Little Red Riding Hood (Werewolf Hunter)

Carl Larsson  (1853–1919) Little Red Riding Hood and the Wolf in the forest
Carl Larsson  (1853–1919) Little Red Riding Hood and the Wolf in the forest

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


AC 15, Touch 13, flat footed 12 ( Leather, Shield, none) (+2 Dex, +2 armour, +1 feats)
hp 86 (0d8+8d10+4d8+8+12);
Fort +7, Ref +12, Will +6


Speed 30
Single Attack (+1/+0) Battle axe +13 (1d8 X3) or (+1/+0) Pistol +14 (1d8 X4)
Full Attack (+1/+0) Battle axe +11/6/1 (1d8 X3) or (+1/+0) Pistol +14 (1d8 X4) range 20
Space 5ft.; Reach 5
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 8
Level 1 (1) DC 11
Animal Messenger(Enchantment)[Compulsion Mind-Affecting ] X 1
V,S,M rng: Close 25ft + 5ft/2 levels CT: Dur: One day/level
SV None; see text Area: One Tiny animal Book:
Description: CT 1 sa 25ft + 5ft/level 1 day/level

Level 2 (1) DC 12** Needs WIS of 12 to cast **
Bullet Ward(Abjuration)[Electricity death mind-affecting sonic] X 1
V, S, F (one to four adamantine bullets, each worth 61 gp) rng: personal CT: Dur: 10 minutes/level or until discharged
SV None Area: you Book: Advanced Class Guide
Description: You toss several adamantine bullets into the air, which then hover protectively nearby and intercept firearm attacks targeting you. The number of bullets protecting you is equal to half your caster level (maximum 4). When an opponent takes a shot at you with a firearm, as an immediate action you can designate a hovering bullet to attempt to block the attack, increasing your AC against that attack by 10. Doing this destroys the adamantine bullet whether or not the attack hits. The spell is discharged when all affected adamantine bullets are destroyed or taken from you. Each adamantine bullet has AC 24, 20 hit points, and hardness 20.

Investigator Spells
CL 4 Concentration 5
Level 1 (4) DC 12
Coin Shot(Transmutation)[Glamer PoisonUM mind-affecting or fire; see below] X 1
S rng: touch CT: Dur: 10 minutes or until discharged
SV none Area: up to three coins touched Book: Heroes Of The Street
Description: You turn up to three coins into deadly projectiles that gain the velocity of a bullet when thrown. The coins retain their normal appearance but can be used as simple thrown weapons with a range increment of 20 feet and a critical multiplier of x2. The transmuted coins are treated as ammunition for the purposes of drawing them. Like firearm bullets, the coins deal bludgeoning and piercing damage, and attacks with them are resolved as touch attacks within the first range increment. Regardless of whether a transmuted coin hits or misses the target, it is destroyed after the attack. Only you can make attacks with the coins, though other creatures can safely handle them without discharging the spell. You can make a single ranged attack with a coin as part of casting this spell. Different types of coins create different bullet effects. Copper coins deal 1d4 points of damage. Silver coins deal 1d6 points of damage and count as silver for the purpose of overcoming damage reduction. Gold coins deal 1d8 points of damage and count as masterwork weapons. Platinum coins deal 1d10 points of damage, count as masterwork weapons, and are treated as adamantine weapons for the purposes of overcoming damage reduction and bypassing hardness. All coin bullets deal an additional 1 point of damage per 2 caster levels (to a maximum of an extra 10 points of damage at 20th level).

Longshot(Transmutation)[ ] X 1
V, S, M/DF (a piece of fletchi rng: Personal CT: Dur: 1 minute/level
SV – Area: you Book: UC
Description: This spell reduces the effect of range, granting a +10-foot bonus to the range increment of any weapon used by the subject

See Alignment(Divination)[Teleportation Mind-affecting ] X 1
V, S, M (eye of newt) rng: personal CT: Dur: 1/round per level
SV None Area: you Book: Ultimate Combat
Description: When you cast this spell, select a single alignment (such as lawful good or chaotic evil). Creatures of that alignment glow with a ghostly radiance while they are within your vision. Though you can see this radiance, other creatures cannot. Spells and effects that obscure alignment, like undetectable alignment, also obscure the effects of this spell.

True Strike(Divination)[ ] X 1
V,F rng: Personal CT: Dur: See text
SV N/A Area: You Book: CRB
Description: +20 on your next attack roll.

Level 2 (1) DC 13
Detect Thoughts(Divination)[Mind-Affecting ] X 1
V, S, F/DF (a copper piece) rng: 60ft CT: Dur: concentration, up to 1 min./level (D)
SV Will negates; see text Area: cone-shaped emanation Book: CRB
Description: You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher). 2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you cant see the creatures whose thoughts you are detecting. 3rd Round: Surface thoughts of any mind in the area. A targets Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts. Each round, you can turn to detect thoughts 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.


Str 11, Dex 15, Con 11, Int 13, Wis 11, Cha 16 + 4 = 20
Base Attack 11 CMB 11 ; CMD 24
Improved Two-Weapon Fighting: Get a second off hand attack at -5,
Two-Weapon Fighting: Get extra attack at -2 to all attacks,
Camouflage (Ex): 1/day gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage.,
Armour Prof Light,
Armour Prof Medium,
Critical Focus: +4 bonus on attacks to confirm critical hits,
Dodge: Add 1 to AC ,
Endurance: +4 on checks to resist non-lethal damage,
Exotic Weapon Prof,
Improved Initiative: +4 Initiative checks,
Martial Weap Prof,
Shield Proficiency: Can use shields,
Simple Weapon Proficiency,
Toughness: +3 Hit points or +1 per hit dice,
Weapon Finesse: Use DEX mod instead of STR mod for melee attack to hit,
Weapon Focus: +1 to attack rolls
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


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


Alchemy (Ex) Alchemists gain a bonus equal to their class level on Craft (Alchemy) checks when creating alchemical items; additionally, an alchemist can use Craft (Alchemy) to identify the properties of potions as if using the Detect Magic spell (he must hold the potion for 1 round to make this check)
Favored Terrain +2 bonus on init, know geog, Perception, Stealth, Survival in selected terrain 2
Inspiration (Ex) An investigator is beyond knowledgeable and skilled-he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigators inspiration pool refreshes each day, typically after he gets a restful nights sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided hes trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigators pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Investigator Talent (Ex) or (Su) At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.

Investigator talents marked with an asterisk (*) add effects to an investigators studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt. 1
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Poison Lore (Ex) An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poisons saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poisons saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.
Poison Resistance (Ex) =+ 2
Swift Tracker Can follow tracks at normal speed no penalty
Terrain Bond (Ex) In favored terrain allies gain+2 initiative, Perception, Stealth, and Survival leave no trail
Track (Ex) Adds half level on Survival skill checks made to follow or identify tracks.
Trap Sense Reflex save and AC when dealing with traps bonus 1
Trapfinding Can find magical traps
Trapfinding-2 A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1).
Wild Empathy A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Woodland Stride Can move through undergrowth at normal speed

MAGIC ITEMS (max value 10050)

Cloak of charisma (+4) +4 CHR (16000gp)
Masterwork Battle axe (300gp)
Silver, Alchemical Medium Weapon : (90gp)
Silver, Alchemical Light Weapon : (20gp)
Masterwork Pistol (300gp)


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