Remove these ads. Join the Worldbuilders Guild
Ririn TN
Character Name Alignment
Hunter 3 , Stormbound 3
Character Level
Skinwalker (Witchwolf) M
Race Size
Female 24
Gender Age
5'6" 130 lbs
Height Weight
Black/Gold Sky blue
Hair Eyes
Asmo(9,16,13,10,16,13)
Player
None Wilds of Betoros
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
9 -1 N/A -1
Dex
Dexterity
16 +3 N/A +3
Con
Constitution
15 +2 N/A +2
Int
Intelligence
6 -2 N/A -2
Wis
Wisdom
16 +3 N/A +3
Cha
Charisma
13 +1 N/A +1
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
33
0
0
Initiative
Dex
Modifier
+3
+3
+0
BAB
+2
ARMOUR CLASS
Total AC
Armour
Shield
Dex
13
+0
+0
+3
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
13
Flat Footed
10
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +5 +3 CON +2 +0 +0 +0
Reflex +6 +3 DEX +3 +0 +0 +0
Will +4 +3 WIS +3 +0 -2 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+1 +2 -1 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
14 10 +2 -1 +3 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30 ft
-
-
-
-
-
Languages

Common(Broken)

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
6
4
0
0
0
0
0
0
0
0
Per Day
0
4
0
0
0
0
0
0
0
0
Spell List

Level 0
>Detect Magic
>Create Water
>Know Direction
>Light
>Mending
>Purify Food and Drink

Level 1
>Aspect of the Falcon
>Gravity Bow
>Tracking Mark
>Produce Flame

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +3 (DEX)  +3 +0 +0
  Bluff +1 (CHA)  +1 +0 +0
Climb -1 (STR)  -1 +0 +0
  Diplomacy +1 (CHA)  +1 +0 +0
  Disguise +1 (CHA)  +1 +0 +0
  Escape Artist +3 (DEX)  +3 +0 +0
Fly +3 (DEX)  +3 +0 +0
Heal +3 (WIS)  +3 +0 +0
Intimidate +7 (CHA)  +1 +3 +3
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 +10 (WIS)  +3 +3 +4
Ride +3 (DEX)  +3 +0 +0
Sense Motive +3 (WIS)  +3 +0 +0
Stealth +9 (DEX)  +3 +3 +3
Survival +10 (WIS)  +3 +3 +4
Swim -1 (STR)  -1 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise -2 (INT)  -2 +0 +0
Handle Animal* +7 (CHA)  +1 +3 +3
  Knowledge: Engineering -2 (INT)  -2 +0 +0
Knowledge: Geography +4 (INT)  -2 +3 +3
  Knowledge: History -2 (INT)  -2 +0 +0
  Knowledge: Nobility -2 (INT)  -2 +0 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
Background
Hunters primarily earn a living by hunting game animals. Unscrupulous hunters, known as poachers, hunt game on land owned by another.

Alignment: Any

Skills: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Climb, Disable Device, Handle Animal, Knowledge (local), Knowledge (nature), Perception, Stealth, Survival

(Perception, Survival)


Bonus Feat: Choose either Deadly Aim or Point-Blank Shot

Starting Money: 3d4 x 10 gp


FCB: HP x3
Feats

Feats


Major Drawback:Enhanced Capacity
Benefit: Choose one of your essence receptacles such as a veil, magic item designed to contain essence, or class feature. Your essence capacity for that essence receptacle is increased by 1. You may change the chosen receptacle when you shape your veils each day.

Special: You can gain this feat multiple times. You can’t apply the feat’s effects to the same essence receptacle more than once.

Flaw:Adorn Akashic Treasure
When you gain this feat, choose a number of Akashic Treasures equal to your 1 + veilweaving modifier (minimum 2). If a treasure has a selectable component (such as choosing an elemental type for the Elementium Etchings treasure), you must choose the selectable components when you choose the treasure. You may choose multiple of these treasures if you wish to gain multiple selection options, but each counts as a unique chosen treasure for the purposes of this feat. If you later gain a permanent increase to your veilweaving modifier, you gain knowledge of additional treasures. If that permanent increase is lost and later regained, you lose those treasures while the increase is lost, and then regain those same chosen treasures when the increase is regained.

Whenever you shape your veils for the day, you may select one of your chosen treasures. You may adorn one of your veils with the selected treasure. This otherwise follows the rules for adorning akashic treasures.

If you have the ability to adorn any akashic treasure from one of your class features, you instead increase the number of veils you may adorn with treasures each day by one.

Special: You may select this feat multiple times, choosing additional akashic treasures and gaining the ability to adorn one additional veil with a treasure each time it is selected.

Background:Deadly Aim
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.

Lvl 1:Shape Veil
When this feat is selected, choose a veil from any class’s veil list that can be shaped in one of the following slots: Hands, Feet, Head, Wrists, Shoulders, Headband, Neck, Belt, Chest or Body. If a veil can be shaped in more than one slot, each slot it can be shaped in must fall within the above list.

If you have the ability to only shape a number of veils fewer than 1 + 1 per 5 Hit Dice you possess, you also gain the ability to shape one additional veil each day. If the total veils you can shape in a given day exceeds this maximum, you lose any additional shaped veils granted by this feat that would bring you beyond this total. This does not count as a veil slot granted by one of your veilweaving classes for any abilities that affect veils shaped only using a specific class's veil slots (such as the volur's brandweaving class feature, or the spellweaver's ability to shatter veils they shape to cast spells).

If you do not have levels in a veilweaving class, you use your character level as your veilweaving level, and your Wisdom as your veilweaving modifier. The saving throw DC of your veils is equal to 10 + number of points of essence invested in the veil + your veilweaving modifier.

Special: You can gain this feat multiple times, choosing a new veil to add to your veil list each time you select it. If you have the ability to shape fewer veils than the maximum printed above, you also gain the ability to shape one additional veil each day for each time you select this feat (up to the above maximum).

Lvl 2 B: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.

Oath Lvl 2:Extra Feature
Benefit: When you change shape to your bestial form, you may choose one additional feature from those listed in your shapechange ability and gain that benefit while in bestial form.

Special: You can gain this feat multiple times. Its effects stack.

Lvl 3:Extra Essence
You gain 2 points of essence

Special Abilities

Veils Shaped:


Wolfhound's Crossbow
Descriptors: Enhanced (Heavy crossbow)

Class: Eclipse, Guru, Huay, Kheshig, Nexus, Stormbound

Slot: Hands

Saving Throw: none

Shaping this veil calls forth a loyal companion who carries a weathered and beaten crossbow in their jaws.

This veil produces its own mundane ammunition. You do not take penalties from shooting prone targets.

Shaping this veil grants you a wolf animal companion. Treat this as the druid’s nature bond class feature, treating your veilweaver levels as druid levels for the purposes of determining the strength of this animal companion. Unlike normal animal companions, this wolf companion is an effect of the veil, and as such, does not possess any hit points -- Destroying the wolf can be done by sundering it, treating it as a veil. Sundering the wolf this way does not sunder this veil. A sundered wolf reforms in a space adjacent to you after 1d4 rounds. As the wolf is an effect of the veil, the wolf cannot shape veils itself. Otherwise, the wolf hound functions as a normal animal companion.

Once per round, when you hit a creature with this crossbow, if your wolf animal companion threatens that creature, you may have your wolf make an attack at their highest base attack bonus against that creature.

Finally, whenever you reload this crossbow, your wolf animal companion gains additional actions equivalent to the actions spent to reload the crossbow. A full-round action reload instead grants the wolf animal companion an additional move and standard action.

Essence: Each odd point of essence invested in this veil grants a +1 insight bonus to attacks made with weapons created by this veil and your animal companion. Each even point of essence invested in this veil grants a +1 insight bonus to damage rolls made with weapons created by this veil to you and your animal companion.

Chakra Bind (Hands): [E3, G2, Hu2, K2/5, N2, St4] This crossbow can ready one additional bolt to fire when it’s reloaded, plus an additional bolt per point of essence invested in this veil.

Your wolf animal companion’s bite attack gains the grab monster special ability. Unlike normal grab, this grab can affect a creature 1 size category larger than the animal companion. You take no penalties for firing into melee or grapples.

Finally, whenever you hit a creature with this crossbow, you may have your wolf animal companion move to 10 ft. This movement does not provoke attacks of opportunity.

Geri and Freki
Shaping this veil creates a set of clothing that appears to be lined with wolf fur. As long as you have this veil shaped, you gain a +2 insight bonus on Handle Animal checks and the ability to summon a wolf animal companion as a druid of your veilweaver level -4 (minimum 1) as a standard action. The wolf appears spectral and hazy unless essence is invested in this veil; this does not affect the wolf in any way, but it does give onlookers a +5 circumstance bonus on Knowledge (arcana) checks to identify the wolf as an akashic effect. If the wolf granted by this veil is reduced to 0 or fewer hit points, it cannot be summoned again until you reshape your veils for the day (though all other abilities of this veil can still be used as normal).

Essence: For each point of essence invested in this veil the bonus to Handle animal checks increases by +1 and the wolf animal companion gains a +1 enhancement bonus to natural armor, 5 temporary hit points, and a +1 insight bonus to all saving throws. If you have at least 4 points of essence invested in this veil, your effective druid level for determining the wolf’s abilities is equal to your veilweaver level.

Chakra Bind (Body): [G20, N20, R18, V20] Binding this veil to your Body chakra creates a second wolf that can be used in one of the following ways, chosen each time you shape this veil:

Whenever you summon the wolf granted by the primary use of this veil, you instead summon two wolves. Both wolves gain the full benefits of essence invested in this veil, but you suffer a -2 penalty to your effective druid level when determining the wolves abilities.
The second wolf appears in the form of a spirit mantle that adorns either you or the wolf animal companion granted by this veil. This mantle grants a bite natural attack that deals 1d8 bludgeoning, piercing, and slashing damage (1d6 Small, 2d6 Large). If the wearer of the mantle already possesses a bite natural attack, they may make an additional bite attack as part of a full attack. In addition, the wearer gains the Pack Flanking teamwork feat even if they would not otherwise qualify for it and treats every ally within 30 feet as though they also possessed this feat when determining whether they benefit from its effects.
The second wolf appears in the form of a silvery brooch that grants you the ability to command wolves and wolf-like creatures (including amaroks, barghests, winter wolves, and other similar creatures as determined by the GM). As a standard action you may speak and give such a creature a simple command (such as “run away”, “drop what you’re holding”, or “attack a creature I designate”). The commanded creature must succeed at a Will saving throw or follow the instruction to the best of their ability for 1 round. This ability effects even creatures normally immune to mind-affecting effects.

Sabatons of the Storm
Descriptors: Cold, Electricity, Sonic

Class: Daevic, Kheshig, Stormbound, Volur

Slot: Feet

Saving Throw: Reflex

Miniature storms rage around your legs, forming sabatons of elemental fury that leave behind devastation in your wake.

While you have this veil shaped your movement leaves behind a field of raging storm. Whenever you enter or end your turn in a space, you create a storm in that space for 1 round. Any creature other than yourself who moves into or ends their turn in one of these spaces takes 1d4 points of cold damage, 1d4 points of electricity damage, 1d4 points of sonic damage, and has their movement speeds reduced by half (minimum 5 feet) for 1 round. A successful Reflex save halves the damage taken, and negates the movement speed penalty. An individual creature can only be affected by this veil once each round. Moving through a space in which there already exists a storm created by this veil replaces the first instance of this ability in that space with the new one.

Essence: For each point of essence invested in this veil, the storms you create with this veil persist for an additional round, and the cold, electricity and sonic damage the storms deal increases by one step each on the following scale: 1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 2d8 > 2d10 > 2d12 > 3d8 > 3d10 > 3d12 > 6d6 > 7d6 > 8d6.

Chakra Bind (Feet): [D2, K2/5, S2, Vo2] Binding this veil to your Feet chakra allows you to release a burst of storm around you. As a standard action that provokes attacks of opportunity, you can fill every square in a 10-foot burst centered on you with storms. The radius of this burst increases by 5 feet for every 2 points of essence invested in this veil.

The Fulmination (Storm)



Essence Allocation(Max 3, 5 total)


Geri and Freki: 3
Wolfhound's Crossbow: 2


Veils gained from other sources:


Geri and Freki

Traits

Racial Traits

Ability Modifiers +2 Constitution, –2 Intelligence (+2 Wisdom while shapechanged)
Alternate Skill Modifiers: +2 Perception & wild empathy

Medium: Skinwalkers are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Skinwalkers have a base speed of 30 feet.

Low-Light Vision: Skinwalkers can see twice as far as humans can in dim light.

Alternate Spell-Like Ability magic fang 1/day
Bestial Features
Bite attack that deals 1d6 points of damage
2 claw attacks that each deal 1d4 points of damage
Darkvision 60 feet
+2 racial bonus on all saving throws

Languages: Skinwalkers all begin play speaking Common. Skinwalkers with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


Combat:Guerilla Tactics
You gain a +2 trait bonus on Stealth checks and Initiative checks in forests.

Race:Shared Curse
A portion of your ancestor’s fell curse still courses through your blood. Once per day as a standard action, you can share a portion of your accursed heritage with a willing ally by dealing 1 point of damage to that ally with a natural weapon. The ally gains a natural bite attack, as if from your skinwalker ability, for 2 rounds.

Social: Beastkin(Wolf)
Select one specific type of animal (such as wolves or apes). You were raised from infancy by an animal or pack of animals of that type. You learned their ways and have more in common with your beastly kin than members of any humanoid race. You gain a +1 trait bonus on Survival checks and can use speak with animals as a spell-like ability at will to communicate with the type of animal that raised you.

Drawback: Condescending
Raised with the assurance that only those like you are truly worthy of respect, you have an offputting way of demonstrating that you look down on those not of your race and ethnicity or nationality. You take a –5 penalty on Diplomacy and Intimidate checks to improve other creatures’ attitudes toward you.

Major Drawback:Weak Will
You suffer a -2 penalty on all Will saving throws.

Flaw:Pathetic
Reduce one of your ability scores by 2.

Arms & Equipment

Storm Powers


Fury of the Storm
The armaments of your veils are infused with the storm that rages inside you. When you use a weapon produced by a veil with the [Enhanced (weapon)] descriptor, or when using natural weapons granted by a veil, you may choose to use your stormbound level in place of your base attack bonus when making attacks with those weapons, when determining the effects of veils that granted those weapons, and for determining how many attacks you gain as part of a full attack made using those weapons. Additionally, you may use your veilweaving modifier in place of your Strength modifier for damage rolls made using those weapons.

Veilproofing
Your weatherproofing class feature extends the immunities it provides to all veils you shape, not just your Storm veils.

Class Features

Hunter(Feral Hunter)


Weapon and Armor Profs
A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Feral Focus (Su)
At 1st level, a feral hunter gains a limited ability to change her shape into hybrid animal forms. This functions as the animal focus class feature, except that the hunter always applies the animal aspect to herself, and there is no limit to this ability’s duration. She can end this ability as a free action.

When a feral hunter uses this ability, her body takes on cosmetic aspects of an animal, such as furry skin, longer nails, elongated teeth, and oddly colored eyes; these changes do not grant her any abilities other than what is stated in the animal focus, and end when she takes on a different aspect or ends the ability. This physical change is a polymorph effect, though the effects of the animal focus are not.

This ability alters animal focus and replaces the hunter tactics and speak with master class abilities.

Precise Summoned Animal (Ex)
This functions like the precise companion class ability, except the hunter grants all her teamwork feats to all animals she summons with summon nature’s ally. This ability alters precise companion.

Nature Training(Ex)
A hunter counts her 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.

Teamwork Feat
At 3rd level and every 3 levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus teamwork feat.

Wild Empathy(Ex)
A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.



Stormbound


Weapon and Armor Profs
Stormbound are proficient with all simple and martial weapons. Stormbound are proficient with light armor, medium armor, and shields. However, wearing metal armor or using a metal shield impairs a stormbound’s ability to properly channel the natural forces of the storm that rages inside them. If a stormbound wears metal armor or uses a metal shield, they treat the essence capacity of their veils shaped using stormbound veil slots as 2 less (minimum 0). It takes half as much damage to sunder the stormbound's veils and those veils have half their normal hardness while the stormbound wears metal armor or uses a metal shield. This penalty does not apply when the stormbound uses armor or shields produced by a veil that are normally made of metal unless those veils are upgraded to incorporate a special material made of metal.

Veilweaving
Veilweaving

Stormbound control and channel the power of the storm that rages within their bodies, unleashing it in measured and controlled amounts in an effort to prevent the destruction of their body and the world that surrounds them. The stormbound uses this energy by shaping it into magical creations known as veils, which are drawn from the stormbound veil list. The stormbound knows and can shape any veil from this list. The stormbound uses their Wisdom as their veilweaving modifier. The DC for a saving throw against a veil’s abilities is 10 + the number of points of essence invested in the veil, + the stormbound's veilweaving modifier.

The stormbound can only shape a limited number of veils per day. They can shape 2 veils at 1st level, and gain the ability to shape 1 additional veil each day at 3rd level, and every 2 levels thereafter. A stormbound must have a good night’s rest and must meditate for one hour to prepare their veils for the day.

At 1st level, the stormbound gains access to a pool of essence which can be invested into their veils and other essence receptacles to increase their power. The stormbound gains 1 point of essence at 1st level, and every class level thereafter.

Spring's Weave
The herald of spring gains access to a unique veil shot: the Storm slot. The herald of spring gains an additional veil each day that must be used to shape a Storm veil. Unlike a normal stormbound, a herald of spring may freely invest their essence to or from their storm veils.

The electric currents of spring storms imbues the herald of spring’s soul, allowing them to call upon unique and devastating spring storms from beyond the mortal realms. Whenever the herald of spring shapes a Storm veil with the Acid, Cold, or Fire descriptors, they can choose to shape that veil with the Electricity descriptor instead. Any acid, cold, or fire damage dealt by this veil instead deals electricity damage.

Weatherproofing(Su)
The stormbound’s ability to call upon and control storms has granted them a measure of immunity to their effects, an immunity which they can also bestow to their allies. The stormbound gains the effects endure elements as a constant effect. If the stormbound would be subject to a saving throw from a Storm veil they have shaped, they are treated as automatically passing that saving throw if they wish to. If they are subjected to an attack roll from a Storm veil they have shaped, that attack automatically misses if they wish it to. If they would take damage from a Storm veil they have shaped, they may choose to reduce the damage dealt to them to 0. If one of their Storm veils imposes other penalties that do not require a saving throw (such as a reduction in vision range, making its area difficult terrain, or filling the area with high winds) this ability does not protect against those penalties.

The stormbound can also bestow the benefits of this ability to their allies as a free action on their turn. They choose a number of creatures equal to 1/2 their class level plus their veilweaving modifier to grant the effects of this ability. The resistance to Storm veils granted by this ability only applies to Storm veils the stormbound has shaped, and this immunity persists until the stormbound uses this ability again, or loses consciousness.

Blessing of Spring(Su)
Due to their unique connection to the primeval forces of spring, a herald of spring’s protection from the power of storms is altered.

The herald of spring and their allies do not gain the benefits of endure elements from the herald of spring’s weatherproofing. Instead, affected creatures gain a pool of temporary hit points equal to the herald of spring’s class level. If lost, these temporary hit points recover at a rate of 1 point per minute.

If weatherproofing is removed from a creature these temporary hit points are immediately lost. If a creature is provided weatherproofing by the herald of spring once again, the temporary hit points are restored at the exact value they were when weatherproofing was removed.

Storm Powers/Voltaic Powers
Storms are natural phenomena, they provide water for plants and animals, change the shape of the world, and in some cases destroy it. The stormbound learns to emulate these aspects in the form of Storm Powers. At 1st level, and every 2 levels thereafter, the stormbound may select a single storm power that they qualify for.

Voltaic Powers
If the herald of spring gains a storm power that can be invested as if it were a storm veil, they may instead invest essence in it as if it were a normal essence receptacle. In addition, if they select a storm power which deals acid, cold, or fire damage, when they select the storm power they can choose for it to deal electricity damage instead.

Shifting Spring(Su)
The herald of spring’s command over spring’s storms allows them to easily and effortlessly shift their storms into a new shape. At 2nd level, when the herald of spring rolls initiative, or at the beginning of each of their turns, they can choose to take 2 points of essence burn to unshape a single shaped Storm veil, and immediately shape a new one in its place. If the Storm veil they unshape was bound to their Storm chakra, the new Storm veil they shape in its place is also bound. If the unshaped Storm veil and the newly shaped Storm veil both have one of the following properties the herald of spring can use this ability without taking essence burn: the Air descriptor, Electricity descriptor, Water descriptor, or Storms that have no capability of dealing damage. The two veils do not need to match for this ability: the herald of spring can replace an Electricity storm with one that deals no damage without suffering essence burn, or vice versa.

Improved Essence Capacity
The stormbound’s growth in power leads to an expansion of the essence capacity of their veils. At 3rd, 9th, and 15th level the essence capacity of all of the stormbound’s essence receptacles increases by 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.


Created by

LE_Asmodeus.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed