Magister the Beastmaster

He who walks with the tigers

Description:

Magister
Human Ranger (Beast Master) 6 (Pathfinder RPG Advanced Player’s Guide 0)
NG Medium humanoid (human)
Init 3; Senses Perception +12


Defense

AC 19, touch 13, flat-footed 16 (6 armor, 3 Dex)
hp 39 (6d10
1)
Fort 5, Ref 8, Will 5

Offense

Speed 20 ft.
Melee cold iron longsword +9/
4 (1d8+3/19-20) and
   silver dagger, masterwork 10/5 (1d4+2/19-20)
Ranged composite longbow 1 +10/5 (1d8+1/×3) and
   javelin 9 (1d63)
Special Attacks favored enemies (giants 4, gnolls +2)
Ranger (Beast Master) Spells Prepared (CL 3rd; concentration +6):
   1st—aspect of the falconAPG, entangle (DC 14)

Statistics

Str 16, Dex 16, Con 11, Int 11, Wis 16, Cha 10
Base Atk
6; CMB 9; CMD 22
Feats Deadly Aim, Endurance, Far Shot, Point-Blank Shot, Precise Shot, Rapid Shot
Traits child of nature, highlander (hills or mountains)
Skills Acrobatics +3, Bluff +2, Climb +8, Disable Device -2, Handle Animal +9, Heal +7, Intimidate +7, Knowledge (geography) +1, Knowledge (local) +1, Knowledge (nature) +5, Perception +12, Perform (oratory) +1, Profession (fisherman) +4, Profession (trapper) +4, Ride +3, Sense Motive +4, Sleight of Hand +0, Stealth +6 (
8 in hilly or rocky areas), Survival 8 (10 to find food and water), Swim 4, Use Magic Device +6; Racial Modifiers highlander (hills or mountains)
Languages Common
SQ combat styles (archery), favored terrain (forest +2), improved empathic link, track +3, wild empathy +6
Combat Gear potion of cure light wounds (4), potion of cure moderate wounds; Other Gear agile breastplate, composite longbow +1, sleep arrow (10), arrows (40), cold iron longsword, flight arrows (20), javelin, silver dagger, masterwork, smoke arrows, bracers of armor +2, everburning torch, ranger’s kit, 16 gp

Special Abilities

Animal Companion Link (Ex) You have a link with your Animal Companion.
Child of Nature (Survival) +2 Survival to find food and water, +1 Knowledge (Nature), and one of these is a class skill.
Deadly Aim -2/
4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Far Shot Halve the range increment penalty for extended range.
Favored Enemy (Giants +4) (Ex) +4 to rolls vs Favored Enemy (Giants).
Favored Enemy (Gnolls +2) (Ex) +2 to rolls vs Favored Enemy (Gnolls).
Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest).
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Improved Empathic Link (Su) You have an empathic link with all your companions and can see through their eyes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don’t get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of “you” on animal companion, as touch spells.
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Bio:

Magister the Beastmaster

Legacy of the North stevegsf