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
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BOTTING INSTRUCTIONS:
Avery will attack within range from the enemy. She will designate a creature as her prey with ◆ Hunt Prey against the enemy that she thinks is the leader or the strongest. She will also keep his distance to enemies with either ◆ Step or ◆ Stride if possible.
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CHARACTER INFORMATION Name: Avery Wings
Ethnicity, Heritage & Ancestry: Woodland Elf
Background: Acrobat Home Region: Shining Kingdoms Nation: Verduran Forest in Taldor Languages: Common, Elven, Draconic, Sylvan, Gnomish, Kelish
Sub-Class & Class: Flurry Ranger Level: 5
Alignment: LG Gender: Female Size & Reach: Medium (5 ft) Speed: 30 ft
Age 54 Deity Gruhastha
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STATS & SKILLS(* indicates Proficiency Level) STR 12 (+1), DEX 19 (+4), CON 10 (+0), INT 16 (+3), WIS 18 (+4), CHA 10 (+0)
HP 56/56, AC 22 (23 w Shield raised) Fortitude** +9, Reflex** +13, Will** +13, Perception** +13 (low-light vision)
Acrobatics** +13 - Steady Balance
Arcana +3
Athletics* +8
Crafting* +10
Deception +0
Diplomacy +0
Intimidation +0
(PFS) Lore: Library* +10
Lore: Circus* +10
Medicine** +13 (14 w Healer's Gloves) - Battle Medicine, Risky Surgery, Continual Recovery, Ward Medic Nature* +11
Occultism* +3
Performance +0
Religion* +11
Society* +10 (for Courtly Graces instead of Diplomacy to Make an Impression to a noble or Impersonate to be a noble)
Stealth* +11
Survival* +11 - Woodcraft
Thievery* +11
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OFFENSE & DEFENSE Melee ◆ Fist (Agile, Finesse, Nonlethal, Unarmed) +13 Damage 1d4+1 B Critical Specialization The target must succeed at a DC 21 Fortitude save or be slowed 1 until the end of turn
Melee ◆ Dagger (Agile, Finesse, Thrown 10 ft, Versatile S) +13 Damage 1d4+1 P/S Critical Specialization The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls (+0).
Melee ◆ +1 Striking Returning Cold Iron (Low-Grade) Starknife (Agile, Deadly d6, Finesse, Thrown 20 ft, Versatile S, Evocation, Magical) +14 Damage 2d4+1 P Critical Specialization The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls (+1).
Ranged ◆ +1 Striking Shortbow (Deadly d10, Magical) Damage 2d6 P Critical Specialization 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.
Armor Leather Armor AC Bonus +1
Shield ◆ ShieldAC Bonus +1 (raised) Hardness 10 HP(BT) 0(0) Others ↺ Shield Block
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SPELLS(* denotes Signature Spells) Ranger DC 21
Max Focus Points 1
Primal DC 21
Focus Spells ◆ Heal Companion
GEARS & ITEMS Invested Items:Radiant Wayfinder (w Light and 10-ft Faerie Fire), Healer's Gloves Worn Items: Dagger, +1 Striking Shortbow, +1 Striking Cold Iron (Low-Grade) Starknife, Leather Armor, Arrows (20), Winter Clothing, Healer's Tools, Backpack
Stowed Items (in Backpack): Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
Others ---
Current Bulk: 4.6 (Encumbered 6.0, Maximum 11.0)
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FEATS Level 1 Skill Feat (from background) Steady Balance
General Feat (from Heritage) When Climbing trees, vines, and other foliage, you move at half your Speed on a success and at full Speed on a critical success (and you move at full Speed on a success if you have Quick Climb). This doesn't affect you if you're using a climb Speed. You can always use the Take Cover action when you are within forest terrain to gain cover, even if you're not next to an obstacle you can Take Cover behind.
Class Feat Animal Companion - Sophia Ancestry Feat Otherworldly Magic - ◆ Shield Free Feat ---
Hunter's Edge Flurry Additional Specials ◆ Hunt Prey
Level 2 Class Feat Hunted Shot
Skill Feat Battle Medicine
Level 3 General Feat Risky Surgery
Additional Specials Iron Will
Level 4 Class Feat Heal Companion
Skill Feat Continual Recovery
◆ Heal Companion (Heightened 3rd)
Cast ◆ or ◆◆ Range touch or 30 feet; Targets your animal companion
You harness positive energy to 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.
◆ (somatic) The spell has a range of touch.
◆◆ (somatic, verbal) 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.
◆ Shield (Heightened 3rd)
Cast ◆ verbal Duration until the start of your next turn Description You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the magic missile spell.
Heightening the spell increases the shield's Hardness.
Heightened (3rd) The shield has Hardness 10.
Heightened (5th) The shield has Hardness 15.
Heightened (7th) The shield has Hardness 20.
Heightened (9th) The shield has Hardness 25.
Feats:
Animal Companion Feat 1
Description 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. Ranger: When you Hunt Prey, your animal companion gains the action's benefits and your hunter's edge benefit if you have one.
Otherworldly Magic Feat 1
Description Your elven magic manifests as a simple arcane spell, even if you aren’t formally trained in magic. Choose one cantrip from the arcane spell list. You can cast this cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
Steady Balance Feat 1
Prerequisites trained in Acrobatics Description 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 flat-footed 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.
Woodland Elf Description You're adapted to life in the forest or the deep jungle, and you know how to climb trees and use foliage to your advantage. When Climbing trees, vines, and other foliage, you move at half your Speed on a success and at full Speed on a critical success (and you move at full Speed on a success if you have Quick Climb). This doesn't affect you if you're using a climb Speed. You can always use the Take Cover action when you are within forest terrain to gain cover, even if you're not next to an obstacle you can Take Cover behind.
Hunter’s Edge Description You have trained for countless hours to become a more skilled hunter and tracker, gaining an additional benefit when you Hunt Prey depending on the focus of your training. Choose a hunter’s edge. Flurry You have trained to unleash a devastating flurry of attacks upon your prey. Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10.
Hunted Shot Frequency once per round Requirements You are wielding a ranged weapon with reload 0.
Description You take two quick shots against the one you hunt. Make two Strikes against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.