CG Medium humanoid (half-elf)
Init +6/+8 (+4 DEX, +2 trait, +2 in urban environments) Perception +13/+15 vs. humans or in urban environments/+17 vs. humans in urban environments
XP: 16
Level: 6
PP: 19
FP: 23
Daily Consumables: Telekinetic Fist: [ ] [ ] [ ] [ ]
Physical Enhancement: +1 to CON
DEFENSE AC 19, touch 14, flat-footed 15 (+4 mage armor, +4 Dex, +1 natural armor)
hp 44+6 (5d10 + 1d6 + 5)
Current hp Fort +5+1, Ref +8, Will +4 (+6 vs. enchantments)
Immunities Sleep
OFFENSE Speed 30 ft.
Melee longsword +6 (1d8+2/19-20/x2) or light mace +6 (1d6+2/x2)) or dagger +5 (1d4+2/x2)
Ranged 14 STR +1 composite longbow +9 (1d8+3/x3) or 14 STR +1 composite longbow w/DA +7 (1d8+7/x3) or 14 STR +1 composite longbow w/Rapid Shot +7/+7 (1d8+3/x3) or 14 STR +1 composite longbow w/Rapid Shot & DA +5/+5 (1d8+7/x3)
Special Attacks None
0 -resistance, acid splash, detect magic, detect poison, read magic,dancing lights, flare (Fort DC 11), light, ray of frost, ghost sound, spark, mage hand, mending, message, open/close, arcane mark, prestidigitation
Spell book has 21/100 pages used.
Spells Memorized:
1st - gravity bow, feather fall, feather fall (D)
0 - spark, prestidigitation, mage hand
STATISTICS Str 14, Dex 19, Con 13+1, Int 12, Wis 12, Cha 8
Base Atk +4; CMB +6; CMD 20
Feats Skill Focus (Perception) (half-elf bonus)
Point-Blank Shot (L1)
Precise Shot (ranger combat style feat)
Spell Focus (wizard bonus) Evocation
Deadly Aim (L3)
Endurance (L3 ranger bonus) You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Rapid Shot (L5)
Skills Climb +7 (+2 rank, +2 STR, +3 class skill)
Knowledge (Arcana) +9 (+5 rank, +1 INT, +3 class skill)
Perception +14 (+5 rank, +1 WIS, +3 class skill, +2 racial, +3 feat)
Sense Motive +9 (+4 rank, +1 WIS, +3 class skill, +1 trait)
Spellcraft +9 (+5 rank, +1 INT, +3 class skill)
Stealth +11 (+4 rank, +4 DEX, +3 class skill)
Survival +9/+11 tracking (+5 rank, +1 WIS, +3 class skill)
Swim +7 (+2 rank, +2 STR, +3 class skill)
Knowledge (Dungeoneering) +5 (+1 rank, +1 INT, +3 class skill)
Knowledge (Religion) +5 (+1 rank, +1 INT, +3 class skill)
Knowledge (Planes) +5 (+1 rank, +1 INT, +3 class skill)
Traits Observant Sometimes it helps to pay attention to your surroundings and the people you meet. You gain a +1 trait bonus on all checks for Sense Motive, and Sense Motive becomes a class skill for you.
Elven Reflexes +2 on Initiative rolls
Racial Modifiers +2 Perception
Languages Common (Taldane), Elvish, Abyssal
SQ Immune to sleep; low-light vision; transmutation specialist, opposition schools enchantment, necromancy
Combat Gear mw chain shirt, longsword, light mace, dagger, composite longbow +1, normal arrows (7), cold iron arrows (13), silver weapon blanch (2), studded leather armor, light wooden shield, backpack, bedroll, belt pouch (2), traveler's outfit, flint and steel, sack (2), torch (5), rice paper (20 pcs), ink, pen, whetstone, waterskin, 2 days trail rations, wooden holy symbol of Cayden Cailean, 1 CLW wand (34 charges), 1 mage armor wand (48 charges), efficient quiver, amulet of natural armor +1 2 CLW potions, 0 pp, 438 gp, 5 sp, 3 cp; #66, medium load with backpack
Tracking: +(level/2) to Survival checks when following trails
Favored Enemy: Humanoid (Human); +2 to attack rolls, damage rolls; and Bluff, Knowledge, Perception, Sense Motive, and Survival checks against humans
Wild Empathy: Can improve initial attitude of an animal; roll 1d20 + ranger level + CHA mod
Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Favored Terrain: Urban (buildings, streets, and sewers); +2 to initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Notes: Spent 2 PP on CLW wand after first adventure.
Spent 250 gp on mw chain shirt after second adventure.