Graymoon has long wandered the roads of the world of Golarion. The happy accident of running into a childhood friend in Darkmoon Vale has him thinking about sticking around for a while.
Ranger (favored) 2 Rogue 2
AC 16, touch 13, flat-footed 13 (Studded Leather Armor +3, Dex +3)
CMD 17 (10, BAB +2, Str +3, Dex +3)
hp 29 (2d10 [ranger]+2d8 [rogue]+0 [Con]+2 [favored]) wounds 15
Base Atk +3; CMB +6
Melee elven curved blade +7 (1d8+4, 18-20/x2)
Melee elven curved blade +6 (1d8+7, 18-20/x2)
Melee dagger +6 (1d4+3, 19-20/x2)
Ranged longbow +6 (1d8, 20/x3), 100' range
STATS, FEATS & SKILLS:
Statistics STR 16, DEX 16, CON 11, INT 16, WIS 14, CHA 10
Feats Power Attack (1st), Rapid Shot (Combat Style bonus - 2nd), Deadly Aim (3rd), Weapon Focus (Elven Curved Blade) (Rogue Talent - 4th)
Traits & Abilities Favored Enemy (Humanoid (Reptilian) +2, Track, Wild Empathy, Low-light Vision, Immune to Sleep, Woodcraft, Sneak Attack +1d6, Trapfinding, Evasion, Rogue Talent (Weapon Training (Elven Curved Blade)
40 skill points: 18 (2*6+Int Mod(3)) RGR + 22 (2*8+Int Mod(3))
Acrobatics +9: [+0 RGR ranks, +4 ROG ranks, +3 Ability, +3 Class, -1 ACP]
Languages Common, Elven, Sylvan, Kobold, Lizardfolk
Other Gear (carried): Arrows (20), Belt Pouch, Dagger, Elven Curved Blade, MW Handaxe, Flint & Steel, MW Composite Longbow, Mirror (Small Steel), Signal Whistle, Studded Leather, Whetstone, Cold Iron Shortspear (3), Cold Iron Arrows (20), +1 Bane (animal) Arrows (5)
Arrows used 6, regained 6. Gained 13 dark, almost black arrows, red fletching, broadhead tips from Dyfrig.
Other Gear (with Sunset): I'll detail this later...
Encumbrance 36.0 lb
Experience Points: tracked by DM
MAPS AND SUCH:
References: Elven Racial Traits:
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Chapter 7.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Woodcraft: Elves know the deep secrets of the wild like no others, especially those of the forests. Elves with this racial trait gain a +1 bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces the elven magic racial trait.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
References: Alternate favored class bonus:
Elven Ranger: Choose a weapon from the following list: longbow, longsword, rapier, shortbow, short sword, or any weapon with “elven” in its name. Add a +1/2 circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
References: Ranger Abilities:
References: Rogue Abilities: