Shiro

Passionate Yokai Hunter

Description:

Ranger 4 (Falconer and Yokai Hunter archetypes) / Rogue 2; CN

Ability Ability Score Unmodified/Base
Strength 16 16
Dexterity 16 16
Constitution 15 15
Intelligence 11 11
Wisdom 14 14
Charisma 9 9
HP AC modifier Touch Flat-footed Fortitude Reflex Will
xx 10 4 7 +6 +10 +5
BAB CMB CMD
+5 +9 +12

Attacks
+1 Nodachi: +9 1d10+5
+1 Nodachi, Power Attack: +7 1d10+11, 18-20 x2
Masterwork +3 Composite Longbow: +9 1d8+3, 20 x3, 110 ft range increments

Movement and vision
Speed 30 ft, perception +10.
Low-Light Vision.
Adjusted Initiative, Knowledge (Geography), Perception, Stealth and Survival checks for Swamps (+6), Forests (+4), Mountains (+4).

Skill Name Ranks Ability Trained Misc Total
Climb 2 3 3 -2 6
Diplomacy 2 -1 3 1 5
Disable Device 2 3 3 -1 7
Knowledge (Geography) 6 0 3 9
Knowledge (Local) 2 0 3 1 6
Knowledge (Nature) 2 0 3 5
Knowledge (Planar) 1 0 3 1 5
Linguistics 1 0 3 4
Perception 3 2 3 2 10
Profession (Trapper) 2 2 3 7
Sense Motive 4 2 3 9
Stealth 2 3 3 -2 6
Survival 4 2 3 9
Swim 4 3 3 -2 8

Languages
Elven (racial native), Sakaben (native), Hakka

Racial abilities

  • Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the Adaptability racial trait.
  • Elf Blood: Half-elves count as both elves and humans for any effect related to race.
  • Elven Immunities: Half-elves 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.
  • Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
  • Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Class abilities

  • Favoured Enemy, Yokai (Su): A yokai hunter possesses a supernatural ability to sense beings connected to the spirit world, such as kami, oni, and ghosts, and is formidable at fighting them. At 1st level, a yokai hunter gains a +2 bonus on weapon attacks and damage rolls against one of the following creature types (and subtypes, if applicable), which are considered yokai for the purposes of this archetype: aberration, dragon, fey, magical beast, outsider (native), and undead (incorporeal). (A GM may choose to alter this list for the purposes of her campaign.) At 5th level and every five levels thereafter, a yokai hunter may select another favored yokai from this list, gaining a +2 bonus on weapon attacks and damage rolls against that yokai.

In addition, whenever a yokai hunter sees a favored yokai that is disguised or has not made its otherworldly essence known, he gains an automatic check to identify the creature as such. To make this check, a yokai hunter rolls 1d20 and adds his yokai hunter level and Charisma modifier (DC 10 + 1/2 the yokai’s Hit Dice + the yokai’s Cha modifier). A successful check means that the yokai hunter recognizes the creature’s ties to the spiritual world. Regardless of whether the check is successful, a yokai hunter gains the bonus on weapon attacks and damage rolls against favored yokai.

This ability replaces favored enemy. Ranger abilities that rely on a favored enemy instead rely on this ability.

Shiro selected Outsider (native) as his enemies.

  • Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
  • Feathered Companion (Ex): At 1st level, a falconer earns the trust and companionship of a bird of prey. The bird can be of any type of large hunting or scavenging bird (even a vulture). This ability functions like the druid animal companion ability (which is part of the nature bond class feature), but the falconer must take the bird animal companion, and that companion has only half the normal hit points. The falconer cannot teach the bird of prey the work trick, but can teach it either the roam or distract trick for free. Whichever trick the falconer does not pick then can be picked as a trick later.

This ability replaces wild empathy.

  • *Combat Style: Two-Handed Weapons (Ex): At 2nd level, a ranger must select one combat style to pursue. The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

The ranger may choose from the following whenever he gains a combat style feat: Cleave, Power Attack, Pushing Assault, and Shield of Swings. At 6th level, he adds Furious Focus and Great Cleave to the list. At 10th level, he adds Dreadful Carnage and Improved Sunder to the list.

  • Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
  • Hunter’s Bond (Ex): At 4th level, a falconer must select an animal companion when he gains hunter’s bond. He does not gain a new companion at 4th level; rather, his feathered companion gains full hit points, from half. A ranger’s animal companion shares his favored enemy and favored terrain bonuses. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger’s effective druid level is equal to his ranger level –3.

Feats

Battle gear
+1 Kikko underarmour (+6 AC, 4 max Dex, -2 ACP, 25 lbs)
Ring of Protection +1
Boots of Striding

Gear
On Person: +1 Nodachi, MW Composite +3 Longbow, 30 arrows, a MW wooden whistle to call and direct his mountain eagle Kōgō, Backpack, 1x Wand of Cure Light Wounds

In Backpack: 2x Wand of Cure Light Wounds, 1x Wand of Speak With Animals, Sleeping Bag, 3 spools of hemp rope, dagger, whetstones, 2 waterskins, winter blanket, clay drinking mug, extra nice clothes (just one set mind)

Money: 200 gp in silver and gold, 10x carved jade stones worth 100G

Total weight on person: 78 lbs

Light load Medium load Heavy load
0-76 lbs. 77–153 lbs. 154–230 lbs.

Background Traits
Resilient (Combat): Following the destruction of Yuno town, you were forced to subsist on food and water from doubtful sources. You’ve built up your constitution as a result.
You gain a +1 trait bonus on Fortitude saves.

Knowing the Enemy (Social): Yokai are the scum that cost many their loved ones, and has been instilled into you from an early age.
You gain a +1 trait bonus on checks with the Knowledge skill corresponding to your first favored enemy choice, and that Knowledge skill is always a class skill for you.

Well-Informed: You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and (for a low low cost) help anyone who needs it.
You gain a +1 trait bonus on Diplomacy checks to gather information and Knowledge (local) checks. Diplomacy is always a class skill for you.

Vain: Boastful? Foolhardy? Greedy? You are sensitive about the way others perceive you.
Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.

Bio:

Quick Background Generation

Region: Kuroi
Place of birth: Yuno
Age: 26

Homeland: Forests. You gain access to the Log Roller regional trait.
Parents: Only his adopted father, a tradesman, is alive.
Siblings: n.a.
Circumstance of Birth: Adopted. You were not raised by your birth family, but you were taken in by another family within your race or culture. Roll twice on the Parents’ Profession table – once for your birth family, and once for your adoptive family. Gain access to traits granted by both sets of parents.
Parents’ Professions: Both birth family and adoptive family were Tradespeople. Gain access to the Artisan social trait and the Life of Toil social trait.

Major Childhood Event: Major Disaster. Calamity came across the village where Shiro lived in the form of a rampant demons. He was one of the few survivors. Gain access to the Resilient combat trait, and the Unforgotten story trait.

Ranger Background: Ancient Hatred. His adopted father instilled in him the lessons to hunt the demons of old, as befit the elves hunting great foes abroad. Gain access to the Knowing the Enemy social trait.

Influential Associates: A Well-Connected Friend. In Shiro’s circle of disparate associates, there was a very well-connected patron. Through hardships shared and a good bit of drink, he learned of how to have contacts in every social or professional circle, and so continues to meet and associate with a wide variety of people in every walk of life. Gain access to the Well-Informed Halfling racial trait (which may be taken regardless of race).

Moral conflict: Shiro destroyed the reputation of a person, who turned out to be a humanoid monster, a yokai. He did this out justice sheer hatred for them when he found out the person was a yokai. The yokai was run out of town, its posessions distributed among the populace, never to be seen or heard from again. Shiro quite enjoyed the bittersweet vicotry, and hasn’t ever felt regret for it.

Romantic Relationships: Shiro never settled, and has had several inconsequential relationships.

Drawback: Shiro is Vain, and sensitive about the way others perceive him. Whenever you fail an opposed Charisma-based check, you take a -2 penalty on all Charisma-based checks for the next 24 hours.

ROBIN – Shiro:
For a while, there was open hostility between ROBIN and Shiro. Especially when his bird became involved. Same trades, same calls, same coin. But downing the same prey? That kind of brought the two together.
ROBIN knows the wilds well enough, and has a steady throwing hand. He’s no match for Shiro’s precious Kōgō-chan, but there’s a good friend in another pair of eyes in the backwoods, and some spells, besides.
ROBIN charges too much, Shiro believes, for his spoils. But he’s an amiable sort, and a good drinking buddy besides. Maybe some business could be decided upon between them.

Kouta – Shiro:
Shiro introduced Kouta to Tiger’s teachings of the hunt and its predatory nature. He thought he had a kindred spirit in Kouta, but found his devotion wavering. He was disappointed in finding out Kouta held more respects to Daikitsu’s teachings.
Kouta and Shiro occasionally meet each other at the Kyo Shakai rat races. The losing streak is unfortunately still going strong.
Kouta is an excellent supplier of debilitating natural poisons. Of course, the Emperor wouldn’t approve. But who cares about the Emperor this far south? And of course, for the occasional delivery of some toxin sacs or another, he may be able to get a little something-something for his troubles.

Shiro

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