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STR 17 +3
STRENGTH
DEX 22 +6
DEXTERITY
CON 15 +2
CONSTITUTION
INT 14 +2
INTELLIGENCE
WIS 13 +1
WISDOM
CHA 18 +4
CHARISMA
FORTITUDE +14 = +8 +2 +4
(CONSTITUTION)
REFLEX +12 = +2 +6 +4
(DEXTERITY)
Special : If the massive damage optional rule is being used ( Core Rapid Shot Feat
Rulebook 189), that rule applies if the total damage you deal with You can make an additional ranged attack.
this feat is equal to or exceeds half the opponent's full normal hit
points (minimum 50 points of damage). Prerequisites: Dex 13, Point-Blank Shot.
Appears In : Ultimate Combat Benefit : When making a full-attack action with a ranged weapon,
you can fire one additional time this round. All of your attack rolls
Combat Reflexes (7 AoO/round) Feat take a –2 penalty when using Rapid Shot.
You can make additional attacks of opportunity.
Weapon Focus (Longbow) Feat
Benefit : You may make a number of additional attacks of Choose one type of weapon. You can also choose unarmed strike
opportunity per round equal to your Dexterity bonus. With this feat, or grapple (or ray, if you are a spellcaster) as your weapon for the
you may also make attacks of opportunity while flat-footed. purposes of this feat.
Normal: A character without this feat can make only one attack of Prerequisites: Proficiency with selected weapon, base attack bonus
opportunity per round and can't make attacks of opportunity while +1.
flat-footed.
Benefit : You gain a +1 bonus on all attack rolls you make using
Special : The Combat Reflexes feat does not allow a rogue to use the selected weapon.
her opportunist ability more than once per round.
Special : You can gain this feat multiple times. Its effects do not
Deadly Aim -3/+6 Feat stack. Each time you take the feat, it applies to a new type of
You can make exceptionally deadly ranged attacks by pinpointing a weapon.
foe's weak spot, at the expense of making the attack less likely to
succeed. Weapon Specialization (Longbow) Feat
You are skilled at dealing damage with one weapon. Choose one
Prerequisites: Dex 13, base attack bonus +1. type of weapon (including unarmed strike or grapple) for which you
have already selected the Weapon Focus feat. You deal extra
Benefit : You can choose to take a –1 penalty on all ranged attack damage when using this weapon.
rolls to gain a +2 bonus on all ranged damage rolls. When your
base attack bonus reaches +4, and every +4 thereafter, the penalty Prerequisites: Proficiency with selected weapon, Weapon Focus
increases by –1 and the bonus to damage increases by +2. You with selected weapon, fighter level 4th.
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 Benefit : You gain a +2 bonus on all damage rolls you make using
to touch attacks or effects that do not deal hit point damage. the selected weapon.
Manyshot Feat Special : You can gain this feat multiple times. Its effects do not
You can fire multiple arrows at a single target. stack. Each time you take the feat, it applies to a new type of
weapon..
Prerequisites: Dex 17, Point-Blank Shot, Rapid Shot, base attack
bonus +6.
Cat's Luck (1/day) (Ex) Racial Ability (Catfolk)
Benefit : When making a full-attack action with a bow, your first Once per day when a catfolk attempts a Reflex saving throw, he
attack fires two arrows. If the attack hits, both arrows hit. Apply can roll the saving throw twice and take the better result. He must
precision-based damage (such as sneak attack) and critical hit decide to use this ability before the saving throw is attempted.
damage only once for this attack. Damage bonuses from using a
composite bow with a high Strength bonus apply to each arrow, as
do other damage bonuses, such as a ranger's favored enemy Immunity to Disease Unknown
bonus. Damage reduction and resistances apply separately to each You are immune to diseases.
arrow.
Low-Light Vision Racial Ability,Senses
Point-Blank Shot Feat A creature with low-light vision can see twice as far as a human in
You are especially accurate when making ranged attacks against starlight, moonlight, torchlight, and similar conditions of dim light. It
close targets. retains the ability to distinguish color and detail under these
conditions.
Benefit : You get a +1 bonus on attack and damage rolls with
ranged weapons at ranges of up to 30 feet.
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Mauni Bravecat (Braveheart) – Abilities & Gear
Paladin Channel Positive Energy 3d6 (3/day,Class
DC 16) Ability
(Su) (Paladin) Lay on Hands (2d6 hit points, 6/day) (Su) Class Ability (Paladin)
Regardless of alignment, any cleric can release a wave of energy Beginning at 2nd level, a paladin can heal wounds (her own or
by channeling the power of her faith through her holy (or unholy) those of others) by touch. Each day she can use this ability a
symbol (see Channel Energy). This energy can be used to cause or number of times equal to 1/2 her paladin level plus her Charisma
heal damage, depending on the type of energy channeled and the modifier. With one use of this ability, a paladin can heal 1d6 hit
creatures targeted. points of damage for every two paladin levels she possesses. Using
this ability is a standard action, unless the paladin targets herself,
A good cleric (or a neutral cleric who worships a good deity) in which case it is a swift action. Despite the name of this ability, a
channels positive energy and can choose to deal damage to paladin only needs one free hand to use this ability.
undead creatures or to heal living creatures. An evil cleric (or a
neutral cleric who worships an evil deity) channels negative energy Alternatively, a paladin can use this healing power to deal damage
and can choose to deal damage to living creatures or to heal to undead creatures, dealing 1d6 points of damage for every two
undead creatures. A neutral cleric of a neutral deity (or one who is levels the paladin possesses. Using lay on hands in this way
not devoted to a particular deity) must choose whether she requires a successful melee touch attack and doesn't provoke an
channels positive or negative energy. Once this choice is made, it attack of opportunity. Undead do not receive a saving throw against
cannot be reversed. This decision also determines whether the this damage.
cleric can cast spontaneous cure or inflict spells (see spontaneous
casting). Mercy (Fatigued) (Su) Class Ability (Paladin)
When you use your lay on hands ability, it also removes the
Channeling energy causes a burst that affects all creatures of one fatigued condition.
type (either undead or living) in a 30-foot radius centered on the
cleric. The amount of damage dealt or healed is equal to 1d6 points
of damage plus 1d6 points of damage for every two cleric levels Shared Precision (Su) Class Ability (Paladin)
beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take At 3rd level, when a divine hunter hits a creature with a ranged
damage from channeled energy receive a Will save to halve the attack, she grants her allies within 10 feet of her the benefit of the
damage. The DC of this save is equal to 10 + 1/2 the cleric's level Precise Shot feat against that target until the start of her next turn.
+ the cleric's Charisma modifier. Creatures healed by channel Her allies must remain within 10 feet of her, and must be able both
energy cannot exceed their maximum hit point total—all excess to see and hear the divine hunter to gain this benefit. This ability
healing is lost. A cleric may channel energy a number of times per replaces aura of courage.
day equal to 3 + her Charisma modifier. This is a standard action
that does not provoke an attack of opportunity. A cleric can choose Smite Evil (2/day) (Su) Class Ability (Paladin)
whether or not to include herself in this effect. A cleric must be Once per day, a paladin can call out to the powers of good to aid
able to present her holy symbol to use this ability. her in her struggle against evil. As a swift action, the paladin
chooses one target within sight to smite. If this target is evil, the
Sprinter (Ex) Racial Ability (Catfolk) paladin adds her Charisma bonus (if any) to her attack rolls and
Catfolk gain a 10-foot racial bonus to their speed when using the adds her paladin level to all damage rolls made against the target
charge, run, or withdraw actions. of her smite. If the target of smite evil is an outsider with the evil
subtype, an evil-aligned dragon, or an undead creature, the bonus
to damage on the first successful attack increases to 2 points of
damage per level the paladin possesses. Regardless of the target,
Aura of Good (Ex) Class Ability (Paladin) smite evil attacks automatically bypass any DR the creature might
The power of a paladin's aura of good (see the detect good spell) possess.
is equal to her paladin level.
In addition, while smite evil is in effect, the paladin gains a
Bravery +1 (Ex) Class Ability (Fighter) deflection bonus equal to her Charisma modifier (if any) to her AC
Starting at 2nd level, a fighter gains a +1 bonus on Will saves against attacks made by the target of the smite. If the paladin
against fear. This bonus increases by +1 for every four levels targets a creature that is not evil, the smite is wasted with no
beyond 2nd. effect.
Detect Evil (At will) (Sp) Class Ability (Paladin) The smite evil effect remains until the target of the smite is dead or
At will, a paladin can use detect evil , as the spell. A paladin can, the next time the paladin rests and regains her uses of this ability.
as a move action, concentrate on a single item or individual within At 4th level, and at every three levels thereafter, the paladin may
60 feet and determine if it is evil, learning the strength of its aura smite evil one additional time per day, as indicated on Table:
as if having studied it for 3 rounds. While focusing on one individual Paladin, to a maximum of seven times per day at 19th level.
or object, the paladin does not detect evil in any other object or
individual within range. Note: Either activation checkbox on the in-play tab will apply the to-
hit and AC modifiers, select "Activated" for x1 damage or "Double
Damage" for x2.
Divine Bond +1 (5 minutes) (Su) Class Ability (Paladin)
At 5th level, a divine hunter forms a bond with her deity. This
functions as the paladin’s divine bond ability, except the bond must
always take the form of a ranged or throwing weapon (excluding Cleats Gear
ammunition). In addition to the listed abilities, a divine hunter can Useful on any terrain where traction may be a concern, cleats are
add the distance, returning, or seeking special abilities to her shoes with spikes or hooks attached to the soles. Cleats reduce the
weapon, but she cannot add the defending or disruption special penalty for walking over slick surfaces by 50%; for example, walking
abilities. Special abilities added to throwing weapons function across ice normally costs 2 squares for every square of movement,
normally when the weapon is used in melee. This ability replaces but with cleats it costs only 1.5 squares for every square. Cleats
the standard paladin’s divine bond. cause damage to any type of finished flooring and they may
supplement another outfit.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Mauni Bravecat (Braveheart) – Abilities & Gear
Snowshoes Gear
These high-tension nets of rope or sinew in wooden frames which
are lashed to the feet spread your weight across the snow, making
you much less likely to break through the crust and rendering
walking much easier. Snowshoes reduce the penalty for walking
through heavy snow by 50%; for example, if moving through snow
normally costs you 2 squares of movement per square traveled,
snowshoes reduce this cost to 1.5 squares per square traveled.
Snowshoes may supplement another oufit.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Title - Mauni Bravecat (Braveheart) (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2022/04/10
XP Reward : 0 XP; Net Cash :
- no notes -
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.