<div class="floatright">(https://i.imgur.com/C4y1SXM.png?1)<br/>(https://i.imgur.com/YnJLtQ4.jpg)<br/>(https://i.imgur.com/ihCFcc2.jpg)</div><strong>Name</strong>Artemis<br/><strong>Race</strong>Human<br/><strong>Age</strong>21<br/><strong>Sex</strong>Female<br/><strong>Class</strong>Monk (Zen Archer)/ Hunter (Colluding Scoundrel)<br/><strong>Animal Companion</strong>Valter (Race: Roc, Size: Large, Draconic Archetype)<br/>Character Sheet (https://www.myth-weavers.com/sheet.html#id=2100237)<br/>Animal Companion Sheet (https://www.myth-weavers.com/sheet.html#id=2101773)<br/><br/><strong>Family Role</strong>Daughter<br/><strong>Combat Role</strong>DPS, Long Range, Close Range, Flanking<br/><strong>Outside Combat Roles</strong>Tracker, Scout, Hunter, Travel<br/><strong>(Sexual) Orientation</strong>Bisexual<br/><br/><strong>Stats</strong><br/>Str: 20<br/>Dex:16<br/>Con:18<br/>Int: 10<br/>Wis:20<br/>Cha:12<br/><br/>AC: 20<br/><br/><strong>background/Personality</strong><br/>Artemis had always been an adventurous and explorative child, even from a young age. As a baby she would climb from her crib to explore the house, and as girl she would climb from the house to explore the world outside. Growing up a tomboy Artemis had little care for lessons or lady-like hobbies, and was instead drawn to hunting and archery. The forests and wilderness always seemed to call to her, and she would often sneak away to spend her time there, learning the ways of nature first hand. She would sometimes disappear for days at a time on such excursions, getting up to Gods know what, and one day would return from her escapade with a new companion in tow. It was a recently hatched Roc she had discovered abandoned in the forest. She named the massive chick Valter, and the two would quickly develop a deep bond of companionship.<br/><br/>Together with Valter, Artemis trained to become a skilled hunter and deadly fighter. From Valter's back Artemis could rain down a storm of arrows, and from the ground the two could dance around enemies with monstrous strength and nimble agility. At one point Artemis had left home to travel the world and follow her family's tradition of becoming a hero, preferring to make it on her own and live independently. However when word of the lich Akorian's rise and reign of terror reached her, Artemis flew fast back to her family to join the cause. During the war she became known as the "Sky Goddess" amongst the army's troops, and the sight of her and Valter soaring over the battlefield would inspire and boost their morale even in the most dire of battles.<br/><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Theme Song</div><div class="spoiler_body">https://www.youtube.com/watch?v=vHqtJH2f1Yk</div></div><br/>Edit: Also adding a list of all their feats, abilities, etc. and their full descriptions, since obviously you can't fit them on the character sheet itself and that way you don't have to bounce back and forth trying to track down what everything does.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Artemis feats/abilities</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">race/traits</div><div class="spoiler_body"><strong>Race</strong><br/><span class="bbc_u">Heart of the Wilderness</span> - Gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.<br/><br/><strong>Traits</strong><br/><span class="bbc_u">Competitive</span> - Whenever another creature within 30 feet attempts a skill check and you attempt a check with the same skill before the start of that creature’s next turn, you gain a +1 trait bonus on your check (this includes attempting an opposed skill check against the creature).<br/><br/><span class="bbc_u">Beastkin (bird/roc)</span> - You gain a +1 trait bonus on Survival checks and can use speak with animals as a spell-like ability at will to communicate with the type of animal that raised you.<br/><br/><span class="bbc_u">Killer</span> - You deal an amount of additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">feats</div><div class="spoiler_body"><span class="bbc_u">(human bonus feat) Huntmaster (bird)</span> -  You gain a +2 bonus on Handle Animal and Knowledge (nature) checks with creatures of that type of animal. Furthermore, you are treated as one level higher when determining the abilities of your animal companion or mount, as long as it is of the chosen type.<br/><br/><span class="bbc_u">(monk bonus feat) Point-Blank Shot</span> - You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.<br/><br/><span class="bbc_u">(monk bonus feat) Precise Shot</span> - You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.<br/><br/><span class="bbc_u">(monk bonus feat) Improved Precise Shot</span> - Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.<br/><br/><span class="bbc_u">Exotic Weapon Proficiency (orc bow)</span>- You make attack rolls with the weapon normally.<br/><br/><span class="bbc_u">Snap Shot</span> - While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity.<br/><br/><span class="bbc_u">Deadly Aim</span> - You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. 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.<br/><br/><span class="bbc_u">Rapid Shot</span> - When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Monk abilities</div><div class="spoiler_body"><br/><span class="bbc_u">Flurry of Blows</span> - monk can make a flurry of blows as a full-attack action. make two additional attacks, taking a –5 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. <br/>For the purpose of these attacks, the monk’s base attack bonus from his monk class levels is equal to his monk level. Atack bonus +6/+6/+1/+1<br/><br/>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 cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.<br/><br/><span class="bbc_u">Perfect Strike </span>- 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).  A monk may attempt a perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.<br/>You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, siangham, and bows<br/><br/><span class="bbc_u">Weapon Focus (Bow) </span>- You gain a +1 bonus on all attack rolls you make using the selected weapon.<br/><br/><span class="bbc_u">Weapon Specialization (Bow)</span> - You gain a +2 bonus on all damage rolls you make using the selected weapon.<br/><br/><span class="bbc_u">Zen Archery</span> - a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow.<br/><br/><span class="bbc_u">Point Blank Master (Bow) </span>- you do not provoke attacks of opportunity when firing the selected weapon while threatened.<br/><br/><span class="bbc_u">Fast Movement</span> - a monk gains an enhancement bonus to his land speed. a monk in armor or carrying a medium or heavy load loses this extra speed.<br/><br/><span class="bbc_u">Slow Fall</span> - a monk within arm’s reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is.<br/><br/><span class="bbc_u">High Jump</span> - a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.<br/><br/><span class="bbc_u">Ki Pool </span>- A monk gains a pool of ki points. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.<br/>ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.<br/><br/>By spending 1 point from his ki pool, a monk can do one of the following:<br/>  -Make one additional attack at his highest attack bonus when making a flurry of blows attack, or<br/>  -Increase his speed by 20 feet for 1 round, or<br/>  -Give himself a +4 dodge bonus to AC for 1 round.<br/>  -Increase the range increment for his bow by 50 feet for 1 round. (zen archer)<br/>Each of these powers is activated as a swift action.<br/>The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.<br/><br/><span class="bbc_u">Wholeness of Body</span> - a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">hunter abilities</div><div class="spoiler_body"><span class="bbc_u">Animal Companion </span>- a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This ability functions like the druid animal companion ability. The hunter’s effective druid level is equal to her hunter level. A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier.<br/><br/><span class="bbc_u">Nature Training </span>- A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.<br/><br/><span class="bbc_u">Scapegoat </span>- A colluding scoundrel is adept at redirecting a foe’s hostility toward another creature, creating openings for her own attacks. A number of times per day equal to her hunter level, as a swift action, she can target one foe within 30 feet and designate one willing ally adjacent to that foe as a scapegoat. For the following minute, the target takes a –4 penalty on attacks against any creature other than the designated scapegoat, and the target has a 10% spell failure chance on spells that don’t target the scapegoat or include the scapegoat in their area of effect.<br/>The colluding scoundrel can designate her animal companion as a scapegoat without it counting against her daily uses of this ability.<br/>This is a mind-affecting effect. The effect ends if the colluding scoundrel falls unconscious or is slain.<br/><br/><span class="bbc_u">Backstabber</span> - a colluding scoundrel deals 2d6 additional points of damage on attacks against a target threatened by an ally currently designated as the scapegoat.<br/><br/><span class="bbc_u">Wild Empathy </span>- A hunter can improve the initial attitude of an animal. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result.<br/>The hunter and the animal 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. The hunter 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.<br/><br/><span class="bbc_u">Precise Companion:</span> A hunter chooses Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. She automatically grants this feat to her animal companion as well.<br/><br/><span class="bbc_u">Outflank:</span> Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.<br/><br/><span class="bbc_u">Track:</span>  a hunter adds 1/2 her level to Survival skill checks made to follow tracks.<br/><br/><span class="bbc_u">Hunter Tactics:</span> the hunter automatically grants her teamwork feats to her animal companion. The companion doesn’t need to meet the prerequisites of these teamwork feats.<br/><br/>As a standard action, the hunter can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can change only the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier (minimum 1). Whenever she gains a new teamwork feat, her previous teamwork feats become permanent.<br/><br/><span class="bbc_u">Bonded Mind (teamwork feat)</span>: As long as you can see each other, you and an ally who also has this feat can trade nonverbal messages. These function as the message spell, except that you don’t need to whisper or point, and you cannot be overheard.<br/><br/><span class="bbc_u">Ally Shield (teamwork feat)</span>: Whenever you are the target of a melee or ranged attack and are adjacent to an ally who also has this feat, you can initiate this feat to skillfully pull the abettor into harm’s way or dodge behind the abettor as an immediate action.<br/>You gain cover (+4 AC) against that attack (and only that attack). If the attack misses you but would have hit you if not for the cover bonus to your armor class, the abettor becomes the target of the attack and the attacker must make a new attack roll (with all the same modifiers) against the abettor’s armor class.<br/><br/><span class="bbc_u">Improved Empathic Link</span>:  The hunter gains an empathic link with her animal companion. This functions like an empathic link with a familiar, except the hunter can also see through a companion’s eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.<br/><br/><span class="bbc_u">Woodland Stride</span>: a hunter and her animal companion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect the hunter and her animal companion.<br/><br/><span class="bbc_u">Swift Tracker</span>: a hunter can move at her normal speed while using Survival to follow tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">magic items</div><div class="spoiler_body"><span class="bbc_u">Efficient Quiver </span>- This appears to be a typical arrow container capable of holding about 20 arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible.<br/>The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape As a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what’s placed inside it.<br/><br/><span class="bbc_u">Earth Elemental Belt </span>- This belt grants its wearer a +4 enhancement bonus to Constitution, and the wearer is immune to effects that would push, pull, or forcefully move the wearer. This offers no protection from teleportation effects. Furthermore, once per day on command, the wearer can take the form of a Large earth elemental, as though subject to the elemental body III spell.<br/><br/>--Elemental Body: Earth Elemental<br/>Range: personal Target: you Duration: 1 min/level <br/>Assume the form of a large earth elemental. You are immune to bleed damage, critical hits, and sneak attacks while in elemental form. +6 size bonus to your Strength, a -2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus.<br/><br/><span class="bbc_u">Eagle Cape</span>: Should the cape’s wearer fall more than 5 feet, the cape spreads out behind the wearer and she gently drifts to the ground. This acts exactly like a feather fall spell for the wearer only. Once per day, if the wearer grasps the edges of the cape and spreads her arms, she transforms into an eagle (as per the beast shape I spell, except that it allows only eagle form and the wearer gains the eagle’s full fly speed of 80 feet). This effect lasts for 10 minutes but can be ended prematurely as a standard action. In addition, while in eagle form, the wearer gains a +5 competence bonus on Perception checks.<br/><br/><span class="bbc_u">Eyes of the Eagle</span>: They grant a +5 competence bonus on Perception checks. Both lenses must be worn to gain the benefit. Wearing only one causes a character to become dizzy and stunned for 1 round.<br/><br/><span class="bbc_u">Headband of Inspired Wisdom</span>: The headband grants the wearer an enhancement bonus to Wisdom of +2. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.<br/><br/><span class="bbc_u">Stalker's Mask</span>: When worn, the mask desaturates the wearer’s color, making him appear shadowy and granting a +5 competence bonus on Stealth checks. Once per day as a full-round action, the wearer can cause the mask’s features to take on the appearance of any creature of the wearer’s basic size and shape within 60 feet that he observes, allowing the wearer to adopt that creature’s appearance for 1 hour. This grants him a +10 bonus on Disguise checks made to appear as the creature. The mask also grants the wearer a +1 bonus on attack rolls and weapon damage rolls made against the creature he is disguised as.<br/></div></div></div></div><br/><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Valter feats/abilities</div><div class="spoiler_body"><strong>Roc (Draconic Companion Archetype)</strong><br/><br/><span class="bbc_u">Draconic Sight</span> - A draconic companion gains low-light vision and darkvision to a range of 60 feet<br/><br/><span class="bbc_u">Draconic Resistance (fire)</span> - The draconic companion gains resistance 5 against the fire energy type, as well as a +2 racial bonus on saves against paralysis and sleep.<br/><br/><span class="bbc_u">Improved Draconic Resistance (fire)</span> - a draconic companion becomes immune to paralysis and sleep, and its energy resistance increases to 10<br/><br/><span class="bbc_u">Breath Weapon</span> - a draconic companion gains a breath weapon, usable once per day, that deals 1d6 points of damage per Hit Dice of the energy type matching its draconic resistance in a 30-foot cone. At 15th level, it can use the breath weapon three times per day, but it must wait 1d4 rounds between uses. Targets of this breath weapon can attempt a Reflex save (DC = 10 + half the draconic companion’s Hit Dice + the draconic companion’s Constitution modifier) for half damage.<br/><br/><span class="bbc_u">Skirmisher Tricks </span>- 5/day<br/><br/>-Rattling Strike: can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.<br/><br/>-Vengeance Strike: can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The Ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.<br/><br/><span class="bbc_u">Toughness:</span> You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).<br/><br/><span class="bbc_u">Wing Over:</span> Once each round, a creature with this feat can turn up to 180 degrees as a free action without making a Fly skill check. This free turn does not consume any additional movement from the creature.<br/><br/><span class="bbc_u">Valiant Steed:</span> You gain a +4 morale bonus on saves against fear and emotion effects. If you can serve as a mount, your rider gains a +4 morale bonus on Handle Animal, Ride, and wild empathy checks to force you within range of a creature with the unnatural aura universal monster rule. In addition, the DC to push you with the Handle Animal skill does not increase if you are wounded or have taken any nonlethal damage or ability score damage.<br/><br/><span class="bbc_u">Power Attack:</span> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.<br/>When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.<br/><br/><span class="bbc_u">Heavy Load Belt:</span> This wide leather is held together with two strands of oxen skin threaded through holes on each end. The belt’s wearer is affected as though subject to a permanent ant haul spell. # times carry capacity<br/></div></div>