About Rhasadilara Goldenbough
'Rhasa' was guiding a party of scholars into the Greenbelt unaware of the bandits in the area. The scholar party was ambushed and managed to escape, but they lost a significant amount of gear. They have returned to their home base in the north to re-provision and get additional manpower from those paying for the work to be done, but 'Rhasa' remained, intent on recovering what was lost and making the bandits see the error of their ways. She followed and watched for the better part of a week, always being extremely careful, and concluded that the bandits did not know she was around. As she was observing them, a party of heroes paid the bandit camp a visit to end their hostilities, particularly against Oleg's Trading Post to the north. Seeing her opportunity, she provided the attackers with covering fire, dropping the bandit in the watchtower before advancing into melee with her sword.
Now, she accompanies the party, seeing them as worthy allies and feeling their goals to be very much in line with her desire to know the Greenbelt.
Ranger (Guide, Skirmisher, favored) 5
Wild Empathy bonus: CL+CHA MOD=6
AC 17, touch 14, flat-footed 13 (Armor +3, Dex +4)
CMD 20 (10, BAB +5, Str +1, Dex +4)
hp 30 (5d10 [ranger]+0 [Con]+3 [favored]) wounds 10
Base Atk +5; CMB +6
Melee elven curved blade +6 (1d10+1, 18-20/x2)
Melee elven curved blade using Power Attack +4 (1d10+7, 18-20/x2)
Melee Davik Nettles' +1 returning ranseur +7 (2d4+2, 20/x3)
Melee Davik Nettles' +1 returning ranseur using Power Attack +5 (2d4+8, 20/x3)
Melee mw handaxe +7 (1d6+1, 20/x3)
Melee dagger +6 (1d4+1, 19-20/x2)
Ranged mw comp longbow +10 (1d8, 20/x3), 110' range
Ranged mw comp longbow using Deadly Aim +8 (1d8+4, 20/x3), 110' range
Ranged mw comp longbow +11 (1d8+1, 20/x3), 30' range
Ranged mw comp longbow using Deadly Aim +9 (1d8+5, 20/x3), 30' range
STATS, FEATS & SKILLS:
Statistics STR 12, DEX 18, CON 10, INT 14, WIS 14, CHA 12
Feats Point Blank Shot (1st), <none> (Combat Style bonus - 2nd, will be Rapid Shot @ 6th level), Deadly Aim (3rd), Endurance (class bonus - 3rd), Power Attack (5th)
Traits Pioneer - +1 trait bonus to Survival; Devotee of the Green - +1 trait bonus to Knowledge (Nature)
42 skill points: 40 (5*6+Int Mod(2)) RGR + 2 Favored bonus
Acrobatics +3: [+0 RGR ranks, +4 Ability, -1 ACP]
Languages Common, Elven, Goblin, Orc
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), Davik Nettles' +1 Returning Ranseur (12#, disarm, reach)
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 Megan
Tracked by Calindar
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 (Guide Skirmisher) Abilities:
Many rangers are loners, but some choose to use their familiarity with the land to guide others safely through the wilderness. The guide forgoes a favored enemy to focus on the task or foe at hand, and can pass his knowledge and luck on to his charges.
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 6 + Int modifier.
Weapon and Armor Proficiency: A guide ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Ranger’s Focus (Ex): At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the ranger designates a new focus, whichever occurs first.
The ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2.
At 4th level, and every 3 levels thereafter, the ranger can use this ability one additional time per day. This ability replaces favored enemy.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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 ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery. The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level.
He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on 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).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain.
In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
--Cold (ice, glaciers, snow, and tundra)
--Desert (sand and wastelands)
--Forest (coniferous and deciduous)
--Mountain (including hills)
--Planes (pick one, other than Material Plane)
--Underground (caves and dungeons)
--Urban (buildings, streets, and sewers)
--Water (above and below the surface)
Terrain Bond (Ex): At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the ranger’s allies leave no trail and can’t be tracked.
The ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires. This ability replaces hunter’s bond.
Hunter’s Tricks: At 5th level, a skirmisher ranger learns the use of hunter’s tricks, which typically grant a boon or bonus to the ranger or a nearby ally. At 5th level, the ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A ranger can use these tricks a total number of times per day equal to 1/2 his ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. A ranger cannot select an individual trick more than once. This ability replaces the ranger’s spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.
The following is a list of hunter tricks and their effects.
Aiding Attack (Ex): The ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the ranger’s next turn gains a +2 circumstance bonus on that attack roll.
Bolster Companion (Ex): The ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the ranger to benefit from this trick.
Catfall (Ex): The ranger can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage.
If the ranger takes no damage from the fall, he does not fall prone.
Chameleon Step (Ex): The ranger can move up to twice his speed as a move action. The ranger does not take any penalty on Stealth checks for movement during this move.
This move provokes attacks of opportunity as normal.
Cunning Pantomime (Ex): As a standard action, the ranger can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the ranger suffers a –4 penalty on all Bluff and Diplomacy checks relating to the creature he is communicating with when using this trick.
Defensive Bow Stance (Ex): The ranger can use this trick as a swift action. Until the start of his next turn, his ranged attacks do not provoke attacks of opportunity.
Deft Stand (Ex): The ranger can spend a move action to stand up without provoking attacks of opportunity.
Distracting Attack (Ex): The ranger can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.
Hateful Attack (Ex): The ranger can use this trick as a free action when he makes an attack against one of his favored enemies. The ranger doubles the threat range of his weapon for this attack. This does not stack with other abilities that increase a weapon’s threat range.
Heel (Ex): The ranger can use this trick as an immediate action when his animal companion moves. When the companion moves, the square it starts out in is not considered threatened by any opponent it can see,
and therefore visible enemies do not get attacks of opportunity against it when it moves from that square.
The companion must end this movement in a square adjacent to the ranger. The animal companion must be able to see and hear the ranger to take this movement.
Hobbling Attack (Ex): The ranger can use this trick as a free action when he hits with an attack. The target of the attack’s land speed is reduced by 1/2 for 1d4 rounds.
Quick Climb (Ex): The ranger can climb at his full speed as a move action without penalty.
Quick Healing (Ex): As a swift action, the ranger can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the ranger can administer a potion to an unconscious character as a move action.
Quick Swim (Ex): The ranger can swim at his full speed as a move action without penalty.
Ranger’s Counsel (Ex): As a swift action, the ranger can grant all allies within 30 feet that are within line of sight and can hear him a +2 bonus on skill checks with a single skill of his choice. The ranger must have at least one rank in the chosen skill. This bonus lasts for 1 round.
Rattling Strike (Ex): The ranger 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.
Second Chance Strike (Ex): When he misses with a melee attack, the ranger may reroll his attack at a –5 penalty. Using this ability is an immediate action.
Sic 'Em (Ex): The ranger can use this trick as a swift action. His animal companion makes one melee attack against an adjacent creature. The animal companion must be able to see and hear the ranger to make this attack.
Skill Sage (Ex): As a free action, the ranger can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.
Stag’s Leap (Ex): As a free action, the ranger can attempt a running jump without moving 10 feet before the jump.
Surprise Shift (Ex): The ranger can move 5 feet as a move action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.
Tangling Attack (Ex): The ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.
Trick Shot (Ex): As a standard action, the ranger can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover.
Uncanny Senses (Ex): As an immediate action, the ranger gains a +10 insight bonus on Perception checks for 1 round.
Upending Strike (Ex): The ranger can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.
Vengeance Strike (Ex): The ranger 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.
Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his 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, however, still affect him.
Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Ranger’s Luck (Ex): Upon reaching 9th level, once per day the guide can either reroll one of his attack rolls or force an enemy who just hit him with an attack to reroll the attack roll. The ranger must take the result of the second roll even if it is worse. A ranger can use this ability once per day at 9th level, plus one additional time per day at 14th and 19th levels. This ability replaces evasion.
Inspired Moment (Ex): At 11th level, the guide can have an inspired moment once per day as a free action. The ranger gains the following benefits until the end of his next turn.
His speed increases by 10 feet. He can take an extra move or swift action on his turn. He gains a +4 bonus to AC and on attack rolls, skill checks, or ability checks. Finally, he automatically confirms any critical threat he scores. He can use this ability one additional time per day at 19th level. This ability replaces quarry and improved quarry.
Camouflage (Ex): A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn’t grant cover or concealment.
Improved Ranger’s Luck (Ex): Upon reaching 16th level, the ranger’s luck increases. He gains a +4 bonus on his rerolls made with the ranger’s luck ability, or if he forces an enemy to reroll an attack, that enemy takes a –4 penalty on the roll.
This bonus or penalty is also applied on any roll to confirm critical hits. This ability replaces improved evasion.
Hide in Plain Sight (Ex): While in any of his favored terrains, a ranger of 17th level or higher can use the Stealth skill even while being observed.
Master Hunter (Ex): A ranger of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger’s level + the ranger’s Wisdom modifier. A ranger can choose instead to deal an amount of nonlethal damage equal to the creature’s current hit points. A successful save negates this damage. A ranger can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.