [5g], morningstar [8g]
36.9g
Cohorts. (Currently none. Maximum HD in recruited cohorts == 1)
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.