Ghan Burnt-Rat's Character Sheet (Pathfinder)

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Created using PCGen 6.06.00 on May 12, 2016
Ghan Burnt-Rat 1b Lawful Neutral 20
Character Name PLAYER ALIGNMENT DEITY POINTS
Hunter2 Monk2

(Feral Hunter, Qinggong Monk (Empty Body), Qinggong Monk (High Jump), Qinggong Monk (Slow Fall), Zen Archer)

9000 Hobgoblin Medium / 5 ft. 4' 9" 200 lbs. Normal
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
4 15000 22 Female ,
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
15 +2 17 +3
DEX
Dexterity
14 +2 14 +2
CON
Constitution
14 +2 14 +2
INT
Intelligence
10 +0 10 +0
WIS
Wisdom
18 +4 18 +4
CHA
Charisma
7 -2 7 -2

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
34




  

Walk 30 ft.

AC
Armour Class
18 : 17 : 15 = 10 + 0 + 0 + 2 + 0 + 1 + 1 + 0 + 4
TOTAL TOUCH FLAT BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
INITIATIVE
Modifier
+8 = +2 + +6
TOTAL DEX MISC
BASE ATTACK
Bonus
+2


0 +0 0  
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
Fortitude

Constitution

+9 = +6 + +2 + +1
+ +0
+ +0
+
Reflex

Dexterity

+9 = +6 + +2 + +1
+ +0
+ +0
+
Will

Wisdom

+8 = +3 + +4 + +1
+ +0
+ +0
+
CONDITIONAL MODIFIERS:
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+5 = +2
+ +3 + +0
+ 0
+ +0
+
RANGED
ATTACK BONUS
+4 = +2
+ +2 + +0
+ 0
+ +0
+
CMB
ATTACK BONUS
+5 = +2
+ +3 + +0
+ +0
+ -1
+
CMB +5 +5 +5 +5 +5 +5
CMD 22

22

22 22 22 22
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN
  
CONDITIONAL MODIFIERS:


UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+5
1d6+3
20/x2
5 ft.
  


*Ghan's Greenbow
HAND TYPE SIZE CRITICAL
Both
P
M
20/x3
  Range 30 ft.'
110 ft.'
220 ft.'
330 ft.'
440 ft.'
 Bonus +7
+6
+4
+2
+0
 Dam 1d8+5 1d8+4 1d8+4 1d8+4 1d8+4
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 strength rating +4, adaptable, +1 to hit and damage, greenwood, Strength bonus to damage, The wielder can fire the bow with a lesser Strength bonus (and cause less damage) if desired.
  
*Ghan's Greenbow [Deadly Aim]
HAND TYPE SIZE CRITICAL
Both
P
M
20/x3
  Range 30 ft.'
110 ft.'
220 ft.'
330 ft.'
440 ft.'
 Bonus +6
+5
+3
+1
-1
 Dam 1d8+7 1d8+6 1d8+6 1d8+6 1d8+6
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 strength rating +4, adaptable, +1 to hit and damage, greenwood, Strength bonus to damage, The wielder can fire the bow with a lesser Strength bonus (and cause less damage) if desired.
  
*Ghan's Greenbow [Gravity Bow]
HAND TYPE SIZE CRITICAL
Both
P
M
20/x3
  Range 30 ft.'
110 ft.'
220 ft.'
330 ft.'
440 ft.'
 Bonus +7
+6
+4
+2
+0
 Dam 2d6+5 2d6+4 2d6+4 2d6+4 2d6+4
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 strength rating +4, adaptable, +1 to hit and damage, greenwood, Strength bonus to damage, The wielder can fire the bow with a lesser Strength bonus (and cause less damage) if desired.
  
1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
SKILLS MAX
RANKS
4/4
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX 9 = 2
+ 4
+ 3
  Appraise INT 0 = 0
+ 0
+ 0
  Bluff CHA -2 = -2
+ 0
+ 0
  Climb STR 8 = 3
+ 2
+ 3
  Craft (Bows) INT 5 = 0
+ 2
+ 3
  Craft (Untrained) INT 0 = 0
+ 0
+ 0
  Diplomacy CHA -2 = -2
+ 0
+ 0
  Disguise CHA -2 = -2
+ 0
+ 0
  Escape Artist DEX 7 = 2
+ 2
+ 3
  Fly DEX 2 = 2
+ 0
+ 0
  Heal WIS 8 = 4
+ 1
+ 3
  Intimidate CHA 2 = -2
+ 1
+ 3
  Knowledge (Nature) INT 5 = 0
+ 2
+ 3
  Perception WIS 9 = 4
+ 4
+ 1
  Perform (Untrained) CHA -2 = -2
+ 0
+ 0
  Ride DEX 2 = 2
+ 0
+ 0
  Sense Motive WIS 4 = 4
+ 0
+ 0
  Spellcraft INT 4 = 0
+ 1
+ 3
  Stealth DEX 2 = 2
+ 0
+ 0
  Survival WIS 11 = 4
+ 3
+ 4
  Swim STR 3 = 3
+ 0
+ 0
◆ = Useable Untrained
CONDITIONAL MODIFIERS:

PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.


Created using 6.06.00 on May 12, 2016
Player: 1bartley; Character Name: Ghan Burnt-Rat
EQUIPMENT
ITEM LOCATION QTY WT. COST
 Hunter's Sight
       (Reduce range penalty on attacks by 2; -2 to Perception)
Equipped
1
0
100
 Ghan's Greenbow
       (strength rating +4, adaptable, +1 to hit and damage, greenwood, Strength bonus to damage, The wielder can fire the bow with a lesser Strength bonus (and cause less damage) if desired.)
Equipped
1
3
3650
 Ghan's Greenbow
       (strength rating +4, adaptable, +1 to hit and damage, greenwood, Strength bonus to damage, The wielder can fire the bow with a lesser Strength bonus (and cause less damage) if desired.)
Equipped
1
0
0
 Ghan's Greenbow
       (strength rating +4, adaptable, +1 to hit and damage, greenwood, Strength bonus to damage, The wielder can fire the bow with a lesser Strength bonus (and cause less damage) if desired.)
Equipped
1
0
0
 Ghan's Greenbow
       (strength rating +4, adaptable, +1 to hit and damage, greenwood, Strength bonus to damage, The wielder can fire the bow with a lesser Strength bonus (and cause less damage) if desired.)
Equipped
1
0
0
 Cloak of Resistance +1
Equipped
1
1
1000
 Outfit (Monk's)
Equipped
1
2
0
 Pouch (Belt)
Equipped
1
0.5
1
 Arrows (20)
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
Equipped
1
3
1
 Arrows (20/Alchemical Silver)
       (10 hp/inch, hardness 8)
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
Equipped
1
3
41
 Arrow, Blunt (20)
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
Equipped
1
3
2
 Arrow, Flight (20)
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
Equipped
1
3
2
 Rope (Silk/50 ft.)
       (4 hp, DC 24 Strength check to burst)
Equipped
1
5
10
 Alchemist's Fire (Flask)
       (Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.)
       
Carried
1
1
20
 Sunrod
       
Carried
1
1
2
 Potion of Lesser Restoration
       (Dispels magical ability penalty or cures 1d4 points of ability damage to one ability score)
       
Carried
1
0
300
 Potion of Protection from Evil
       (+2 deflection bonus to AC, +2 resistance bonus to saves, gain protection from mental control and summoned creatures for 1 minute. Protects from attacks by evil creatures only.)
       
Carried
1
0
50
ITEM LOCATION QTY WT. COST
 Backpack
Carried
1
2
2
 Bedroll
Backpack
1
5
0.1
 Rations (Trail/Per Day)
       
       
       
       
       
Backpack
5
1
0.5
 Waterskin
Backpack
1
0
1
 Caltrops
Backpack
1
2
1
 Chalk (1 Piece)
Backpack
10
0
0.01
 Flint and Steel
Backpack
1
0
1
 Grappling Hook, Common
Backpack
1
4
1
 Mess Kit
Backpack
1
1
0.2
 Mirror (Small/Steel)
Backpack
1
0.5
10
 Thieves' Tools
Carried
1
1
30
 Acid (Flask)
       (Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.)
       
Carried
1
1
10
 Masterwork Falchion
Carried
1
8
375
 Tindertwig
       
Carried
1
0
1
 Oil (1 Pint Flask)
       
       
       
       
       
Carried
5
1
0.1
 Garlic (per lb.)
Carried
1
1
0.5
 Wand (Cure Light Wounds/Cleric/1st)
       
       
       
       
       
       
       
       
       
       
Equipped
1
0
150
TOTAL WEIGHT CARRIED/VALUE   61 lbs. 9774.9 gp
WEIGHT ALLOWANCE
Light 86 Medium 173 Heavy 260


ILLUMINATION
Light Source Bright Shadowy Duration
Sunrod 30 ft. 60 ft. 6 hr.


MONEY
Unspent Funds = 236.0
   




*Ghan's Greenbow [Zen Archer ~ Flurry of Blows]
HAND TYPE SIZE CRITICAL
Both
P
M
20/x3
  Range 30 ft.'
110 ft.'
220 ft.'
330 ft.'
440 ft.'
 Bonus +5/+5
+4/+4
+2/+2
+0/+0
-2/-2
 Dam 1d8+5 1d8+4 1d8+4 1d8+4 1d8+4
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 strength rating +4, adaptable, +1 to hit and damage, greenwood, Strength bonus to damage, The wielder can fire the bow with a lesser Strength bonus (and cause less damage) if desired.
  
Alchemist's Fire (Flask)
HAND TYPE SIZE CRITICAL
Carried
F
M
20/x2
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +5
+3
+1
-2
-4
 Dam 1d6+1 1d6+1 1d6+1 1d6 1d6
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.
  
Acid (Flask)
HAND TYPE SIZE CRITICAL
Carried
A
M
20/x2
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +5
+3
+1
-2
-4
 Dam 1d6+1 1d6+1 1d6+1 1d6 1d6
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
  
Masterwork Falchion
HAND TYPE SIZE CRITICAL REACH
Carried
S
M
18-20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus N/A
N/A
+6
N/A
N/A
N/A
 Dam N/A
N/A
2d4+4
N/A
N/A
N/A
  
1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
LANGUAGES
Common, Goblin
PROFICIENCIES
Aldori Dueling Sword, Amentum, Atlatl, Axe (Boarding), Axe (Throwing), Bardiche, Battle Aspergillum, Battle Poi, Battleaxe, Bayonet, Bec de Corbin, Bill, Blade Boot, Blowgun, Bo Staff, Boar Spear, Boarding Pike, Brass Knife, Brass Knuckles, Broadsword (Nine Ring), Butterfly Sword, Cat-O'-Nine-Tails, Cestus, Chakram, Club, Combat Scabbard, Crossbow (Heavy), Crossbow (Light), Cutlass, Dagger, Dagger (Chain), Dagger (Punching), Dan Bong, Dart, Dogslicer, Double Chicken Saber, Earth Breaker, Emei Piercer, Falchion, Fighting Fan, Flail, Flail (Heavy), Flambard, Flurry of Blows, Gaff, Garrote, Gauntlet, Gauntlet (Spiked), Gladius, Glaive, Glaive-Guisarme, Grapple, Greataxe, Greatclub, Greatsword, Guisarme, Hair, Halberd, Hammer (Light), Hanbo, Handaxe, Hook Hand, Hooked Lance, Horsechopper, Hunga Munga, Iron Brush, Javelin, Jutte, Kama, Kama (Double-Chained), Katana, Kerambit, Khakkhara, Klar, Kukri, Kusarigama (Sickle and Chain), Kyoketsu Shoge, Lance, Laser Torch, Longbow, Longspear, Longsword, Lucerne Hammer, Lungchuan Tamo, Mace (Heavy), Mace (Light), Mattock, Mere Club, Monk's Spade, Morningstar, Naginata, Nine-Section Whip, Nodachi, Nunchaku, Ogre Hook, Pick (Heavy), Pick (Light), Pilum, Poisoned Sand Tube, Quarterstaff, Ranseur, Rapier, Rhoka, Rhomphaia, Rock, Rope Dart, Rope Gauntlet, Sai, Sansetsukon, Sap, Scimitar, Scizore, Scythe, Sea-Knife, Shang Gou, Shieldbash, Shortbow, Shortspear, Shuriken, Siangham, Sibat, Sickle, Sling, Sling Glove, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Spiked Armor, Splash Weapon, Stake, Starknife, Stingchuck, Switchblade Knife, Sword (Bastard), Sword (Seven-Branched), Sword (Short), Sword (Temple), Sword (Tri-Point Double-Edged), Sword Cane, Syringe spear, Temple Sword, Tepoztopilli, Terbutje, Terbutje (Great), Tiger Fork, Tonfa, Trident, Tube Arrow Shooter, Unarmed Strike, Underwater Crossbow (Heavy), Underwater Crossbow (Light), Urumi, War Flute, War Razor, Waraxe (Dwarven), Warhammer, Wushu Dart
Archetypes
Feral Hunter

A feral hunter has forged a bond with nature that's so strong that she doesn't merely channel the aspects of animals-she actually becomes an animal herself. Though she lacks an animal companion, a feral hunter is in tune with the beast lurking within her flesh and spirit, and lives in a near-wild state of being. A feral hunter often resembles a lycanthrope, but her power comes from her own nature and is not influenced by moonlight or silver.
Qinggong Monk (Empty Body)

Swap Empty Body for a ki power.
Qinggong Monk (High Jump)

Swap High Jump for a ki power.
Qinggong Monk (Slow Fall)

Swap Slow Fall for a ki power.
Zen Archer

Some monks seek to become one with another weapon entirely-the bow. The zen archer takes a weapon most other monks eschew and seeks perfection in the pull of a taut bowstring, the flex of a bow's limbs, and the flight of an arrow fired true.


Traits
Reactionary [Paizo Inc. - Advanced Player's Guide, p.328]
    

You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Tenacious Shifting [Paizo Publishing - Ultimate Campaign, p.58]
    

You've discovered the secret of stable transmutations. Any transmutation spell you cast upon yourself has its duration increased by 2 rounds. Transmutation spells with an instantaneous duration are not affected by this trait.


SPECIAL QUALITIES

AC Bonus

(Ex)

[Paizo Inc. - Core Rulebook, p.57]
     When unarmored and unencumbered, you add +4 to your AC and your CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Bonus Feats

[Paizo Inc. - Advanced Player's Guide, p.115]
     A zen archer's bonus feats must be taken from the following list: Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level, the following feats are added to the list: Focused Shot*, Improved Precise Shot, Manyshot, Mobility, and Parting Shot*. At 10th level, the following feats are added to the list: Improved Critical, Pinpoint Targeting, Shot on the Run, and Snatch Arrows. A monk need not have any of the prerequisites normally required for these feats to select them. These feats replace the monk's normal bonus feats.

Flurry of Blows

(Ex)

[Paizo Inc. - Advanced Player's Guide, p.115]
     Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating. A zen archer's flurry of blows otherwise functions as normal for a monk of his level. A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.

Humanoid Traits

(Ex)

[Paizo Inc. - Core Rulebook, p.308]
     Humanoids breathe, eat, and sleep.

Magehunter

[Paizo Inc. - Advanced Race Guide, p.121]
     Hobgoblins hate and fear arcane casters. A magehunter gains a +2 racial bonus on Spellcraft checks made to identify a spell being cast and a +1 racial bonus on attack rolls against arcane spellcasters. He only gains this bonus against creatures that use spells, and not against those that only use spell-like abilities. This racial trait replaces sneaky.

Nature Training

(Ex)

[Paizo Inc. - Advanced Class Guide, p.28]
     Count as druid or ranger for feats, traits, and options that modify or improve an animal companion. [Not implemented].

Orisons

[Paizo Inc. - Advanced Class Guide, p.26]
     Hunters can prepare a number of orisons, or 0-level spells, each day, as noted on Table 1-6 under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again.

Perfect Strike

(Ex)

[Paizo Inc. - Advanced Player's Guide, p.115]
     At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll. This ability replaces Stunning Fist.

Precise Companion

(Ex)

[Paizo Inc. - Advanced Class Guide, p.28]
     At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well.

Scarred

(Ex)

[Paizo Inc. - Advanced Race Guide, p.121]
     You gain a +1 natural armor bonus.

Track

(Ex)

[Paizo Inc. - Advanced Class Guide, p.28]
     At 2nd level, a hunter adds half her level to Survival skill checks made to follow tracks.

Unarmed Strike

[Paizo Inc. - Core Rulebook, p.58]
     At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table 3-10. The unarmed damage values listed on Table 3-10 is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage on the table given below.

Way of the Bow

(Ex)

[Paizo Inc. - Advanced Player's Guide, p.115]
     At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow. At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites. This ability replaces evasion.

Weapon and Armor Proficiency

[Paizo Inc. - Advanced Class Guide]
     Hunters proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Weapon and Armor Proficiency

[Paizo Inc. - Advanced Player's Guide, p.115]
     Zen archers are proficient with longbows, shortbows, composite longbows, and composite shortbows in addition to their normal weapon proficiencies.

Wild Empathy

(Ex)

[Paizo Inc. - Advanced Class Guide, p.28]
     At 1st level, a hunter can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds 0 (Hunter level + Charisma modifier + any other bonuses) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
FEATS
Deadly Aim [Dreamscarred Press - Core Rulebook, p.121]
    

You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.

[Zen Archer Flurry] You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.

    

You can choose to take a -1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. 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.

[Zen Archer Flurry] You can choose to take a -1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. 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.

Dodge [Paizo Inc. - Core Rulebook, p.122]
    Your training and reflexes allow you to react swiftly to avoid an opponent's attack.
    You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Improved Initiative [Paizo Inc. - Core Rulebook, p.127]
    Your quick reflexes allow you to react quickly to danger.
    You get a +4 bonus on initiative checks.
Improved Unarmed Strike [Paizo Inc. - Core Rulebook, p.128]
    You are skilled while fighting unarmed.
    You are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Perfect Strike [Paizo Inc. - Advanced Player's Guide, p.166]
    When wielding a monk weapon, your attacks can be extremely precise.
    You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.
Point-Blank Shot [Paizo Inc. - Core Rulebook, p.131]
    You are especially accurate when making ranged attacks against close target.
    You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot [Dreamscarred Press - Core Rulebook, p.131]
    You are adept at firing ranged attacks into melee.
    You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Weapon Focus (Longbow) [Dreamscarred Press - Core Rulebook, p.136]
    You are especially good at using your chosen weapon.
    You gain a +1 bonus on all attack rolls you make using the selected weapon.



<tr><td>

Temporary Bonuses Applied

Gravity Bow •  Zen Archer ~ Flurry of Blows •  Deadly Aim •  Animal Focus - Bull

</td></tr>




Hunter
               Spells
LEVEL 0 1 2 3 4 5 6
KNOWN 5 4 0 0 0 0 0
PER DAY 0 3 0 0 0 0 0
LEVEL 0

Create Water

Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S
SR: No
School: Conjuration
Effect:  This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large-possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Source:  CR p.262
Target Area:   Up to 4 gallons of water
Caster Level:   2

Detect Magic

Save: None
Time: 1 standard action
Duration: Concentration, up to 2 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
Effect:  

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge [arcana] skill checks to determine the school of magic involved in each. Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect. If the aura eminates from a magic item, you can attempt to identify its properties [see Spellcraft]. Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Lingering Aura: A magical aura lingers after its original source dissipates [in the case of a spell] or is destroyed [in the case of a magic item]. If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim [even weaker than a faint aura]. How long the aura lingers at this dim level depends on its original power:

Original Strength | Duration of Lingering Aura

Faint | 1d6 rounds

Moderate | 1d6 minutes

Strong | 1d6 x 10 minutes

Overwhelming | 1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell.


Source:  CR p.267
Target Area:   Cone-shaped emanation
Caster Level:   2

Guidance

DC: 14

Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minute or until discharged
Rng: Touch
Comp: V, S
SR: Yes
School: Divination, VoidElementalSchool
Effect:  This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
Source:  CR p.292
Target Area:   Creature touched
Caster Level:   2

Light

Save: None
Time: 1 standard action
Duration: 20 minutes
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
Effect:  This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light [darkness becomes dim light, and dim light becomes normal light]. In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent [through permanency or a similar effect], it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Source:  CR p.304
Target Area:   Object touched
Caster Level:   2

Mending

DC: 14

Save: Will negates (harmless, object)
Time: 10 minutes
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (harmless, object)
School: Transmutation
Effect:  This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed [at 0 hit points or less] can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures [including constructs]. This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Source:  CR p.312
Target Area:   One object of up to 2 lb.
Caster Level:   2
LEVEL 1

Aspect of the Falcon

Save:
Time: 1 standard action
Duration: 2 minutes
Rng: Personal
Comp: V, S, DF
SR:
School: Transmutation
Effect:  You take on an aspect of a falcon. Your eyes become wide and raptor-like, and you grow feathers on the sides of your head. You gain a +3 competence bonus on Perception checks, a +1 competence bonus on ranged attacks, and the critical multiplier for your bows and crossbows becomes 19-20/x3. This effect does not stack with any other effect that expands the threat range of a weapon, such as the Improved Critical feat or a keen weapon.
Source:  APG p.203
Target Area:   You
Caster Level:   2

Cure Light Wounds

DC: 15

Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
Effect:  When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level [maximum +5]. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Source:  CR p.263
Target Area:   Creature touched
Caster Level:   2

Gravity Bow

Save:
Time: 1 standard action
Duration: 2 minutes [D]
Rng: Personal
Comp: V, S
SR:
School: Transmutation, VoidElementalSchool
Effect:  Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow [see page 145 of the Core Rulebook for more information]. Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size.
Source:  APG p.226
Target Area:   You
Caster Level:   2

">Obscuring Mist

Save: None
Time: 1 standard action
Duration: 2 minutes [D]
Rng: 20 ft.
Comp: V, S
SR: No
School: Conjuration, WaterSchool
Effect:  A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment [attacks have a 20% miss chance]. Creatures farther away have total concealment [50% miss chance, and the attacker cannot use sight to locate the target]. A moderate wind [11+ mph], such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind [21+ mph] disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater.
Source:  CR p.317
Target Area:   Cloud spreads in 20-ft. radius from you, 20 ft. high
Caster Level:   2
* = Domain/Specialty Spell