Delyn's page

16 posts. Alias of Alyksandrei.


Full Name

Delyn

Race

Elf

Classes/Levels

Ranger (Infiltrator, Skirmisher, Toxophilite) 4 || AC 17 || HP 33/33 || Initiative +6 || Passive Perception 22 || Saves: Fort +4 Refl +8 Will +4 || Perception +12 Stealth +11

Itzal:
AC 18 HP 7 Init+3 F+1 R+6 W+1 Perc+5 Stealth+19

Gender

Female

Size

Medium

Special Abilities

XP: 9000

Alignment

TN

Languages

Common, Elven, [pick 3 (INT)], [pick 4 (Linguistics)]

Occupation

Sniper/Scout

Strength 13
Dexterity 18
Constitution 10
Intelligence 15
Wisdom 16
Charisma 10

About Delyn

Basic Statistics:

Maximum Hit Points: 33
Base Speed: 30 feet
Armor Class: 17 = 10 + 3 [MW studded leather] + 4 [dexterity]
Initiative modifier: + 6 = + 4 [dexterity] + 2 [trait bonus]
Attack (handheld / thrown): + 5 = + 1 [strength] + 4 [BAB]
Attack (missile / finesse): + 8 = + 4 [dexterity] + 4 [BAB]
Fortitude: + 4 = + 4 [class] + 0 [constitution]
Reflex: + 8 = + 4 [class] + 4 [dexterity]
Will: + 4 = + 1 [class] + 3 [wisdom]
Perception (passive): 22
Carry: 150 lb maximum (>=50 Light; 50-100 Medium; 100-150 Heavy)

Skills:

A Perception (Wis) 12 = + 3 [wisdom] + 4 [ranks] + 3 [class skill] + 2 [race - Elf]
A Stealth (Dex) 11 = + 4 [dexterity] + 4 [ranks] + 3 [class skill]
A Acrobatics (Dex) 5 = + 4 [dexterity] + 1 [ranks]
A Climb (Str) 5 = + 1 [strength] + 1 [ranks] + 3 [class skill]
A Swim (Str) 5 = + 1 [strength] + 1 [ranks] + 3 [class skill]
A Ride (Dex) 9 = + 4 [dexterity] + 1 [ranks] + 3 [class skills]
A Bluff (Cha) 0 = + 0 [charisma]
A Sense Motive (Wis) 3 = + 3 [wisdom]
A Diplomacy (Cha) 0 = + 0 [charisma]
A Gather Information (Cha) 0 = + 0 [charisma]
A Intimidate (Cha) 0 = + 0 [charisma]
TB Sleight of Hand (Dex) n/a = + 4 [dexterity]
A Escape Artist (Dex) 4 = + 4 [dexterity]
TA Disable Device (Int) n/a = + 2 [intelligence]
A Disguise (Cha) 0 = + 0 [charisma]
A Concentration (Con) 0 = + 0 [constitution]
TA Spellcraft (Int) n/a = + 2 [intelligence]
TA Use Magic Device (Cha) n/a = + 0 [charisma]
B Appraise (Int) 2 = + 2 [intelligence]
TB Handle Animal (Cha) n/a = + 0 [charisma]
A Heal (Wis) 3 = + 3 [wisdom]
A Survival (Wis) 10 = + 3 [wisdom] + 4 [ranks] + 3 [class skill]
B Craft All (Int) 2 = + 2 [intelligence]
TB Linguistics (Int) 6 = + 2 [intelligence] + 4 [ranks]
T Knowledge (All) (Int) n/a 2 = + 2 [intelligence]
TB Profession (Soldier) (Wis) 10 = + 3 [wisdom] + 4 [ranks] + 3 [class skill]
B Craft (Arrows) (Int) 7 = + 2 [intelligence] + 2 [ranks] + 3 [class skill]
B Craft (Bows) (Int) 7 = + 2 [intelligence] + 2 [ranks] + 3 [class skill]
TA Knowledge (Geography) (Int) 7 = + 2 [intelligence] + 2 [ranks] + 3 [class skill]
TB Knowledge (Strategy & Tactics) (Int) 6 = + 2 [intelligence] + 4 [ranks]
TB Lore (Military History) 6 = + 2 [intelligence] + 4 [ranks]

Offense:

MW Darkwood Composite (+1) Longbow (115', x3) + 9 1d8+1 Piercing
Longsword (19/x2) + 5 1d8+1 Slashing
Sling (55', x2) + 8 1d4+1 Bludgeoning
Kukri (18/x2) + 5 1d4+1 Piercing
MW Starknife (20', x3) + 10 1d4+2 (+1 STR, +1 PBS)
Dagger (19/x20) + 5 1d4+1 Piercing
MW Starknife (x3) +6 1d4+1
Dagger (10', 19/x20) +8 1d4+1

Roleplay Stats:

Personality Traits
Nothing about combat surprises me anymore.
Socially awkward
My friends know they can rely on me no matter what.

Ideals
Live and Let Live

Bonds
I fight for those who cannot fight for themselves.

Flaws
I put too much faith in those who wield power within the military.

Proficiencies:

Armor: Light
Weapons: Simple, Martial
Languages: Common, Elvish, [pick 3 (INT)], [pick 4 (Linguistics)]

Traits and Special Abilities:

Race (Elf):
Elven Immunities
Keen Senses
Weapon Familiarity
Low-Light Vision
Silent Hunter

Class (Ranger - Infiltrator, Skirmisher, Toxophilite archetypes):
* 1 Favored Enemy (goblinoid +2), Track, Arrow-Splitter
* 2 Combat Style Feat: Archery (Far Shot)
* 3 Intercept Arrow, Adaptation (goblinoid [Darkvision 60'])
* 4 Hunter's Bond (Hedgehog named Itzal)
5 Hunter's Tricks, Favored Enemy (goblinoid +2?, ? +?)
7 Woodland Stride, Hunter's Tricks
8 Swift Tracker
9 Evasion, Hunter's Tricks
10 Favored Enemy (goblinoid +2?, ? +?, ?? +??)
11 Improved Intercept, Hunter's Tricks
12 Camouflage
13 Hunter's Tricks
15 Favored Enemy (goblinoid +2?, ? +?, ?? +??, ??? +???), Hunter's Tricks
16 Improved Evasion
17 Hide in Plain Sight, Hunter's Tricks
19 Greater Intercept, Hunter's Tricks
20 Master Hunter, Favored Enemy (goblinoid +2?, ? +?, ?? +??, ??? +???, ???? +????)

Equipment:

MW Studded Leather
MW Darkwood Composite (+1) Longbow
Longsword
Sling w/10 bullets
Kukri
Dagger x3
Handy Haversack
=> Ioun Torch
=> bedroll
=> belt pouch
=> flint & steel
=> waterskin
=> clay mug
=> sewing needle
=> signal whistle
=> string, 50'
=> thread, 50'
=> rations, x3
=> whetstone
=> Grooming Kit (comb, scissors, nail file, sponge, hairbrush, miniature mirror, soap, chewing stick, tooth powder)
=> Gear Maintinence Kit (metal polish, small file, leather paring knife, leather conditioning oil, soft cloth x2, leather straps, sewing needle, buttons)
=> Mess Kit (plate, bowl, cup, fork, knife, spoon of wood, horn, or tin; each item has a handle or small hole, and can be tied together using the included leather cord)
=> torches, x5
=> spider's silk rope
=> everburning torch
=> bullseye lantern
=> Fishing Kit (fishing pole, small tacklebox [hooks, lines, sinkers, floats, lures])
=> grappling arrows, x2
=> grappling hook
=> sling bullets
=> acid, x2
=> alchemist's fire, x2
=> holy water, x2
=> tanglefoot bag
54 gold
1 silver

Itzal, Animal Companion to Delyn:
Full Name Itzal
Race Hedgehog
Classes/Levels Animal Companion (Ranger 4) || AC 18 || HP 7/7 || Initiative +3 || Passive Perception 15 || Saves: Fort +1 Refl +6 Will +1 || Perception +5 Stealth +19
Gender Female
Size Diminutive
Special Abilities
Alignment TN
Location
Languages
Strength 1
Dexterity 16
Constitution 6
Intelligence 2
Wisdom 12
Charisma 7

Basic Statistics:
Maximum Hit Points: 7
Base Speed: 30 feet
Armor Class: 18 = 10 + 3 [dexterity] + 4 [size] + 1 [natural]
Initiative modifier: + 3 = + 3 [dexterity]
Attack (handheld / thrown): -5 = - 5 [strength] + 0 [BAB]
Attack (missile / finesse): + 3 = + 3 [dexterity] + 0 [BAB]
Fortitude: + 1 = + 3[class] - 2 [constitution]
Reflex: + 3 = + 3 [class] + 3 [dexterity]
Will: + 1 = + 0 [class] + 1 [wisdom]
Perception (passive): 15
Carry:

Skills:
A Perception (Wis) 12 = + 1 [wisdom] + 1 [ranks] + 3 [class skill]
A Stealth (Dex) 19 = + 3 [dexterity] + 1 [ranks] + 3 [class skill] + 12 [race - hedgehog]
A Acrobatics (Dex) 3(-1) = + 3 [dexterity] (- 4 [race - hedgehog])
A Climb (Str) 13 = - 5 [strength] + 18 [race - hedgehog]
A Swim (Str) 5 = - 5 [strength] + 10 [race - hedgehog]
A Ride (Dex) 3 = + 3 [dexterity]
A Bluff (Cha) -2 = - 2 [charisma]
A Sense Motive (Wis) 1 = + 1 [wisdom]
A Diplomacy (Cha) - 2 = - 2 [charisma]
A Intimidate (Cha) -2 = - 2 [charisma]
A Escape Artist (Dex) 3 = + 3 [dexterity]
A Disguise (Cha) - 2 = - 2 [charisma]
B Appraise (Int) 2- 4= - 4 [intelligence]
A Heal (Wis) 1 = + 1 [wisdom]
A Survival (Wis) 1 = + 1 [wisdom]
B Craft All (Int) - 2 = - 2 [intelligence]

Traits and Special Abilities:
Race (Hedgehog):
Spiny Defense
Low-Light Vision
Fast Movement

Class (Animal Companion - Ranger 4):
* 4 Link, Fast Movement
7 Evasion
8 ASI
10 Sprint
13 ASI, Multiattack
20 ASI

Backstory:

[WIP]

Original Concept:

Role: scout, sniper
Appearance: small adult female with dark skin, black eyes, and silver hair
dark/camo (blend into the environment easily), comfortable (easy to move in but not easily snagged) clothes
Personality: goal -
easy-going, mostly humorless ("You are serious almost all the time or don't participate in humor."), dispassionately curious about everything
Birthplace or Home:
Past: event -
education - average academic; highly trained survivalist, scout, sniper, general marksman
Religion: agnostic
widespread naturalistic ("Your religion puts emphasis on gods of nature and living in harmony with animals.")
Family: 1-2 siblings, overall average size, liberal ("Your family is open-minded, giving, and trusting."), unremarkable family of average reputation

Traits, Abilites, & Features - Descriptions and Rules:

Level Gained ==> Trait/Ability Name ==> Source ==> Description
0 ==> Elven Immunities ==> Race ==> Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
0 ==> Keen Senses ==> Race ==> Elves receive a +2 racial bonus on Perception checks.
0 ==> Low-Light Vision ==> Race ==> Elves can see twice as far as humans in conditions of dim light.
0 ==> Weapon Familiarity ==> Race ==> 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.
0 ==> Silent Hunter ==> Race (Alternate) ==> Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.
0 ==> Roving Range ==> Trait (Combat) ==> You learned from pirates to make the most of ranged attacks as you close with targets. Increase the range increment of ranged weapons (but not thrown weapons) you wield by 5 feet.
0 ==> Warrior of Old ==> Trait (Racial - Elf) ==> As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.
1 ==> Arrow-Splitter (Ex) ==> Class (Ranger - Toxophilite) ==> A toxophilite gains a +1 bonus on ranged attack rolls against creatures or objects two or more size categories smaller than her. The toxophilite's ranged attacks also deal full damage to objects instead of half damage. This ability replaces wild empathy.
1 ==> Favored Enemy (Ex) ==> Class (Ranger) ==> At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge,Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
1 ==> Track (Ex) ==> Class (Ranger) ==> A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
1 ==> Weapon and Armor Proficiency ==> Class (Ranger) ==> A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
1 ==> Point-Blank Shot ==> Feat ==> You are especially accurate when making ranged attacks against close target. You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
2 ==> Combat Style Feat (Ex) ==> Class (Ranger - Toxophilite) ==> At 2nd level, a toxophilite must select one of two ranged combat styles to pursue: archery or crossbow. At 2nd level, a ranger must select one combat style to pursue. 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. 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.
2 ==> Far Shot ==> Combat Style Bonus Feat ==> You are more accurate at longer ranges. You only suffer a -1 penalty per full range increment between you and your target when using a ranged weapon.
3 ==> Adaptation (Ex) ==> Class (Ranger - Infiltrator) ==> At 3rd level, an infiltrator learns how to copy the unusual abilities of his prey. He chooses one type of creature he has selected as a favored enemy, such as “aberrations.” The Ranger selects one ability or feat from the adaptation list for that type (see below). A Ranger can use adaptations for 10 minutes per day per Ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments. If the adaptation requires the Ranger to make a more specific choice (such as what skill to use with Skill Focus), this choice is permanent and cannot be changed. At 8th, 13th, and 15th-level, the Ranger chooses another one of his favored enemy types and selects one adaptation from that type’s list, as well as an additional adaptation from any one list of a creature type he’s selected (including the one just chosen, if so desired). The infiltrator can only use one adaptation at a time. The ranger can use the camouflage and hide in plain sight class features whenever he is using adaptations.
3 ==> Intercept Arrow (Ex) ==> Class (Ranger - Toxophilite) ==> At 3rd level, a toxophilite can ready a ranged attack to deflect a ranged weapon attack against her or an ally within 30 feet. To deflect the attack, the toxophilite makes an attack with a ranged weapon. If her attack roll is greater than the attacking opponent's roll, the opponent's initial attack automatically misses. For each size category the attacking creature is larger than the toxophilite, the toxophilite takes a –4 penalty on her attack roll. The toxophilite must declare the use of this ability after the attack is announced, but before the roll is made. Unusually massive ranged weapons, such as boulders or ballista bolts, and ranged attacks by firearms or generated by natural attacks or spell effects can't be deflected. This ability replaces endurance.
3 ==> Precise Shot ==> Feat ==> You are adept at firing ranged attacks into melee. You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
4 ==> Hunter's Bond ==> Class (Ranger) ==> At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher. The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level –3.
5 ==> Hunter’s Tricks ==> Class (Ranger - Skirmisher) ==> 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. 
7 ==> Woodland Stride (Ex) ==> Class (Ranger) ==> 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.
8 ==> Swift Tracker (Ex) ==> Class (Ranger) ==> 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.
9 ==> Evasion (Ex) ==> Class (Ranger) ==> When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.
11 ==> Improved Intercept (Ex) ==> Class (Ranger - Infiltrator) ==> At 11th level, when the toxophilite takes a full-attack action with a ranged weapon, she can choose to forgo one of her attacks. If she does so, she can use her intercept arrow ability as an immediate action instead of a readied action at any time before her next turn. Her attack roll to intercept uses the same bonuses as the attack she chose to forgo during her previous action. This ability replaces quarry.
12 ==> Camouflage (Ex) ==> Class (Ranger) ==> 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.
16 ==> Improved Evasion (Ex) ==> Class (Ranger) ==> At 16th level, a ranger's evasion improves. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.
17 ==> Hide in Plain Sight (Ex) ==> Class (Ranger) ==> While in any of his favored terrains, a ranger of 17th level or higher can use the Stealth skill even while being observed.
19 ==> Greater Intercept (Ex) ==> Class (Ranger - Infiltrator) ==> At 19th level, whenever a toxophilite successfully deflects an attack with her intercept arrow ability, she can redirect the attack against a target within 30 feet, using the intercepted attack's attack roll against the new target's AC. This ability replaces improved quarry.
20 ==> Master Hunter (Ex) ==> Class (Ranger) ==> 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.

2 ==> Combat Style Bonus Feat List ==> ==> Far Shot, Focused Shot, Point Blank Shot, Precise Shot, Rapid Shot
6 ==> Combat Style Bonus Feat List ==> ==> Crossbow Mastery, Improved Precise Shot, Parting Shot, Point Blank Master, Manyshot
10 ==> Combat Style Bonus Feat List ==> ==> Pinpoint Targeting, Shot on the Run

Adaptations:

Aberration: amphibious, darkvision 60 ft., Iron Will, natural armor +2.
Animal: climb 15 ft., darkvision 60 ft., Great Fortitude, Lightning Reflexes, low-light vision, natural armor (+2), swim 15 ft.
Construct: darkvision 60 ft., Great Fortitude, Lightning Reflexes, low-light vision.
Dragon: darkvision 60 ft., Great Fortitude, Iron Will, Lightning Reflexes, low-light vision, Lunge.
Fey: Iron Will, Lightning Reflexes, low-light vision.
Humanoid (aquatic): low-light vision, natural armor +2, darkvision, swim 15 ft.
Humanoid (dwarf): darkvision 60 ft., defensive training, greed, hatred, hardy, slow and steady, stability, stonecunning, weapon familiarity.
Humanoid (elf): elf blood, low-light vision, elven immunities, elven magic, keen senses, Skill Focus (choose one skill), weapon familiarity.
Humanoid (giant): low-light vision, Lunge, natural armor +2, resist energy 10 (choose cold, electricity, or fire), Throw Anything.
Humanoid (gnoll): darkvision 60 ft., Exotic Weapon Proficiency (dire flail), natural armor +2.
Humanoid (gnome): defensive training, gnome magic, hatred, illusion resistance, keen senses, low-light vision, obsessive, weapon familiarity.
Humanoid (goblinoid): [u]darkvision 60 ft.[/u], goblin fast, Skill Focus (Stealth), natural armor (+2).
Humanoid (halfling): fearless, halfling luck, keen senses, sure-footed, weapon familiarity.
Humanoid (human): Great Fortitude, Iron Will, Lightning Reflexes, Skill Focus (choose one skill).
Humanoid (orc): darkvision 60 ft., ferocity, intimidating, orc blood, weapon familiarity.
Humanoid (reptilian): darkvision 60 ft., kobold fast (as goblin fast), lizardfolk hold breath, natural armor +2, Skill Focus (choose Acrobatics, Perception, or Stealth).
Magical Beast: darkvision 60 ft., Great Fortitude, low-light vision, natural armor +2.
Monstrous Humanoid: darkvision 60 ft., Lightning Reflexes, low-light vision, natural armor +2.
Ooze: acid resistance 10, Great Fortitude, Iron Will, Skill Focus (choose Climb, Escape Artist, or Perception).
Outsider: darkvision 60 ft., energy resistance 5 (choose one type of energy from acid, cold, electricity, or fire), Great Fortitude, Iron Will, Lightning Reflexes.
Plant: low-light vision, Great Fortitude, Iron Will.
Undead: darkvision 60 ft., Great Fortitude, Iron Will, natural armor (+2). Skill Focus (Stealth).
Vermin: climb 15 ft., darkvision 60 ft., Great Fortitude, Iron Will, swim 15 ft.

Hunter's Tricks:

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 swift 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.