Avahzi Serafian

Avery Wings's page

374 posts. Organized Play character for Frozen Frost.


Race

HP 83/83 (+1 HP/min), AC 25 (26 w Low-Grade Cold Iron Buckler raised), F+12, R+17 w Natural Reflexes, W+15, P+17 LLV | Sp 30 ft. | Exploration: Avoid Notice (St+18)

Classes/Levels

| Active Conditions Trackless Journey, Void Res 1 | Tracker | ◆◇↺

Gender

[R] Female Ancient Mualijae Elf Precision Ranger 7 / Rogue | Field Medic | Animal Companion Sophia |

Strength 12
Dexterity 19
Constitution 10
Intelligence 16
Wisdom 18
Charisma 10

About Avery Wings

Avery Wings is a beautiful ancient Mualijae elf field medic from Mwangi Expanse searching for her own truth through adventures with Pathfinder Society.

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PFS INFORMATION:
PFS #: 2403787-2002
Lore: Pathfinder Society* +12
Faction: Radiant Oath

Chronicles & Boons
Level 1
1 S01-05 Trailblazer's Bounty
2 Q03 Grehunde's Gorget
3 Boon - Experienced Mountaineer: slot boon to treat mountainous terrain as difficult.
4 Boon - Legacy of the Gorget: provides benefit in PFS 1-10: Tarnbreaker's Trail and possible future scenarios.
5 Boon - Wayfinder
6 S01-10 Tarnbreaker’s Trail
7 Boon - Tarnbreaker Champions: Benefits when adventuring in the Lands of the Linnorm Kings
8 Boon - Iceferry Lodge Gear - Access to snowshoes of the long trek
9 B05 Witch's Winter Holiday
10 B12 Somewhere Below
11 B16 Boom Town Betrayal

Level 2
12 S02-19 Enter the Pallid Peak(GM)
13 Boon: Kin-Warded
14 S03-12 Fury's Toll (GM)
15 Boon: Protective Mentor (Radiant Oath)
16 S04-01 Intro: Year of Boundless Wonder

Level 3
17 S03-06 Struck by Shadows
18 S03-10 Delve the Pallid Depths (GM)
19 S03-98 Expedition into Pallid Peril (Tier Level 3-4, GM)
20 Boon: Deathtouched Explorer

Level 4
21 S02-14 Lost in Flames
22 S03-11 No Time for Treason
23 S03-16 Escape from Oppara
24 Boon: Muesello Magnificent Messenger Mark

Level 5
25 S04-07 A Most Wondrous Exchange
26 Boon: Practiced Medic (available as of 20231116)
27 Boon: Radiant Wayfinder
28 Boon: Hireling
29 Boon: Expert Hireling
30 S04-03 Linnorm's Legacy
31 Boon: Stalwart Shield
32 S05-02 Heidmarch Heist
33 Boon: Heroic Intervention (Radiant Oath)
34 Boon: Professional Hireling (for Ivan)

Level 6
REMASTER REBUILD
35 S05-08 Protecting the Firelight
36 Boon: Treasure Bundle Insurance [X][][]
37 S01-21 Mistress of the Maze
38 Boon: Maze Walker (Advanced)
39 S03-13 Guardian’s Covenant (GM)

Level 7

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BOTTING INSTRUCTIONS:
DAILY PREPARATIONS
AVERY WINGS
Current HP: 83/83
Current AC: 25
Current Condition(s): +1 HP/min & Void Resistance 1, Trackless Journey

SOPHIA
Current HP: 60/60
Current AC: 24
Current Condition(s): ---

Innate Cantrips (Rank 4): Needle Darts, Vitality Lash, Light, Tangle Vine
Focus Spell (Rank 4): [] Heal Companion

Invested Items (3/10): Radiant Wayfinder (w Light and 10-ft Faerie Fire), Healer's Gloves, Pearly White Spindle Aeon Stone (recovers 1 HP/min, Void Resistance 1)
Worn Items: +1 Striking Fearsome Sukgung, +1 Chakram, +1 Shadow Leaf Weave, Low-Grade Cold Iron Buckler, Bolts (20), Cold Iron Chunk, Silver Chunk, Healer's Toolkit, Backpack
Stowed Items (in Backpack): Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap

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ATTACK
For Sophia, Mature Animal Companion: Even if you don’t use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Stride or Strike.
◆ Strike
[dice=Jaws (Finesse) Attack]1d20+13[/dice]
[dice=Damage]2d6+3[/dice] P damage
[dice=Talons (Agile, Finesse)]1d20+13[/dice]
[dice=Damage]2d4+3[/dice] S damage

Or ◆ Fly, up to 60 ft

◆ Support, Bird - 1d4 persistent bleed damage, and the target is dazzled until it removes the bleed damage.

On first round of combat (rolling Stealth for Initiative), Avery draws her weapon (if not already held) and hunts her prey. She then shoots her prey.
◆ Interact to draw weapon
◆ Hunt Prey
◆ Strike
[dice=+1 Striking Fearsome Sukgung Attack]1d20+16[/dice] vs Target (becomes Frightened 1 at Crit Fail)
[dice=Damage]2d8+2[/dice] P damage
or [dice=Fatal Aim Damage]2d12[/dice] P damage (if held in two hands)
[dice=Precision Edge]1d8[/dice] precision P damage to Prey the first time hit in the round
[dice=Sneak Attack]1d6[/dice] precision P damage to OG target
On Critical Hit: If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.

On second round, she reloads and commands her animal companion, Sophia The Owl, to fly towards their target and support her attack. She then shoots her prey.
◆ Reload
◆ Command an Animal
◆ Strike
[dice=+1 Striking Fearsome Sukgung Attack]1d20+16[/dice] vs Target (becomes Frightened 1 at Crit Fail)
[dice=Damage]2d8+2[/dice] P damage
or [dice=Fatal Aim Damage]2d12[/dice] P damage (if held in two hands)
[dice=Precision Edge]1d8[/dice] precision P damage to Prey the first time hit in the round
On Critical Hit: If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.

If the environment can give her cover, she will attempt to Hide to be hidden from her prey before she Strikes.
◆ Hide – Stealth (M) +18 vs Prey’s Perception DC
◆ Sneak with Swift Sneak – Stealth (M) +18 vs Prey’s Perception DC

◆◆ Needle Darts
[dice=Needle Darts Spell Attack]1d20+9[/dice]
[dice=Spell Damage]6d4[/dice] P damage plus additional damage to target w weakness to cold iron / silver (plus 4 persistent bleed damage on Critical Hit)

◆◆ Vitality Lash
[dice=Vitality Lash Spell Damage]5d6[/dice] vitality damage vs undead target's DC 19 basic Fortitude save

◆◆ Tangle Vine
[dice=Tangle Vine Spell Attack]1d20+9[/dice] vs target AC (–10-foot circumstance penalty to its Speeds for 1 min, and Immobilized on Crit Fail)

DEFENSE
Raise a Shield (+1 to AC)

SUPPORT
◆ to ◆◆ Heal Companion
[dice=◆ Heal Companion (manipulate)]4d10[/dice] HP to Sophia
[dice=◆◆ Heal Companion (concentrate, manipulate)]4d10+32[/dice] HP to Sophia

◆ Battle Medicine
[dice=Battle Medicine (E) w Healer's Gloves]1d20+16[/dice]
> [dice=Trained Healing]2d8[/dice] HP for target on Success or [dice=Trained Healing]4d8[/dice] HP for target on Crit Success
> [dice=Expert Healing]2d8+10[/dice] HP for target or [dice=Expert Healing]4d8+10[/dice] HP for target on Crit Success

◆ Healing Touch fr Healer’s Gloves (manipulate, once per day) - restore [dice]2d6+7[/dice] HP to willing, living, adjacent creature. This is a healing vitality effect. You can't harm undead with this healing.

◆◆ Light – Range 120 feet; Duration until your next daily preparations. You create an orb of light that sheds bright light in a 60- foot radius (and dim light for the next 60 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement. You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end. Heightened (4th) The orb sheds light in a 60-foot radius (and dim light for the next 60 feet).

Out-of-combat healing,
[dice=Risky Surgery]1d8[/dice] S damage to target
[dice=Medicine (E) w Healer's Gloves]1d20+16+2[/dice] w Risky Surgery (Success becomes Crit Success)
[dice=Trained Healing]4d8[/dice] HP for target on Crit Success
[dice=Expert Healing]4d8+10[/dice] HP for target on Crit Success
Continual Recovery: Target is immune to Treat Wounds for 10 min instead of 1 hr.
Ward Medic - When you use Treat Disease or Treat Wounds, you can treat up to two targets.

OTHERS
◆ Recall Knowledge w Dubious Knowledge (learns correct answer and an erronous answer on a Failure) – Arcana +12, Crafting +12, Pathfinder Society Lore +12, Warfare Lore +12, Nature +13, Occultism +12, Religion +13, Society +12

◆ Activate Light in Radiant Wayfinder - sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose
◆◆ Activate Radiant Wayfinder command (once per adventure) – Effect: The wayfinder glows with a spiritual radiance, revealing that which is hidden. This has the effects of faerie fire, except the effect (invisible creatures become concealed) occurs in a 10-foot radius centered around you.

◆ Seek Prey – Perception +17 (+2 circumstance bonus to Perception checks when you Seek your prey)
Track Prey – Survival +13 (+2 circumstance bonus to Perception checks when you Seek your prey)

BOONS
Experienced Mountaineer (General): The trek from Isger to Molthune taught you tricks for navigating treacherously steep terrain. While this boon is slotted, you treat mountainous terrain and other steep slopes as difficult terrain, rather than as greater difficult terrain.

Legacy of the Gorget (General): You have made close friends in the Lands of the Linnorm Kings by retrieving Grehunde’s gorget and the body of her heroic descendant, Hlavard. This boon has special benefits when slotted during Pathfinder Society Scenario #1-10: Tarnbreaker’s Trail, and may have other benefits in scenarios and quests that feature Grehunde’s descendants.

Tarnbreaker Champions (General): You are a champion of the Balgirdtrek, which earns you special privileges throughout the Lands of the Linnorm Kings. While playing in an adventure that takes place primarily in the Lands of the Linnorm Kings, you can stay for free at any Ulfen or Varki inn or similar establishment, and you gain a 10% on all non-magical goods bought in Ulfen or Varki settlements (this does not stack with any other discount or reduction in price). In addition, you gain a +1 circumstance bonus on all Diplomacy checks to Make A Request while playing in an adventure that takes place primarily in the Lands of the Linnorm Kings.

Protective Mentor (Radiant Oath): While working with less experienced Pathfinder allies, you shield your more fragile wards from the threat of death. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase their current and maximum Hit Points by an additional amount equal to 3 times your Radiant Oath reputation tier (Liked = 1, Admired = 2, Revered = 3).
> Normal: A Level Bump increases a PC’s Hit Points by 10% or 10, whichever is higher.
> Special: A PC can only benefit from two mentor boons.

Muesello’s Magnificent Message Mark: In appreciation for your efforts to clear his name of crimes against the Grand Princess of Taldor, Venture-Captain Muesello gave you a magical rune. He taught you how to inscribe the rune on any wayfinder you own, including non-standard wayfinders such as fashionable wayfinders. You can freely transfer the rune to another wayfinder you own at a later time. Inscribing or transferring the rune takes 10 minutes. The rune has no monetary value and cannot be sold. A wayfinder inscribed with Muesello’s Magnificent Message Mark gains the following activation.
> Activate [one-action] command; Frequency once per day; Effect The wayfinder casts message.

Heroic Intervention (Radiant Oath): Your heroic moments grant others the will to keep fighting. When you spend a Hero Point, you and any allies within 30 feet who can see you regain [dice]3d6[/dice] Hit Points (4d6 if your Radiant Oath reputation tier is Revered). This healing also affects dying allies, even if they cannot see you due to being unconscious.

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CHARACTER INFORMATION
Name: Avery Wings
Ethnicity, Heritage & Ancestry: Ancient Mualijae Elf
Background: Field Medic Home Region: Mwangi Expanse Nation: --- Languages: Common, Elven, Draconic, Fey, Gnomish, Mwangi
Sub-Class & Class: Precision Ranger / Rogue Level: 7
Gender: Female Size & Reach: Medium (5 ft) Speed: 30 ft
Age 111 Deity Gruhastha

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STATS & SKILLS (* indicates Proficiency Level)
STR +0, DEX +4^, CON +1, INT +3, WIS +4, CHA +0
HP 83/83, AC 25 w +1 Shadow Leaf Weave (26 w Low-Grade Cold Iron Buckler raised), Fortitude** +12, Reflex*** +17 w Natural Reflexes, Will** +15, Perception*** +17 (low-light vision) (16 to Seek Prey)
> [dice=Fortitude (E) save]1d20+12[/dice]
> [dice=Reflex (M) save]1d20+17[/dice] w Natural Reflexes (Success becomes Crit Success)
> [dice=Will (E) save]1d20+15[/dice]
> [dice=Perception (M)]1d20+17[/dice] (w low-light vision) +2 circumstance bonus to Perception checks when you Seek your prey

Acrobatics* +13 - Steady Balance - Prerequisites trained in Acrobatics. You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not off-guard while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.
> [dice=Acrobatics (T)]1d20+13[/dice] w Steady Balance (Success becomes Crit Success to Balance)

Arcana* +12 - Dubious Knowledge - Prerequisites trained in a skill with the Recall Knowledge action. You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad.
> [dice=Arcana (T)]1d20+12[/dice] w Dubious Knowledge (learns correct answer and an erronous answer on a Failure)

Athletics* +9
> [dice=Athletics (T)]1d20+9[/dice]

Crafting* +12 - Dubious Knowledge - Prerequisites trained in a skill with the Recall Knowledge action. You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad.
> [dice=Crafting (T)]1d20+12[/dice] w Dubious Knowledge (learns correct answer and an erronous answer on a Failure)

Deception +0
> [dice=Deception (U)]1d20+0[/dice]

Diplomacy +0
> [dice=Diplomacy (U)]1d20+0[/dice]

Intimidation +0
> [dice=Intimidation (U)]1d20+0[/dice]

Lore: Pathfinder Society* +12 - Dubious Knowledge - Prerequisites trained in a skill with the Recall Knowledge action. You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad.
> [dice=Pathfinder Society Lore (T)]1d20+12[/dice] w Dubious Knowledge (learns correct answer and an erronous answer on a Failure)

Lore: Warfare* +12 - Dubious Knowledge - [smaller]Prerequisites trained in a skill with the Recall Knowledge action. You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad.
> [dice=Warfare Lore (T)]1d20+12[/dice] w Dubious Knowledge (learns correct answer and an erronous answer on a Failure)

Medicine** +16 w Healer's Gloves
> ◆ Battle Medicine - [smaller]Prerequisites trained in Medicine. Requirements You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
> [dice=Battle Medicine (E) w Healer's Gloves]1d20+16[/dice]
> [dice=Trained Healing]2d8[/dice] HP for target on Success or [dice=Trained Healing]4d8[/dice] HP for target on Crit Success
> [dice=Expert Healing]2d8+10[/dice] HP for target or [dice=Expert Healing]4d8+10[/dice] HP for target on Crit Success

> Risky Surgery - Prerequisites trained in Medicine. Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.
> [dice=Risky Surgery]1d8[/dice] S damage to target
> [dice=Medicine (E) w Healer's Gloves]1d20+16+2[/dice] w Risky Surgery (Success becomes Crit Success)
> [dice=Trained Healing]2d8[/dice] HP for target on Success or [dice=Trained Healing]4d8[/dice] HP for target on Crit Success
> [dice=Expert Healing]2d8+10[/dice] HP for target or [dice=Expert Healing]4d8+10[/dice] HP for target on Crit Success

> Continual Recovery - Prerequisites expert in Medicine. You zealously monitor a patient’s progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.
> Ward Medic - Prerequisites expert in Medicine. You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.
> Dubious Knowledge - Prerequisites trained in a skill with the Recall Knowledge action. You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad.
> [dice=Medicine (E) w Healer's Gloves]1d20+16[/dice] w Dubious Knowledge (learns correct answer and an erronous answer on a Failure)

Nature* +13 - Dubious Knowledge - Prerequisites trained in a skill with the Recall Knowledge action. You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad.
> [dice=Nature (T)]1d20+13[/dice] w Dubious Knowledge (learns correct answer and an erronous answer on a Failure)

Occultism* +12 - Dubious Knowledge - Prerequisites trained in a skill with the Recall Knowledge action. You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad.
> [dice=Occultism (T)]1d20+12[/dice] w Dubious Knowledge (learns correct answer and an erronous answer on a Failure)

Performance +0
> [dice=Performance (U)]1d20+0[/dice]

Religion* +13 - Dubious Knowledge - Prerequisites trained in a skill with the Recall Knowledge action. You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad.
> [dice=Religion (T)]1d20+13[/dice] w Dubious Knowledge (learns correct answer and an erronous answer on a Failure)

Society* +12 - Dubious Knowledge - Prerequisites trained in a skill with the Recall Knowledge action. You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad.
> [dice=Society (T)]1d20+12[/dice] w Dubious Knowledge (learns correct answer and an erronous answer on a Failure)

Stealth*** +18 w Shadow Property Rune in +1 Leaf Weave
> [dice=Stealth (M)]1d20+18[/dice] w Swift Sneak

Survival* +13 (+2 circumstance bonus to Perception checks when you Seek your prey)
> [dice=Survival (T)]1d20+13[/dice] +2 circumstance bonus to Perception checks when you Seek your prey

Thievery* +13
> [dice=Thievery (T)]1d20+13[/dice]

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OFFENSE & DEFENSE
Melee ◆ Fist (Agile, Finesse, Nonlethal, Unarmed) +15 Damage 1d4+2 B
> [dice=Fist (Agile, Finesse, Nonlethal, Unarmed) Attack]1d20+15[/dice]
> [dice=Damage]1d4+2[/dice] B damage
> [dice=Precision Edge]1d8[/dice] precision B damage to Prey the first time hit in the round
> [dice=Sneak Attack]1d6[/dice] precision B damage to Off-guard target
> On Critical Hit: The target must succeed at a DC 23 Fortitude save or be slowed 1 until the end of her next turn.

Melee+1 Striking Returning Chakram (Thrown 20 ft, Magical) +16 Damage 1d8+2 S
> [dice=+1 Chakram (Thrown 20 ft, Magical) Attack]1d20+16[/dice]
> [dice=Damage]2d8+2[/dice] S damage
> [dice=Precision Edge]1d8[/dice] precision S damage to Prey the first time hit in the round
> [dice=Sneak Attack]1d6[/dice] precision S damage to Off-guard target
> On Critical Hit: The target takes [dice]1d6+1[/dice] persistent bleed damage.

Ranged+1 Striking Fearsome Sukgung (Fatal Aim d12, Crossbow, Emotion, Fear, Magical, Mental) +16 Damage 2d8+2 P
> [dice=+1 Striking Fearsome Sukgung (Fatal Aim d12, Crossbow, Emotion, Fear, Magical, Mental) Attack]1d20+16[/dice] vs Target (becomes Frightened 1 at Crit Fail)
> [dice=Damage]2d8+2[/dice] P damage or [dice=Fatal Aim Damage]2d12+2[/dice] P damage
> [dice=Precision Edge]1d8[/dice] precision P damage to Prey the first time hit in the round
> [dice=Sneak Attack]1d6[/dice] precision P damage to Off-guard target
> On Critical Hit: If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.

Ranged+1 Striking Chakram (Thrown 20 ft, Magical) +16 Damage 2d8+2 S
> [dice=+1 Chakram (Thrown 20 ft, Magical) Attack]1d20+16[/dice]
>[dice=Damage]2d8+2[/dice] S damage
> [dice=Precision Edge]1d8[/dice] precision S damage to Prey the first time hit in the round
> [dice=Sneak Attack]1d6[/dice] precision S damage to Off-guard target
> On Critical Hit: The target takes [dice]1d6+1[/dice] persistent bleed damage.

Armor +1 Shadow Leaf Weave AC Bonus +2 Runes +1 Potency Rune, Shadow Property Rune (Magical, Shadow) - Usage etched onto light or medium armor; Bulk —; Armor etched with this rune takes on a hazy black appearance. You gain a +1 item bonus to Stealth checks while wearing the armor.
Shield Low-Grade Cold Iron Buckler AC Bonus +1 (raised) Hardness 3 HP(BT) 12(6)
Shield ◆ Shield Bash (Maneuver) +11 Damage 1d4+2 B
> [dice=Shield Bash (Maneuver) Attack]1d20+11[/dice]
> [dice=Damage]1d4+2[/dice] B damage
> [dice=Precision Edge]1d8[/dice] precision B damage to Prey the first time hit in the round
> [dice=Sneak Attack]1d6[/dice] precision B damage to Off-guard target
> On Critical Hit: You knock the target back from you 5 feet. This is forced movement.

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SPELLS (* denotes Signature Spells)
Ranger DC 23
Max Focus Points 1
Primal DC 23
Focus Spells (Heightened Rank 4)
◆ to ◆◆ Heal CompanionRange touch or 30 feet; Targets your animal companion. You heal your animal companion's wounds. You restore 1d10 Hit Points to your animal companion. The number of actions you spend Casting this Spell determines range and other parameters. ◆ (manipulate) The spell has a range of touch. ◆◆ (concentrate, manipulate) The spell has a range of 30 feet and restores an additional 8 Hit Points to the target. Heightened (+1) The amount of healing increases by 1d10, and the additional healing for the 2-action version increases by 8.
> [dice=◆ Heal Companion (manipulate)]3d10[/dice] HP to target
> [dice=◆◆ Heal Companion (concentrate, manipulate)]3d10+24[/dice] HP to target

From Wildborn Magic Feat
Primal DC 19 Spell Attack +9
Innate Cantrips (Heightened Rank 4)
◆◆ Needle Darts - Range 60 feet; Targets 1 creature
Defense AC. You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack. Critical Success The target takes double damage and 1 persistent bleed damage. Success The target takes full damage. Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1.

> [dice=Needle Darts (Attack, Cantrip, Concentrate, Manipulate, Metal) Spell Attack]1d20+8[/dice]
> [dice=Spell Damage]5d4[/dice] P damage plus additional damage to target w weakness to cold iron / silver (plus 3 persistent bleed damage on Critical Hit)

From Wildborn Adept Feat
Primal DC 19 Spell Attack +9
Innate Cantrips (Heightened Rank 4)
◆◆ Vitality Lash - Range 30 feet; Targets 1 creature that is undead or otherwise has void healing; Defense Fortitude. You demolish the target's corrupted essence with energy from Creation's Forge. You deal 2d6 vitality damage with a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 until the start of your next turn. Heightened (+1) The damage increases by 1d6.
> [dice=Vitality Lash Spell Damage]5d6[/dice] vitality damage vs undead target's DC 19 basic Fortitude save

◆◆ Lights - Range 120 feet. Duration until your next daily preparations. You create an orb of light that sheds bright light in a 60- foot radius (and dim light for the next 60 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement. You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end. Heightened (4th) The orb sheds light in a 60-foot radius (and dim light for the next 60 feet).

◆◆ Tangle Vine -Range 30 feet; Targets 1 creature; Defense AC. A vine appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack roll against the target. Critical Success The target gains the immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition. Success The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty. Failure The target is unaffected. Heightened (2nd) The effects last for 2 rounds. Heightened (4th) The effects last for 1 minute.
[dice=Tangle Vine Spell Attack]1d20+9[/dice] vs target AC (–10-foot circumstance penalty to its Speeds for 1 min, and Immobilized on Crit Fail)

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GEARS & ITEMS
Invested Items: Radiant Wayfinder (w Light and 10-ft Faerie Fire), Healer's Gloves, Pearly White Spindle Aeon Stone (recovers 1 HP/min, Void Resistance 1)
Worn Items: +1 Striking Fearsome Sukgungi], [i]+1 Chakram, +1 Leaf Weave, Low-Grade Cold Iron Buckler, Bolts (20), Cold Iron Chunk, Silver Chunk, Healer's Toolkit, Backpack
Stowed Items (in Backpack): Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
Others ---
Current Bulk: 4 (Encumbered 5.0, Maximum 10.0)

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FEATS
Level 1
Skill Feat (from background) ◆ Battle Medicine - Prerequisites trained in Medicine. Requirements You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
General Feat (from Heritage) Ancient Elf - In your long life, you've dabbled in many paths and many styles. A typical ancient elf is at least 100 years old, though you might be younger at the GM's discretion. Choose a class other than your own. You gain the multiclass dedication feat for that class, even though you don't meet its level prerequisite. You must still meet its other prerequisites to gain the feat. > Multiclass Dedication: Rogue - Prerequisites Dexterity +2. You gain a skill feat and the rogue’s surprise attack class feature (page 167). You become trained in light armor. In addition, you become trained in Stealth or Thievery plus one skill of your choice; if you are already trained in both Stealth and Thievery, you become trained in an additional skill of your choice. You become trained in rogue class DC.
Class Feat Animal Companion:Sophia - You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities. See Animal Companions for more information. When you Hunt Prey, your animal companion gains the action's benefits and your hunter's edge benefit if you have one.
Ancestry Feat Wildborn Magic - Access Mualijae ethnicity. You have learned to access the old magic of wild places. Choose one cantrip from the primal spell list. You can cast this cantrip as an innate primal spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
Class Feature Hunter's Edge - You have trained to become a skilled hunter and tracker, gaining an extra benefit when you Hunt Prey depending on the focus of your training. Choose a hunter's edge. > Precision - You have trained to aim for your prey’s weak points. The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage. (Precision damage increases the damage you already deal, using the same type, but is ineffective against creatures that lack vital organs or weak points.) At 11th level, the extra damage increases to 2d8 precision damage, and at 19th level, the extra damage increases to 3d8 precision damage.
Class Feature Hunt Prey - When you focus your attention on a single foe, you become unstoppable in your pursuit. You gain the Hunt Prey action. > ◆ Hunt Prey (Concentrate, Ranger) - You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you're hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.
Dedication Feature Surprise Attack - You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are off-guard to you.
Skill Feat (from Dedication) Dubious Knowledge - Prerequisites trained in a skill with the Recall Knowledge action. You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad.

Level 2
Class Feat Initiate Warden - You’ve trained with one of the ranger sects known as wardens, who practice a specialized type of primal magic. You gain your choice of one warden spell from the initial warden spells (or another you have access to). Special You can take this feat multiple times, choosing a different initial warden spell each time. > Heal Companion - Range touch or 30 feet; Targets your animal companion. You heal your animal companion's wounds. You restore 1d10 Hit Points to your animal companion. The number of actions you spend Casting this Spell determines range and other parameters. ◆ (manipulate) The spell has a range of touch. ◆◆ (concentrate, manipulate) The spell has a range of 30 feet and restores an additional 8 Hit Points to the target. Heightened (+1) The amount of healing increases by 1d10, and the additional healing for the 2-action version increases by 8.
Skill Feat Steady Balance - Prerequisites trained in Acrobatics. You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not off-guard while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.

Level 3
General Feat Risky Surgery - Prerequisites trained in Medicine. Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.
Class Feature Will Expertise - Your mental defenses grow stronger. Your proficiency rank for Will saves increases to expert.

Level 4
Class Feat Sneak Attacker - Prerequisites Rogue Dedication. You gain the sneak attack class feature (page 167), except it deals 1d4 damage, increasing to 1d6 at 6th level. You don’t increase the number of dice as you gain levels.
Skill Feat Continual Recovery - Prerequisites expert in Medicine. You zealously monitor a patient’s progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.

Level 5
Ancestry Feat Wildborn Adept - Prerequisites Wildborn Magic. The whispers of the jungle grant you more diverse access to simple primal magic. You can cast dancing lights, disrupt undead, and tanglefoot as innate primal spells at will. If you chose one of those spells with Wildborn Magic, you can select a new spell for Wildborn Magic.
Class Feature Trackless Journey - When you move through natural terrains, you are hard to track. You always gain the benefits of the Cover Tracks action in such terrains, without moving at half your Speed.
Class Feature Ranger Weapon Expertise - You gain every advantage from your weapons. Your proficiency rank for martial weapons, simple weapons, and unarmed attacks increases to expert. You gain access to the critical specialization effects of all such weapons and unarmed attacks when attacking your hunted prey.

Level 6
Class Feat Mature Animal Companion - Prerequisites Animal Companion. Your animal companion becomes a mature animal companion and gains additional capabilities (page 211). Your animal companion has greater independence. During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Stride or Strike. It can do this at any point during your turn, as long as you aren’t currently taking an action. If it does, that’s all the actions it gets that round—you can’t Command it later.
Skill Feat Ward Medic - Prerequisites expert in Medicine. You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.

Level 7
General Feat Swift Sneak – Prerequisites master in Stealth. You can move your full Speed when you Sneak. You can use Swift Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Class Feature Perception Mastery – You have highly developed acuity and attention to detail. Your proficiency rank for Perception increases to master.
Class Feature Natural Reflexes – You've honed your reflexes dodging falling trees and pounding hail. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
Class Feature Weapon Specialization – You inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you're an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.

Level 8
Class Feat Initiate Warden > Magic Hide
Skill Feat Robust Recovery

Level 9
Ancestry Feat Otherworldy Acumen > Type: Primal
Class Feature Nature's Edge
Class Feature Ranger Expertise

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