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Arhosa / Adawolf [NPC]
« on: March 16, 2024, 10:02:36 PM »
Adawolf
Medium Monstrous Humanoid (Kier 2/Savage 1/Kier Raider 3)
Hit Dice: 2d8+4d12+12 (47 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: TBD
Base Attack/Grapple: +6/+11
Attack: TBD
Full Attack: TBD
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision, Scent, Woodland Stride, Swift Tracker
Saves: Fort +8, Ref +12, Will +2
Abilities: Str 20, Dex 18, Con 14, Int 14, Wis 8, Cha 8
Feats: Controlled Leap (1), Extra Predator's Strike (3), See the Weakness (6), Track (b), Lifesense (b)
Skills: Athletics 14, Knowledge (Nature) 11, Perception 8, Stealth 13
Medium Monstrous Humanoid (Kier 2/Savage 1/Kier Raider 3)
Hit Dice: 2d8+4d12+12 (47 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: TBD
Base Attack/Grapple: +6/+11
Attack: TBD
Full Attack: TBD
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision, Scent, Woodland Stride, Swift Tracker
Saves: Fort +8, Ref +12, Will +2
Abilities: Str 20, Dex 18, Con 14, Int 14, Wis 8, Cha 8
Feats: Controlled Leap (1), Extra Predator's Strike (3), See the Weakness (6), Track (b), Lifesense (b)
Skills: Athletics 14, Knowledge (Nature) 11, Perception 8, Stealth 13
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Predator's Strike: Twice per day, you can roll a second d20 when making an attack roll and use either of the two results.
Prey Focus: When entering combat, a single enemy creature becomes your prey (player's choice). You receive a +2 bonus on attacks against him, and a -1 penalty against everyone else. In addition, any enemies who are not your prey treat you as flanked if you are in melee combat with your prey, regardless of whether you would normally be flanked. During combat, you have an instinctive knowledge of the hit point total of your prey. If your prey is slain or otherwise leaves combat, you may choose another prey as a move action.
Instinctive Response: When triggering an AoO, you can spend an immediate action to leap out of the way. Move 5 ft in a random direction. If this was in the middle of movement, it ends your movement. If you would still be within range of the AoO after the movement, it happens normally. If the leap would trigger another AoO, it does. If you would land in an occupied or otherwise dangerous space, reroll. If there is no available space, you cannot use this ability.
Leaping Response (Ex): When the Kier Raider triggers his Instinctive Response ability, he may make an Athletics check to jump and move that distance, following all the normal rules for jumping, instead of taking a five foot step.
Blindside (Ex): Appearing out of hidden ambushes, Kier Raiders love to surprise their foes. If they are able to act during a surprise round, a Kier Raider can act normally instead of taking just a standard action. In addition, a Raider that attacks during a surprise round or against a flat-footed opponent gains a +1 bonus to attack rolls and deals 1d6 extra damage if the attack is successful. These benefits increase to +2 and +2d6 at 3rd level.
Scything Strike (Ex): When a Kier Raider uses the attack action with a melee weapon, he can move both before and after the attack, provided that his total distance moved is not greater than his speed. Moving in this way does not provoke an attack of opportunity from the defender he attacks, though it might provoke attacks of opportunity from other creatures, if appropriate. The Raider must move at least 5 feet both before and after he makes his attack in order to utilize the benefits of Scything Strike. At BAB +6, he may designate two foes rather than one. His movement does not provoke attacks of opportunity from either of these foes. He can make a second attack as part of his attack action. He can use both attacks against one of the opponents targeted, or split his attacks between them. At BAB +11, he may designate a third target to be affected, and can make a third attack as part of his attack action. As before, the Raider can use all attacks against one of the opponents targeted, or split his attacks between them. At BAB +16, he may designate a fourth target to be affected and can make a fourth attack as part of his attack action. He can use all attacks against one of the opponents targeted, or split his attacks between them.
Predator's Savagery (Ex): If the Kier Raider has the Extra Predator's Strike feat, twice per day he can choose to reroll all of his damage dice, and use either of the two totals. Otherwise, he gains the benefit of that feat.
Eyes of a Hunter (Ex): If the Kier Raider has the See the Weakness feat, he ignores any magical or supernatural concealment his chosen prey possesses. Otherwise, he gains the benefit of that feat.
Surprise Pounce (Ex): If you cover at least 10 feet of horizontal distance when using Leaping Response, and you end your jump in a square from which you threaten an opponent, you may attack them as a charge. This attack must follow all the normal rules for using the Athletics skill to jump and for making a charge, except that you ignore rough terrain in any squares you jump over. Opponents are treated as flat-footed to attacks made this way.
Raider's Leap (Ex): If the Kier Raider has the Controlled Leap feat, he is always treated as making a running jump, and may make an Athletics check to jump as a swift action. Otherwise, he gains the benefit of that feat.
Blood Frenzy (Ex): A savage who deals damage in combat against a living enemy scents blood, which causes him to fly into a frenzy the following round. While in a blood frenzy, a savage gains +4 to Strength, +4 to Dexterity, and –4 to Armor Class. If his attacks bring a living opponent to negative hit points, he immediately gains an additional attack against the fallen foe. A savage cannot end his frenzy voluntarily. It ends only when all living creatures he has wounded in combat are dead or have fled the battle. He cannot fight defensively or take the Total Defense action, and each round must attack the nearest enemy creature if able.
Prey Focus: When entering combat, a single enemy creature becomes your prey (player's choice). You receive a +2 bonus on attacks against him, and a -1 penalty against everyone else. In addition, any enemies who are not your prey treat you as flanked if you are in melee combat with your prey, regardless of whether you would normally be flanked. During combat, you have an instinctive knowledge of the hit point total of your prey. If your prey is slain or otherwise leaves combat, you may choose another prey as a move action.
Instinctive Response: When triggering an AoO, you can spend an immediate action to leap out of the way. Move 5 ft in a random direction. If this was in the middle of movement, it ends your movement. If you would still be within range of the AoO after the movement, it happens normally. If the leap would trigger another AoO, it does. If you would land in an occupied or otherwise dangerous space, reroll. If there is no available space, you cannot use this ability.
Leaping Response (Ex): When the Kier Raider triggers his Instinctive Response ability, he may make an Athletics check to jump and move that distance, following all the normal rules for jumping, instead of taking a five foot step.
Blindside (Ex): Appearing out of hidden ambushes, Kier Raiders love to surprise their foes. If they are able to act during a surprise round, a Kier Raider can act normally instead of taking just a standard action. In addition, a Raider that attacks during a surprise round or against a flat-footed opponent gains a +1 bonus to attack rolls and deals 1d6 extra damage if the attack is successful. These benefits increase to +2 and +2d6 at 3rd level.
Scything Strike (Ex): When a Kier Raider uses the attack action with a melee weapon, he can move both before and after the attack, provided that his total distance moved is not greater than his speed. Moving in this way does not provoke an attack of opportunity from the defender he attacks, though it might provoke attacks of opportunity from other creatures, if appropriate. The Raider must move at least 5 feet both before and after he makes his attack in order to utilize the benefits of Scything Strike. At BAB +6, he may designate two foes rather than one. His movement does not provoke attacks of opportunity from either of these foes. He can make a second attack as part of his attack action. He can use both attacks against one of the opponents targeted, or split his attacks between them. At BAB +11, he may designate a third target to be affected, and can make a third attack as part of his attack action. As before, the Raider can use all attacks against one of the opponents targeted, or split his attacks between them. At BAB +16, he may designate a fourth target to be affected and can make a fourth attack as part of his attack action. He can use all attacks against one of the opponents targeted, or split his attacks between them.
Predator's Savagery (Ex): If the Kier Raider has the Extra Predator's Strike feat, twice per day he can choose to reroll all of his damage dice, and use either of the two totals. Otherwise, he gains the benefit of that feat.
Eyes of a Hunter (Ex): If the Kier Raider has the See the Weakness feat, he ignores any magical or supernatural concealment his chosen prey possesses. Otherwise, he gains the benefit of that feat.
Surprise Pounce (Ex): If you cover at least 10 feet of horizontal distance when using Leaping Response, and you end your jump in a square from which you threaten an opponent, you may attack them as a charge. This attack must follow all the normal rules for using the Athletics skill to jump and for making a charge, except that you ignore rough terrain in any squares you jump over. Opponents are treated as flat-footed to attacks made this way.
Raider's Leap (Ex): If the Kier Raider has the Controlled Leap feat, he is always treated as making a running jump, and may make an Athletics check to jump as a swift action. Otherwise, he gains the benefit of that feat.
Blood Frenzy (Ex): A savage who deals damage in combat against a living enemy scents blood, which causes him to fly into a frenzy the following round. While in a blood frenzy, a savage gains +4 to Strength, +4 to Dexterity, and –4 to Armor Class. If his attacks bring a living opponent to negative hit points, he immediately gains an additional attack against the fallen foe. A savage cannot end his frenzy voluntarily. It ends only when all living creatures he has wounded in combat are dead or have fled the battle. He cannot fight defensively or take the Total Defense action, and each round must attack the nearest enemy creature if able.
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Points 22
Knows Special Attacks
Knows Special Attacks
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Controlled Leap [Racial]
Prerequisites: Kier race
Benefit: When using your instinctive response leap, you control where your leap goes, instead of determining it randomly. In addition, you may continue moving. However, if you use instinctive response a second time during the same movement, your movement ends.
See the Weakness [Racial]
Prerequisites: Kier race
Benefit: You have learned how to deal extra damage to your chosen prey. You ignore any damage reduction from special materials or bludgeoning, slashing, or piercing damage types against your chosen prey.
Extra Predator's Strike [Racial]
Prerequisites: Kier race
Benefit: You can use your predator's strike ability two more times per day.
Prerequisites: Kier race
Benefit: When using your instinctive response leap, you control where your leap goes, instead of determining it randomly. In addition, you may continue moving. However, if you use instinctive response a second time during the same movement, your movement ends.
See the Weakness [Racial]
Prerequisites: Kier race
Benefit: You have learned how to deal extra damage to your chosen prey. You ignore any damage reduction from special materials or bludgeoning, slashing, or piercing damage types against your chosen prey.
Extra Predator's Strike [Racial]
Prerequisites: Kier race
Benefit: You can use your predator's strike ability two more times per day.