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Little Red Riding Hood (Werewolf Hunter)

Little Red Riding Hood Wolf Fantasy  - Viki_B / Pixabay, Red Riding Hood
Viki_B / Pixabay

Name Little Red Riding Hood Werewolf Hunter
Human CR 9
XP 6400
Any Medium Humanoid Ranger level 8 (skill points 64) Two Weapon (Guide )
Investigator level 4 (skill points 32) Investigator
Init +6; Senses ; Perception +15

DEFENSE

AC 15, touch 13, flat-footed 12 (+2 Dex, +2 armour, +1 feats)
hp 86 (0d8+8d10+4d8+8+12);
Fort +9, Ref +12, Will +6

OFFENSE

Wolf Woman Fantasy Girl Red Hoodie  - kennethburridge / Pixabay, Red Riding Hood
kennethburridge / Pixabay

Speed 30ft.
Melee MWK Silver, Alchemical Medium Battle axe +11/+6/+1 (1d8 X3)
Ranged MWK Pistol +14 (1d8 X4) range 20
Space 5 ft.; Reach 5 ft.

Special Attacks

  • Rangers Focus -1 (Ex) Focus on a single. Bonus on attack and damage rolls against the target of his focus = 4
  • Rangers Focus -2 (Ex) Per day = 3
  • Studied Combat (Ex) With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
    • An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigators studied combat, he cannot become the target of the same investigators studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
  • Studied Strike (Ex) At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
    • If the investigators attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual -4 penalty), the studied strike damage may also deal nonlethal damage.
    • The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment. No of D6 = 1
  • Swift Alchemy (Ex) Half the normal time to create alchemical items, and apply poison to weapon as a move action

Spells Known:

Ranger Spells: CL 8 Concentration 8Level 1 (1) DC 11: Animal Messenger, ; Level 2 (1) DC 12: Bullet Ward, ; Investigator Spells: CL 4 Concentration 5Level 1 (4) DC 12: Coin Shot, Longshot, See Alignment, True Strike, ; Level 2 (1) DC 13: Detect Thoughts, ;

STATISTICS

Str 11, Dex 15, Con 11, Int 13, Wis 11, Cha 16 + 4 = 20
Base Atk +11; CMB +11; CMD 24
Feats Improved Two-Weapon Fighting, Two-Weapon Fighting, Camouflage (Ex), Armour Prof Light, Armour Prof Medium, Critical Focus, Dodge, Endurance, Great Fortitude, Improved Initiative, Martial Weap Prof, Shield Proficiency, Simple Weapon Proficiency, Toughness, Weapon Finesse, Weapon Focus;
Skills Acrobatics +8, Appraise +1, Bluff +10, Climb +6, Craft +1, Diplomacy +13, Disable Device +8, Disguise +5, Escape Artist +8, Handle Animal +11, Heal +10, Intimidate +11, Know Arcana +1, Know Arch & Eng +7, Know Dungeon +5, Know Geography +8, Know History +1, Know Local +1, Know Nature +7, Know Nobility +1, Know Psionics +1, Know Religion +1, Know the Planes +1, Linguistics +7, Perception +15, Perform +5, Profession +0, Ride +6, Sense Motive +12, Sleight of Hand +8, Spellcraft +7, Stealth +15, Survival +13, Swim +0, Use Magic Device +10
Languages Common

ECOLOGY

Environment Any
Organization Company 10-20, Band 30-100, Squad 4-8
Treasure Standard

SPECIAL ABILITIES

ITEMS: Cloak of charisma (+4) +4 CHR, Masterwork Battle axe, Silver, Alchemical Medium Weapon : , Silver, Alchemical Light Weapon : , Masterwork Pistol,

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