Partida Rol por web

Lista negra

Escena principal

Cargando editor
29/04/2024, 19:01
Director
Cargando pj
Name Abelgos Class Unchained Rogue/Fighter Level 13 Experience  
Alignment LN Race Half-Elf (Drow) Faith   To next level  
Sex Male Height   Weight   Hair White
Age   Eyes   Skin   Native city  

Ability Scores

  Score Mod Temp Temp. mod
STR 14 2    
DEX 30 10    
CON 12 1    
INT 18 4    
WIS 12 1    
CHA 12 1    

 

Hit Points 105 HD 10d10(68)+37 Speed 30'

 

AC = Base Armor Shield Dex Size Natural Enhancement Dodge Deflection Other
40 = 10 14 0 10 0 2 2   2  
Touch Flat Footed AB  Initiative RD/  RC RE
22 40 13 15 6/-    
Light Load 58 lb Medium Load 59-116 lb Heavy Load 117-175 lb
Lift over head 175 lb Lift from ground 350 lb Push/Drag 875 lb

 

Inmunities sleep
Languages Taldane, elven, undercommon, infernal, orc, dwarven, sylvan, abyssal, draconic, halfling, drow sign language, aklo

Save throws

  Total Base Score Resistance Other Temp. Conditionals
Fort. 9 8 1        
Ref. 18 8 10       +4 vs traps
Will. 8 4 1   3(bravery)   +2(racial) vs enchantment
+2(trait) vs compulsion & charm
+8(resistance) vs mind-affecting effects

 

Combat Manoveurs

  Total Base AB STR DEX Size Magic Other Conditionals
CMB 15 = 13 2 NO 0 -    
CMD 37 10 13 2 10 0 2   +5 vs sunder & disarm when wielding a bow

Attacks

Weapon Attack Dmg Crit Range Type Special
Hornbow, Orc +2 32/27/22 2d6+13 x3 80' P Point-Blank Shot: +1 attack & damage within 30'
Rapid Shot: when doing a full round attack action: shot 1 additional time with full AB OR -2 to all attacks but shot 2 additional times with full AB.
Manyshot: when doing a full round attack action: the first 2 attacks shot 2 arrows instead of one.
Deadly Aim: –4 on all attack rolls to gain a +8 on all damage rolls. You must choose to use this feat before making an attack roll and its effects last until your next turn.
MWK Scimitar 18/13 1d6+8 18-20x2 - S  

Armour

Armor AC Bonus Max. Dex ACP Spell Failure Speed Special
Adamantine Fullplate +2 14 - - 0% 30' RD 3/-

Skills

Habilidad Atributo TOTAL Base Rangos Clase Otros
Acrobatics DEX 26 10 13 3  
Appraise INT 9 4 2 3 2(circumstance) vs evaluate by weight
Bluff CHA 17 1 13 3  
Climb STR 10 2 3 3 2(circumstance)
Craft() INT 6 4     2(circumstance)
Diplomacy CHA 17 1 13 3  
Disable Device DEX 38 10 13 3 6(rogue)+2(circumstance)+4(competence)
Disguise CHA 17 1 3 3 10(disguise self)
Escape Artist DEX 32 10 13 3 6(competence)
Fly DEX 10 10      
Handle Animal CHA 15 1 13 3  
Heal WIS 1 1      
Intimidate CHA 17 1 13 3  
Knowledge(dungeoneering) INT 9 4 2 3  
Knowledge(engineering) INT 9 4 2 3  
Knowledge(local) INT 20 4 13 3  
Linguistics INT 20 4 13 3  
Perception WIS 24 1 13 3 2(racial)+5(competence)+4(rogue) vs avoid ambush+6t
Perform() CHA 1 1      
Ride DEX 16 10 3 3  
Sense Motive WIS 17 1 13 3  
Sleight of Hand DEX 26 10 13 3  
Stealth DEX 26 10 13 3  
Survival WIS 17 1 13 3 2(circumstance) vs avoid getting lost
Swim STR 8 2 3 3  
Use Magic Device CHA 17 1 13 3  
t: vs traps

 

Racial traits
Drow Heritage Half-elves with this trait count as drow for the purposes of any effect related to race, including prerequisites.
Drow Immunities Drows are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses Half-elves receive a +2 racial bonus on Perception checks.
Blended-View Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet.
Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light.
Ancestral Arms Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level.
Feats
Exotic Weapon Competence(Hornbow, Orc)

You make attack rolls with the weapon normally.

Weapon Finesse With a light weapon, elven curve bladerapierwhip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Point-Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
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.
Quick Draw

You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Weapon Focus(Orc, Hornbow) +1 to attacks with selected weapon
Extra Rogue Talent Minor Magic: acid splash
Advanced Armor Training Adaptable Training(Acrobatics)
Weapon Specialization(Orc, Hornbow) You gain a +2 bonus on all damage rolls you make using the selected weapon.
Point-Blank Master(Orc, Hornbow) Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened.
Manyshot When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger’s favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
Snap Shot While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity.
Extra Rogue Talent Major Magic: vanish
Advanced Weapon Training Warrior Spirit
Signature Companion Gain an Animal Companion with equivalent druid level as your HD.
Advanced Weapon Training Trained Initiative
Improved Snap Shot You threaten an additional 5 feet with Snap Shot.
Greater Weapon Focus(Orc, Hornbow) +1 to attacks with selected weapon
Greater Weapon Specialization(Orc, Hornbow) You gain a +2 bonus on all damage rolls you make using the selected weapon.
Deadly Aim You can choose to take a –4 penalty on all ranged attack rolls to gain a +8 bonus on all ranged damage rolls. 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.
Advanced Weapon Training Armed Bravery(Ex)
Class Features

Bravery(Ex)

A fighter gains a +3 bonus on Will saves against fear

Armor Training(Ex)

A fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1.

In addition, a fighter can also move at his normal speed while wearing medium armor or heavy armor.

  • Adaptable Training(Ex)(Acrobatics): The fighter can use his base attack bonus in place with chosen skill. The fighter need not be wearing armor or using a shield to use this option. When using adaptable training, the fighter substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in this skill, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify that skill.
  • Armor Specialization(Ex): While wearing a fullplate, the fighter adds one-quarter of his fighter level to the armor’s armor bonus, up to a maximum bonus of +3 for light armor, +4 for medium armor, or +5 for heavy armor.
  • Armored Juggernaut(Ex): When wearing heavy armor, the fighter gains DR 3/—. It stacks with adamantine armor.

Weapon Training(Ex) [Bows]

Whenever a fighter attacks with a weapon from his selected group, he gains a +3 bonus on attack and damage rolls.

  • Trained Initiative(Ex): As long as he is wielding a weapon from the associated weapon group or is able to draw such a weapon (even if he is not currently wielding it), the fighter applies his weapon training bonus to initiative checks. In addition, if he has the Quick Draw feat and has a weapon from the appropriate weapon group that isn’t hidden, he can draw that weapon as a free action as part of making an initiative check.
  • Warrior Spirit(Su): The fighter can forge a spiritual bond with a weapon that belongs to the associated weapon group, allowing him to unlock the weapon’s potential. Each day, he designates one such weapon and gains a number of points of spiritual energy equal to 1 + his weapon training bonus. While wielding this weapon, he can spend 1 point of spiritual energy to grant the weapon an enhancement bonus equal to his weapon training bonus. Enhancement bonuses gained by this advanced weapon training option stack with those of the weapon, to a maximum of +5. The fighter can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to his maximum bonus by reducing the granted enhancement bonus by the amount of the equivalent enhancement bonus. The item must have an enhancement bonus of at least +1 (from the item itself or from warrior spirit) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
  • Armed Bravery(Ex): The fighter applies his bonus from bravery to Will saving throws. In addition, the DC of Intimidate checks to demoralize him increases by an amount equal to twice his bonus from bravery.
Sneak Attack

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 7d6. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sapunarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding

A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training(Ex)

A rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier.

  • Scimitar
  • Dagger
Evasion(Ex) A rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents

As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.

Danger Sense(Ex) A rogue gains a +4 bonus on Reflex saves to avoid traps and a +4 dodge bonus to AC against attacks made by traps. In addition, she gains a +4 bonus on Perception checks to avoid being surprised by a foe.
Debilitating Injury(Ex)

Whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –4 penalty to AC against all attacks made by the rogue.

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –4 penalty on all attack rolls it makes against the rogue.

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Improved Uncanny Dodge(Ex) A rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
A rogue can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
 
Rogue's Edge(Ex)

A rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill.

  • Perception: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.
  • Acrobatics: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.

    You can attempt an Acrobatics check at a –10 penalty and use the result as your CMD against trip maneuvers. You can also attempt an Acrobatics check at a –10 penalty in place of a Reflex save to avoid falling. You must choose to use this ability before the trip attempt or Reflex save is rolled. With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC.

Traits
Wiscrani Ear[Social] You have a keen ear for the movements of thieves and monsters. You can always take 10 on Perception checks, even when stress and distractions would normally prevent you from doing so.
Find Parents[Campaign] Choose a class. This class is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain.
Birthmark[Faith] You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Mythic Power
Mythic Path Champion 3
Mythic Abilities
  • Hard to Kill(Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
  • Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
  • Surge(Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
  • Amazing Initiative(Ex): you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
  • Ability Score: +2 Dexterity
Mythic Path Abilities
  • Fleet Charge(Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
  • Armor Master(Ex): You don’t take an armor check penalty or incur a arcane spell failure chance when wearing light armor or using a shield (including a tower shield). In addition, the maximum Dexterity bonus of light armor doesn’t apply to you. 
  • Armor Master(Ex): It also applies to medium armor.
  • Armor Master(Ex): It also applies to heavy armor.
Mythic Feats
  • Manyshot(Mythic): When making a full-attack action with a bow and using Manyshot, you fire two arrows with both your first and second attacks, instead of just your first attack.
  • Rapid Shot(Mythic): When using Rapid Shot, you can either ignore the feat’s –2 penalty on attack rolls or make two additional attacks instead of one.

 

Equipment Location Weight Value Special
Hat of Disguise Head 0 1800 This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, or other headwear.
Headband of Mental Superiority +2 Headband 1 16000 The headband grants the wearer an enhancement bonus to all mental ability scores (IntelligenceWisdom, and Charisma) of +2. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. The headband also grants skill ranks as a headband of vast intelligence.
Eyes of the Eagle Eyes 0 2500

These lenses are made of special crystal and fit over the eyes of the wearer.

They grant a +5 competence bonus on Perception checks. Both lenses must be worn to gain the benefit. Wearing only one causes a character to become dizzy and stunned for 1 round.

Cloak of the Hunt Shoulders 1 12000 This rough-spun green cloak is trimmed in wolf fur and fastened with a silver clasp. With the cloak drawn over his shoulders and the hood pulled up, the wearer becomes one with his surroundings, gaining a +5 bonus on Stealth checks and on Survival skill checks made to follow tracks. The cloak also renders the wearer immune to the scent ability.

If the wearer expends one use of mythic power, the cloak turns him invisible for 1 hour, as greater invisibility. If the wearer makes an attack, the effects last for 1 minute after the attack, then end. A character made invisible by this cloak can’t be detected with detect magic or other spells or effects that detect magical auras. The greater invisibility can’t be penetrated, revealed, or dispelled by spells of 2nd level or lower (such as see invisibility or glitterdust), though true seeing and dust of appearance can reveal the wearer’s presence.

Amulet of Natural Armor Neck 0 8000 This amulet, usually containing some type of magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales—toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor of +2.
Vest of Escape Chest 0 5200

This simple silk vest looks nondescript, but is actually studded with numerous secret pockets sewn into its lining.

Hidden inside these are magic lockpicks that provide a +4 competence bonus on Disable Device checks. The vest also grants its wearer a +6 competence bonus on Escape Artist checks.

  Body      
Adamantine Fullplate +2 Armor   20550 Heavy armor made from adamantine grants its wearer damage reduction of 3/—
Belt of Incredible Dexterity +4 Belt   16000 The belt grants the wearer an enhancement bonus to Dexterity of +4. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Bracers, Burglar's Wrists 1 1100 On command, these plain leather bracers can transform into a set of masterwork thieves’ tools. They can transform back to their bracer form with another such command. Once per day, while using these thieves’ tools or wearing these bracers, the user can take 10 on a single Disable Device check, even when in immediate danger or distracted.
Gloves of Dueling Hands 0 12000 These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn’t drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.
Ring of Sustenance Ring 1 0 2500 This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
Ring of Protection +2 Ring 2 0 8000 This ring offers continual magical protection in the form of a deflection bonus of +2 to AC.
  Feet      
Adaptative Orc, Hornbow +2 Weapon 1 7 9430  
MWK Scimitar Weapon 2   315  
  Weapon 3      
  Weapon 4      
Handy Haversack Slotless 5 2000  
Efficient Quiver Slotless 2 1800  
Traveler's Any-Tool Slotless 2 250  
Spring-loaded wrist sheath Wrists - Mundane 2 2  
         
   
Consumable Type Weight Value Special Uses
Abbundant Ammunition Wand 0 750 1 minute, infinite non-magical ammunition 50
Gravity Bow Wand 0 750 1 minute, damage from bow increases from 2d6 to 3d6 50
   
Miscellaneous Items Location Weight Value Special
         
Alantha: Belt of Incredible Dexterity +4 Alantha: Belt 0    
Total    

 

Cargando editor
29/04/2024, 19:02
Director
Cargando pj
Name Alantha Class Animal Companion(Bully) Level 13  
Alignment N Race Wolf (Animal) Sex Female  

Ability Scores

  Score Mod Temp Temp. mod
STR 25 7    
DEX 21 5    
CON 20 5    
INT 3 -4    
WIS 12 1    
CHA 6 -3    

 

Hit Points 104 HD 11d8(49)+55 Speed 50'

 

AC = Base Armor Shield Dex Size Natural Enhancement Dodge Deflection Other
29 = 10 3 0 5 -1 12 0 0 0  
Touch Flat Footed AB  Initiative RD/  RC RE
14 24 8 5      
Light Load 58 lb Medium Load 59-116 lb Heavy Load 117-175 lb
Lift over head 175 lb Lift from ground 350 lb Push/Drag 875 lb

 

Inmunities xx
Tricks xxx,xxx,xxx,xxx,xxx,xxx,xxx,xxx,xxx,xxx,xxx,xxx

Save throws

  Total Base Score Resistance Other Temp. Conditionals
Fort. 12 7 5        
Ref. 12 7 5        
Will. 4 3 1       +4(morale) vs enchantment

Combat Manoveurs

  Total Base AB STR DEX Size Magic Other Conditionals
CMB 16 = 8 7 NO 1 -   +7 trip
CMD 31 10 8 7 5 1     +2 vs trip

Attacks

Weapon Attack Dmg Crit Range Type Special
Bite 14 2d6+7 + trip x2 - P Power Attack: -3 attack, +6 damage

Armour

Armor AC Bonus Max. Dex ACP Spell Failure Speed Special
MWK Studded Leather bard 3 5 0   50'  

Skills

Habilidad Atributo TOTAL Base Rangos Clase Otros
Acrobatics DEX 11 5 3 3  
Climb STR 7 7      
Escape Artist DEX 5 5      
Intimidate CHA 1 -3   3 4(size)
Perception WIS 10 1 6 3  
Stealth DEX 6 5 2 3 -4(size)
Survival WIS 1 1      
Swim STR 7 7      
 

 

Racial traits
Scent (Ex)

This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 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 triple normal range.

When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. 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.

A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This 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. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Low-Light Vision (Ex) Half-elves can see twice as far as humans in conditions of dim light.
Feats
Power Attack

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points 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.

Improved Trip You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Fury's Fall When making a trip attack, add your Dexterity bonus to your CMB.
Improved Natural Attack  Choose one of the creature’s natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature’s size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
Greater Trip

You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.

Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Animal Companion Features

Link

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.

Bully Feat

In addition to the standard feats available to animal companions, a bully can select Greater Bull RushGreater OverrunGreater RepositionGreater TripImproved Reposition, and Improved Trip. It can use Power Attack instead of Combat Expertise as a prerequisite to qualify for feats on this list.

Evasion

If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Devotion

An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Bullying Thrill(Ex)

Whenever a bully succeeds at a bull rushoverrunreposition, or trip combat maneuver check, after fully resolving the combat maneuver, it gains a +2 morale bonus on attack and damage rolls until the end of its next turn.

 

Equipment Location Weight Value Special
  Head      
  Headband      
  Shoulders      
  Neck      
Studded Leather Bard Armor      
Belt of Incredible Dexterity +4 Belt      
  Feet      
Total