Spoiler (Anzeigen)Abilities: Str 17 (+3), Dex 16 (+3), Con 14 (+2), Int 12 (+1), Wis 10 (+0), Cha 10 (+0)
Feats: Wildhunt Elite (Shifter): Blindsense 30 ft, Shifter Stamina, Power Attack, Cleave
Class Features:
Barbarian:
Weapon and Armor Proficiency: A barbarian isproficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Fast Movement (Ex): A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.
Rage (Ex): A barbarian can call upon inner reserves of
strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian gains a number of rage points equal to 4 + her Constitution modifier. At each level after 1st, she gains an additional number of rage points equal to 2 + her Constitution modifier. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase a barbarian’s total number of rage points. A barbarian must spend one rage point to enter a rage and one additional point at the start of any round spent in rage. In addition, rage points can be spent to activate rage powers. A barbarian can enter rage as a free action. Rage points are renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based
skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rage points spent during the rage. A barbarian cannot enter a new rage while fatigued but can otherwise enter rage multiple times during a single encounter or combat.
Rage Powers: As a barbarian gains experience, she learnsto harness her rage in new ways. Starting at 2nd level, abarbarian gains one rage power. She gains an additional rage power for every two levels of barbarian attained after 2nd level. A barbarian can use her rage powers only while raging, with each power consuming a set number of rage points. A barbarian cannot select an individual power more than once. Unless otherwise noted, these abilities are swift actions that must be performed on the barbarian’s turn.
Intimidating Glare (Ex): The barbarian can make anIntimidate check against one adjacent foe as a free action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 2d6 rounds. (4 rage points)
Knockback (Ex): Anyone hit by the barbarian’s melee attacks this round is pushed back 5 feet, if possible. This power is used before any attacks are made. (4 rage points)
Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught f latfooted or struck by an invisible attacker. He still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Trap Sense (Ex): At 3rd level, a barbarian gains a +1 bonus on Ref lex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Ranger:
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor and shields (except tower shields).
Favored Enemy (Ex)=Undead: At 1st level, a ranger may select a type of creature from among those given on the Ranger Favored Enemies Table. The ranger gains a +2 bonus on Bluff, Perception, Sense Motive, and Survival checks when using these skills against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated
subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex): A ranger adds half his level to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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 ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, inf luencing an animal in this way takes 1 minute, but, as with inf luencing people, it might take more or less time. The ranger can also use this ability to inf luence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat Style Feat (Ex): Two Weapon Fighting,
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Favored Terrain (Ex)=Urban: At 3rd level, a ranger may select a type of terrain from among those given on the Favored terrain Table. The ranger gains a +2 bonus on Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. Likewise, he gets a +1 bonus on initiative checks when in this terrain. At 8th level and every five levels thereafter (13th and 18th level), the ranger may select an additional favored terrain from those given on the table. In addition, at each such interval, the skill bonus in any one favored terrain (including the one just selected, if so desired) increase by +2, while the initiative bonus increases by +1. If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
SHIFTER RACIAL TRAITS
Shapechanger Subtype: Shifters are humanoids withthe shapechanger subtype.
+2 Dexterity, –2 Intelligence, –2 Charisma: Shifters are lithe and agile, but their fundamental bestial nature detracts from both their reasoning ability and their social interaction.
Medium: As Medium creatures, shifters have no special bonuses or penalties due to their size. Shifter base land speed is 30 feet.
Shifting (Su): A shifter can tap into her lycanthropic heritage to gain short bursts of physical power. Once per day, a shifter can enter a state that is superfi cially similar to a barbarian’s rage. Each shifter has one of six shifter traits—characteristics that manifest themselves when a character is shifting. Each shifter trait provides a +2 bonus to one of the character’s physical ability scores (Strength, Dexterity, or Constitution) and grants some other advantage as well. Shifter traits are described in the following section. Shifting is a free action and lasts for a number of rounds equal to 3 + the shifter’s Con modifier. (If a shifter trait or other effect increases the character’s Con modifier, use the newly improved modifier.) A shifter can take feats to improve this ability. These shifter feats are described in Chapter 3: Heroic Characteristics. Every shifter feat a character takes in creases the duration of shifting by 1 round. For every two shifter feats a character takes, the number of times per day she can tap into the ability increases by one. So, a character with two shifter feats can shift two times per day (instead of the usual one), and each use of the ability lasts for a number of rounds equal to 5 (instead of 3) + the shifter’s Con modifier. Shifting, though related to and developed from lycanthropy, is neither an affliction nor a curse. It is not passed on by bite or claw attacks, and a shifter can’t be cured—shifting is a natural ability for the race.
Wildhunt (Su): While shifting, a wild hunt shifter temporarily gains a +2 bonus to Constitution and the scent ability. This ability allows the shifter to detect approaching creatures, sniff out hidden creatures, and track by sense of smell. A wild hunt shifter can identify familiar odors just as a human does familiar sights. A wildhunt shifter can detect creatures within 30 feet by sense of smell. If the creature 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. These stronger scents block other scents, so they can sometimes be used to confuse or hamper this shifter trait. When a wildhunt shifter detects a scent, the exact location of the source isn’t revealed—only its presence somewhere within range. The shifter can take a move action to note the direction of the scent. Whenever the shifter comes within 5 feet of the source, he pinpoints the source’s location. While shifting, a wildhunt shifter who has the Track feat can follow tracks by smell, making Survival checks to find or follow a trail. The typical DC for a fresh trail is 10 (regardless of the surface that holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures producing the odor, and the age of the trail. For each hour that the trail grows cold, the DC increases by 2. This ability other wise follows the rules for the Track feat. Shifters tracking by scent ignore the effects of surface conditions and poor visibility. When not shifting, a wildhunt shifter gains a +2 bonus on Survival checks due to the lingering effects of the scent ability.
Low-Light Vision: Shifters can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
+2 racial bonus on Balance, Climb, and Jump checks:A shifter’s animalistic heritage enhances many of her physical skills.
Automatic Languages: Common. Bonus Languages: Elven, Gnome, Halfling, and Sylvan.
Favored Class: Ranger. A multiclass shifter’s ranger class does not count when determining whether she takes an experience point penalty for multiclassing.
Skills:
Acrobatics (Dex) 10 (4 rangs, 3 Dex, 3 trained)
Appraise (Int) 1 (1 Int)
Bluff (Cha) 0 (0 Cha)
Bluff (Undead) 2 (+2 Favourite Enemy: Undead)
Climb (Str) 10 (4 rangs, 3 Dex, 3 trained)
Craft (Int) 1 (1 Int)
Diplomacy (Cha) 0 (0 Cha)
Disguise (Cha) 0 (0 Cha)
Escape Artist (Dex) 3 (3 Dex)
Handle Animal (Cha) 5 (2 rangs, 0 Cha, 3 trained)
Heal (Wis) 0 (0 Wis)
Intimidate (Cha) 6 (3 rangs, 0 Cha, 3 trained)
Knowledge (dungeoneering) 7 (Int) (3 rangs, 1 Int, 3 trained)
Knowledge (geography) (Int) 7 (3 rangs, 1 Int, 3 trained)
Knowledge (geography: Uran) 9 (+2 Favourite Terrain:Urban)
Knowledge (nature) (Int) 6 (2 rangs, 1 Int, 3 trained)
Perception (Wis) 10 (7 rangs, 0 Wis, 3 trained)
Perception (Urban) 12 (+2 Favourite Terrain:Urban)
Perception (Undead) 12 (+2 Favourite Enemy: Undead)
Perception (Undead; Urban) 14 (+2 Favourite Enemy: Undead, +2 Favourite Terrain:Urban)
Perform (Cha) 0 (0 Cha)
Profession (Wis)
Ride (Dex) 8 (2 rangs, 3 Dex, 3 trained)
Sense Motive (Wis) 1 (1 rangs, 0 Wis)
Sense Motive (Undead) 3 (+2 Favourite Enemy: Undead)
Spellcraft (Int) 1 (1 Int)
Stealth (Dex) 10 (4 rangs, 3 Dex, 3 trained)
Stealth (Urban)12(+2 Favourite Terrain:Urban)
Stealth (Undead)12(+2 Favourite Enemy: Undead,)
Stealth (Undead; Urban)14(+2 Favourite Enemy: Undead, +2 Favourite Terrain:Urban)
Survival (Wis) 12 (7 rangs, 0 Wis, 3 trained, 2 Wildhunt)
Survival (Urban) 14 (+2 Favourite Terrain:Urban)
Swim (Str) 8 (2 rangs, 3 Str, 3 trained)