Avahzi Serafian

Avery Wings's page

341 posts. Organized Play character for Frozen Frost.


Race

HP 72/72 (recovers 1 HP/min, Void Resistance 1), AC 24 w +1 Shadow Leaf Weave (25 w Low-Grade Cold Iron Buckler raised), Fortitude** +11, Reflex** +14, Will** +14, Perception** +14 (low-light vision),

Classes/Levels

Stealth** +15 | Speed 30 ft. | Exploration Activity Avoid Notice (w Stealth) | Active Conditions Trackless Journey (Cover Tracks at Natural Terrains) | ◆◇↺

Gender

[S05-08] [R] Female Ancient Mualijae Elf Precision Ranger 6 / 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.

----------

PFS INFORMATION:
PFS #: 2403787-2002
Lore: Pathfinder Society* +11
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

----------

BOTTING INSTRUCTIONS:

----------

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: 6
Gender: Female Size & Reach: Medium (5 ft) Speed: 30 ft
Age 110 Deity Gruhastha

----------

STATS & SKILLS (* indicates Proficiency Level)
STR +0, DEX +4^, CON +1, INT +3, WIS +4, CHA +0
HP 72/72, AC 24 w +1 Shadow Leaf Weave (25 w Low-Grade Cold Iron Buckler raised), Fortitude** +11, Reflex** +14, Will** +14, Perception** +14 (low-light vision) (16 to Seek Prey)
> [dice=Fortitude (E) save]1d20+11[/dice]
> [dice=Reflex (E) save]1d20+14[/dice]
> [dice=Will (E) save]1d20+14[/dice]
> [dice=Perception (E)]1d20+14[/dice] (w low-light vision) +2 circumstance bonus to Perception checks when you Seek your prey

Acrobatics* +12 - 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+12[/dice] w Steady Balance (Success becomes Crit Success to Balance)

Arcana* +11 - 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+11[/dice] w Dubious Knowledge (learns correct answer and an erronous answer on a Failure)

Athletics* +8
> [dice=Athletics (T)]1d20+8[/dice]

Crafting* +11 - 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+11[/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* +11 - 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+11[/dice] w Dubious Knowledge (learns correct answer and an erronous answer on a Failure)

Lore: Warfare* +11 - 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+11[/dice] w Dubious Knowledge (learns correct answer and an erronous answer on a Failure)

Medicine** +15 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+15[/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+15+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+15[/dice] w Dubious Knowledge (learns correct answer and an erronous answer on a Failure)

Nature* +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=Nature (T)]1d20+12[/dice] w Dubious Knowledge (learns correct answer and an erronous answer on a Failure)

Occultism* +11 - 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+11[/dice] w Dubious Knowledge (learns correct answer and an erronous answer on a Failure)

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

Religion* +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=Religion (T)]1d20+12[/dice] w Dubious Knowledge (learns correct answer and an erronous answer on a Failure)

Society* +11 - 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+11[/dice] w Dubious Knowledge (learns correct answer and an erronous answer on a Failure)

Stealth** +15 w Shadow Property Rune in +1 Leaf Weave
> [dice=Stealth (E)]1d20+15[/dice]

Survival* +12 (+2 circumstance bonus to Perception checks when you Seek your prey)
> [dice=Survival (T)]1d20+12[/dice] +2 circumstance bonus to Perception checks when you Seek your prey

Thievery* +12
> [dice=Thievery (T)]1d20+12[/dice]

----------

OFFENSE & DEFENSE
Melee ◆ Fist (Agile, Finesse, Nonlethal, Unarmed) +14 Damage 1d4 B
> [dice=Fist (Agile, Finesse, Nonlethal, Unarmed) Attack]1d20+14[/dice]
> [dice=Damage]1d4[/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 22 Fortitude save or be slowed 1 until the end of her next turn.

Melee+1 Chakram (Thrown 20 ft, Magical) +11 Damage 1d8 S
> [dice=+1 Chakram (Thrown 20 ft, Magical) Attack]1d20+11[/dice]
> [dice=Damage]1d8[/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) +15 Damage 2d8 P
> [dice=+1 Striking Fearsome Sukgung (Fatal Aim d12, Crossbow, Emotion, Fear, Magical, Mental) Attack]1d20+15[/dice] vs Target (becomes Frightened 1 at Crit Fail)
> [dice=Damage]2d8[/dice] P damage or [dice=Fatal Aim Damage]2d12[/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 Chakram (Thrown 20 ft, Magical) +15 Damage 1d8 S
> [dice=+1 Chakram (Thrown 20 ft, Magical) Attack]1d20+15[/dice]
>[dice=Damage]1d8[/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) +10 Damage 1d4 B
> [dice=Shield Bash (Maneuver) Attack]1d20+10[/dice]
> [dice=Damage]1d4[/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.

----------

SPELLS (* denotes Signature Spells)
Ranger DC 22
Max Focus Points 1
Primal DC 22
Focus Spells (Heightened Rank 3)
◆ 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 18 Spell Attack +8
Innate Cantrips (Heightened 3rd)
◆◆ 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 18 Spell Attack +8
Innate Cantrips (Heightened 3rd)
◆◆ 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]3d6[/dice] vitality damage vs undead target's DC 18 basic Fortitude save

◆◆ Dancing Lights - Range 120 feet. Duration sustained. You create up to four floating lights, no two of which are more than 10 feet apart. Each sheds light like a torch. When you Sustain the Spell, you can move any number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out.

◆◆ 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+8[/dice] vs target AC (–10-foot circumstance penalty to its Speeds for 2 round, and Immobilized on Crit Fail)

----------

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 Sukgun, +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)

----------

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
Class Feature Perception Mastery
Class Feature Natural Reflexes
Class Feature Weapon Specialization

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

----------
2024730