Edeldhur's page

Organized Play Member. 696 posts (23,899 including aliases). No reviews. No lists. No wishlists. 5 Organized Play characters. 80 aliases.

Full Name

Edeldhur Beltharan




Wizard 7 / Archmage 1


Neutral Good

About Edeldhur

Edelhur Beltharan
Male Elf Wizard 7/Archmage 1
NG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +6
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 deflection)
hp 45 (7d6+3)
Fort +4, Ref +7, Will +8; +2 vs. enchantments
Defensive Abilities hard to kill; Immune magic sleep; Resist elven immunities
Speed 30 ft.
Melee masterwork cold iron longsword +3 (1d8-1/19-20)
Ranged darkwood longbow +7 (1d8-1/x3)
Special Attacks mythic power (5/day, surge +1d6)
Wizard Spells Prepared (CL 7th; concentration +13):
4th (2/day)—greater invisibility, empow, inten burning hands (DC 18), summon monster iv
3rd (3/day)—haste, empow fireball [M] (DC 18), empow fireball [M] (DC 18), empow fireball [M] (DC 18)
2nd (5/day)—darkvision, flaming sphere (DC 19), mirror image, invisibility, blur, burning arc (DC 19)
1st (6/day)—shield, ant haul (DC 17), magic missile, magic missile, magic missile, protection from evil, enlarge person (DC 17)
0 (at will)—mage hand, detect magic, flare (DC 17), light
Str 9, Dex 16, Con 10, Int 23, Wis 12, Cha 14
Base Atk +3; CMB +2; CMD 16
Feats Breadth of Experience, Empower Spell, Improved Familiar, Intensified Spell, Leadership, Mythic Spell Lore [M], Scribe Scroll, Spell Focus (evocation), Spell Specialization
Traits magical lineage, wayang spell hunter
Skills Appraise +10, Diplomacy +9, Fly +11, Intimidate +9, Knowledge (arcana) +17, Knowledge (dungeoneering) +12, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +16, Knowledge (nature) +12, Knowledge (nobility) +12, Knowledge (planes) +16, Knowledge (religion) +15, Linguistics +12, Perception +6, Sense Motive +3, Spellcraft +16 (+18 to determine the properties of a magic item), Use Magic Device +9; Racial Modifiers +2 Perception
Languages Celestial, Common, Daemonic, Draconic, Elven, Ignan, Infernal, Orc, Sylvan, Auran, Undercommon
SQ arcane bonds (zraaz'ktar, mephit, dust), elven magic, intense spells, opposition schools (enchantment, necromancy), specialized schools (admixture), versatile evocation
Combat Gear Extend metamagic rod (lesser) (3/day), Ring of counterspells, Selective metamagic rod (lesser) (3/day), Wand of Magic Missile, Wand of Protection from Evil; Other Gear Darkwood Longbow, Masterwork Cold Iron Longsword, Belt of incredible dexterity +2, Cloak of resistance +2, Handy haversack (empty), Headband of vast intelligence +4 (Use Magic Device, Ring of protection +1, Ring of sustenance, Backpack, masterwork (empty), 150 GP
Special Abilities
Admixture Associated School: Evocation
Arcane Endurance (Ex) +4 to CL for calculating spell durations.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Intense Spells +3 (Su) Evocation spells deal listed extra damage.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Leadership (Base Score 9) You attract loyal companions and devoted followers.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Ring of counterspells Counters this spell when it's cast on you.
Selective metamagic rod (lesser) (3/day) The wielder can cast up to three spells per day as though using the Selective Spell feat. For each spell, he can select up to four creatures of his choice within the area that are unaffected.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Requirements Craft Rod, Selective Spell; Cost 1,500 gp
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Versatile Evocation (9/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Wayang Spell Hunter (Fireball) Reduce spell level increase from metamagic for chosen spell by 1.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).


Mephit, Dust
N Small outsider (air)
Init +6; Senses darkvision 60 ft.; Perception +6
AC 21, touch 14, flat-footed 18 (+2 Dex, +1 size, +7 natural, +1 dodge)
hp 22 (3d10+3); fast healing 2
Fort +3, Ref +5, Will +5
DR 5/magic
Speed 30 ft., fly 50 ft. (perfect)
Melee 2 claws +5 (1d3+1)
Special Attacks breath weapon
Spell-Like Abilities
. . 1/hour—blur
. . 1/day—summon, wind wall
Str 13, Dex 15, Con 12, Int 9, Wis 11, Cha 14
Base Atk +3; CMB +3; CMD 16
Feats Dodge, Improved Initiative
Skills Appraise +0, Bluff +8, Diplomacy +9, Fly +20, Intimidate +9, Knowledge (arcana) +5, Knowledge (dungeoneering) +0, Knowledge (engineering) +0, Knowledge (geography) +0, Knowledge (history) +0, Knowledge (local) +4, Knowledge (nature) +0, Knowledge (nobility) +0, Knowledge (planes) +7, Knowledge (religion) +3, Linguistics +2, Perception +6, Spellcraft +6, Stealth +12, Use Magic Device +12
Languages Auran, Common
SQ improved evasion
Special Abilities
Blur (1/hour) (Sp) As the spell. Caster level 6th.
Breath Weapon (DC 13) (Su) Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.

A cone of dust that deals 1d4 slashing damage. The dust also causes living creatures t
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Healing (if dusty) 2 (Ex) Heal damage every round unless you are killed.
Flight (50 feet, Perfect) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Summon (level 2, 1 mephit of the same type 25%) (1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Wind Wall (1/day) (Sp) As the spell. DC 14, caster level 6th.


The initial sensation was surprising – it felt as if the air in the area was completely sucked out, followed by an almost imperceptible moment of complete silence, immediately before the impact – forcing the pain away, he tried to be objective while the unbearable heat licked at his skin, that burst into boils almost immediately. The whole purpose was to register the moment as accurately as possible – something made much harder by the screams all around, and in fact his own. It only made it worse, as the flames gained access to the respiratory tract, making sure the agonizing pain was keenly felt also within.

The magical effect ceased as abruptly as it began, leaving only a sickening smell of charred flesh and moans of pain – because that one continues, similar to those situations when one is hurt but the pain is felt only milliseconds later, there is a pause when the explosion ends, and then it returns in a second wave, perhaps as intense as the first, as the body complains from the inflicted burns, oozing fluids to fill blisters and bubbles, the balance broken and failing.

”Enough!” – came the familiar voice from his Evocation teacher – Edeldhur could swear he took particular pleasure in these “feel and tell” classes – after all, what could one expect from those famed for revelling in the raw, brutal, destroying power of magic..? And there he was, snickering at the group of burnt students, as two aides quickly rushed to their side with healing concoctions to bring them back up to full health – the recovery was an exhilarating feeling, and by all accounts and studies, the body did in fact recover completely – staring at his own skin, now made whole again, he could confirm it. But it always seemed as if some of the injury lingered somehow – Edeldhur had already began writing his dissertation about the subject, where he argued that, even though the body was completely healed, the brain retained the memories of pain, and was apparently unable to release them as promptly as the body recovered.

Always with that same grin on his face, he continued coldly as if nothing had happened – ”Fireball – Spell generating a searing explosion of flame that detonates with a low roar, dealing fire damage to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure, and is activated by pointing the finger, or corresponding appendage, and determining range. The initial effect is a glowing, pea-sized bead, which streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. The flames set fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the effect may continue beyond such barrier, if the area permits. Otherwise it stops at the barrier” – there it was, the canon description of a Fireball – ”You now have ONE minute to accurately detail the effects and consequences from a first person perspective. You will then present your writ to the class, to be evaluated by me regarding accuracy, technical knowledge and expertise, objectivity and completion”

It was not only because he was good at it, but the young (by elf standards) elf had to admit he enjoyed these exercises – he agreed in full with Threonax, their tiefling teacher – ”Knowledge has many facets – it is as important to be able to conjure a searing ball of flame, as it is to understand what it means to be the recipient of such effect!” – so he always lend himself to them as wholeheartedly as possible. He could be the top of his class, and overall he was, but not in Evocation – his score was almost never perfect because objectivity was not his forte, which inevitable lead to comparative and metaphysical considerations, which carried no importance to his teacher.

It did not matter, he was fond of Evocation but it was not his passion – that was reserved for reaching across dimensions, either in travel or contacting their extraplanar denizens – Reaching across the Cosmos, and gripping at the very life force of the inhabitants therein to do his bidding as needed was for him, the perfect exercise of control, power and versatility – in essence, what a Wizard is all about.

Early years:

Edeldhur grew up amidst a mixture of optimist and entrepreneurship – his parents a part of the group making their stand in Kyonin, rebuilding and repopulating their ancestral elven homeland. In the wake of the elven return to Golarion, and the monumental efforts to push Treerazer all the way back to the area now known as Tanglebriar, some of the elven generations remained steadfast in their way of life, clinging tenaciously to their traditions, while others found themselves frequently looking outwards, and beyond the borders of Kyonin.

His father was definitely more traditionalist, the full force of his will and commitment turned towards their homeland – its defence and consolidation were always first and foremost in his decisions, in the way he educated his two children – a boy and a girl, and in all the principles he passed down to them.

- The father was never bigoted or xenophobic, but instead removed in many ways from the outside world, dedicated to his homeland;
His mother on the contrary, always held the opinion that the focus of rebuilding should necessarily encompass Kyonin's relations with he outside world – to her, healing a nation meant healing also its relations with others, finding allies and synergies, as it happens so often in nature;

- All of it rubbed on Edeldhur, making him an introspective one by nature, but always receptive, and curious about anything non elven – he was made keenly aware by his mother, that a whole, massive world existed beyond the boundaries of their forest, and the amazingly bright young elf yearned to know more, much more...

- His older sister – Daliedhur – scolded him for it – with a much more martial incline than his brother, and older than him, she would spend most of her time out on patrol – a ranger and a combatant at heart, she yearned to be at the forefront in defending her homeland – whether in the areas closer to Tanglebriar, keeping the lower minions of Treerazer at bay, or in regular patrols closer to the borders;

- Curiously enough, that forced her contact with outside cultures – many times she left the safety of the forest to assist a caravan being jumped by brigands or foul humanoids, at times even going to the extreme of accompanying them until they reached safer areas – she met good and bad people from many different walks of life, and heard quite a couple of stories around the camp fires, that told of other forests, cities, and landscapes so magnificent that made her eyes shine under the moonlight – she had read and studied about many of these places, from the vast library elven libraries, but now a spark started rising within, as if she was becoming restless – she kept those feelings for herself though;

- Edeldhur did not need the contact with the outside world to feel the same will to change – he was a young elf by all standards, and that alone contributed to his wanderlust, added by his mother's own ideals of established relations with all worthy races and realms, and his own thirst for knowledge, as his seemingly unending intellect devoured all the information he could find about the whole of Golarion, he felt he needed to act;

- His first step was to request to accompany her sister on patrol – while his mother initially smiled, his father denied him the the possibility. His insistence only stopped when he acquiesced. But with one condition – he would follow Daliedhur, and answer to her- His sister complained and protested, but had no other choice but to accept it;

- The initial times were hard for Edeldhur, as his sister would be more unforgiving with him than with any other of her companions – but Edeldhur soon found his niche – having already starting to dabble in the Arcane, he made sure to offer only spells that the rough outdoorsmen (her sister above all) would value. When he had earned some respect, he started offering advice – he did not have the practical knowledge of tactics, skirmishes or the call of the wild, but he had elven blood in him AND a theoretical knowledge already quite respectable – he learned to put it into good use, and was respected by it;

- Above all, this brought the two siblings extremely close – both the continuous days on patrol, sometimes away from their home for weeks, depending on each other, and the fact that it seemed that Edeldhur always had a new story to recount every evening about a remote city, or a distant kingdom, about which he had read in a book, held his sister in rapture – there, in the wild forest, under a perfect starred sky, they began dreaming of something different;

- As the years went by, the decision was inevitable – Edeldhur decided to move to the Arcanarium to continue his studies – he would take the regular test as any other, as is usual once every year, and test his capabilities against people from all over the world. Not surprisingly for Edeldhur, but very much so for the remainder of his family, his sister decided to accompany him, and make sure that “he would always be safe” - he knew she had been wanting to travel the world for at least as long as he had, and this was her opportunity – he welcomed it with a smile, and so did his mother, though their father, although grudgingly accepting the choices of his children, took much longer to reconcile himself with their options;

The whole wide World:

Their trip to Absolom was not a bee straight line – it was the first time they had been outside the borders of their forest realm, and though in very different ways, they wanted to take it all in – Edeldhur had finally the opportunity to match the reality to his readings and studies, and his sister could not help but be amazed at how much he already knew about the world, even if without the practical aspect;

On the other end, Daliedhur's approach was more cautious, even if as curious as his brothers' – she tackled every stranger with initial suspicion, taking care to not place them in unnecessary danger – always clinging to the idea that next to her travelled her baby brother, and she would never let any harm come to him;

They circled Lake Encarthan, going initially North through the unruly River Kingdoms and its shifting city states, crossing Brevoy, a nation struggling to rebuild itself in a very similar way to what the elves had been doing for the past centuries.

They turned west, towards Numeria until they had gone full circle, and reached Andoran, travelling south towards the Isle of Kortos- they experienced the cold and superstitious nature of Ustalav while overhearing disturbing news from Kenabres, Mendev and the Worldwound, had the opportunity to know Lastwall, a nation eternally locked in combat against the undead horrors from their northern borders and the savage orc hordes from the Hold of Belkzen, shared meals with the fiercely independent people from Nirmathas, felt the growing ambitions of Molthune, and the tight, if enlightened grip of the Prophets of Kalistrade in Druma.

As they veered southeast into Andoran, the birthplace of freedom, they came in touch with true diversity and were confronted with as many opinions as there were people – however, there seemed to be a place for every voice, and every creed – though they never felt at odds with their origins and their homeland, they felt as if they could make something out of their opinions too, maybe someday in the future... But that would have to wait.

They travelled to Absolom, Edeldhur applied, performed the tests and was accepted into the academy, which left Daliedhur to her own devices – it mattered not, she was used to independence and being self sustained – very well organized she established the city as her “base of operations” and began her recon of the region, as any self respecting Ranger would do.

At every break that Edeldhur had – usually once every month – she would be there, waiting at the huge Arcanarium stairways, with a smile as huge as her hug – they spent every moment of his free time together – she took him out in the wild, as he recounted what he had learned and practice – brother and sister reinforced their empathy and bonds, one that has remained till this day.

As time went by, the elven maiden began moving further and further away – as Edeldhur's studies became more absorbing, he moved from two days leave every month, to the same leave but once every two months, and in the final stages he had usually a week every trimester. This allowed Daliedhur to begin joining caravans, and travelling groups – increasing her knowledge of the surrounding regions and kingdoms – she still met his brother every time he was allowed to leave the Arcanarium, and since now the leaves were longer, they were able to travel together, further away from the city – so they did.

They were both becoming very competent at what they did- Edelddhur was about to finish his intermediate graduation and his sister had increased immensely her knowledge of the wild ways – together they were already a force to be reckoned with.

On one of his leaves, the last one before the intermediate graduation, while he was pondering the decision to continue, his sister shared some thoughts that changed both their lives forever – her travels had allowed her to know much about the regions closer to Absolom, but one piece of information had caught her attention – up north, in Brevoy, those willing to establish themselves were being given an opportunity to tame the wilds of the Stolen Lands, and claim them. This had much to do with many of the conversations they had along their years together – taking an expeditionary force from Kyonin, and establish an elven foothold somewhere else, originating from their own, and intertwining with the local inhabitants – this was their opportunity to carve out something completely different!

The decision was almost immediate – Edeldhur finished his intermediate graduation and left the Arcanarium, with the confidence that he was already strong and capable enough to learn and research on his own. With his sister they travelled back to their ancestral homeland – taking their amazing project with them, to be presented to their mother and father – it unfortunately did not meet with the success they had expected...

A home away from Home:

”What is the plan Edeldhur? You are going away from your homeland AGAIN, and for what purpose exactly my son?” – they had this conversation before, always with the same outcome. It had been a week since he and her sister had arrived in Kyonin, and up until now they had made no progress with his father.

They really did not need his approval, but it was wanted nonetheless – they respected him, and wanted simply his blessing and his advice – ”We cannot stay forever in our blessed lands father – there is a whole world outside our borders, places where we can make a difference, where we can build something new, different from everything we have accomplished here” – Edel (how his father called him) answered.

”And you Daliedhur? You condone this? You have been one of the most combative of us, patrolling our borders, constantly pressing me to allow you access to Tanglebriar, on the most dangerous of missions for the protection of our woods, and now you want to leave...? To Brevoy? To build a Kingdom? Is that what you are telling me?” – their father pressed, now addressing his sister.

”This goes beyond protecting our land – Edeldhur is right – our life is long by human standards, our cycle is one of the longest in this world – if there is one thing that is available to us is TIME father – we have time to grow a whole forest patiently, allow it all the necessary length to come full cycle – we can shape them, have their permission to live with them, to share our life. We have TIME to build truly the most beautiful of things in this world – it is time we look past the trees at our border, into what lies beyond. I AM going with Edel”

It was a mute point, they knew his father would not budge once he had made his decision – they left without any further words, except from their mother – ”Do not hold a grudge against your father – give him time... You have been outside of Kyonin for a long time, shorter lived races rush into things, and you know we do not” – she smiled softly – ”Time... Remember? Feelings grow in us with time, but once they are set in, they last ages. That is why I know you will not be moved from your plan. Others have heard of what you and your sister are doing... There are whispers among our own, but it takes time” – she smiled again.

”Go, with MY blessing” – were her last words as she kissed him and his sister on the forehead.

Since Edeldhur has no followers for the time being, I am dropping here a plot line that may allow him to have them later along the way – other elves travelling from the forests of Kyonin to join the siblings :D

They left without another word – although set in their ways, the siblings silently knew that not having their father support had its impact – they did not word it, but felt it keenly. This made them hesitate momentarily, travelling together the expanse of their homeland, reviewing its wonders, aiding in the patrol of their borders, looking for the needed resolve to push forward.

There was no decisive moment as to when they decided to leave – it simply came a day when they both realized it was time, and their journey began.

Daliedhur Beltharan (Sister/Cohort):

Daliedhur Beltharan
Elf Fighter 1/Ranger 4
CG Medium Humanoid (elf)
Init +5; Senses low-light vision; Perception +12
AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex)
hp 55 (5d10+5)
Fort +7 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +9, Will +3; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
Speed 30 ft.
Ranged +1 Darkwood Composite longbow (Str +2) +10 (1d8+2/x3)
Special Attacks favored enemy (humans +2)
Ranger Spells Prepared (CL 3):
1 (1/day) Gravity Bow
Str 12, Dex 20, Con 12, Int 14, Wis 14, Cha 9
Base Atk +5; CMB +6; CMD 21
Feats Deadly Aim -2/+4, Endurance, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow)
Traits Magical Knack (Ranger)
Skills Bluff -1 (+1 vs. humans), Climb +5, Handle Animal +7, Knowledge (dungeoneering) +9 (+11 vs. humans), Knowledge (geography) +6 (+8 vs. humans, +8 while in forest terrain), Knowledge (nature) +9 (+11 vs. humans), Perception +12 (+14 vs. humans, +14 while in forest terrain), Ride +13, Sense Motive +2 (+4 vs. humans), Stealth +13 (+15 while in forest terrain), Survival +10 (+12 vs. humans, +12 while in forest terrain, +12 to track), Swim +5 (+9 to resist nonlethal damage from exhaustion); Racial Modifiers +2 Perception
Languages Common, Elven, Orc, Sylvan
SQ +2 to critical confirmations (longbow), animal companion link, combat styles (archery), elven magic, favored terrain (forest +2), hunter's bonds (leaf, horse), share spells with companion, track, wild empathy
Other Gear Mithral shirt, +1 Darkwood Composite longbow (Str +2), Belt of incredible dexterity +2, 6135 GP
Special Abilities
+2 to critical confirmations (Longbow) Choose a weapon from the following list: longbow, longsword, rapier, shortbow, short sword, or any weapon with "elven" in its name. Add +1/2 on critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not st
Animal Companion Link (Ex) You have a link with your Animal Companion.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Ranger) +2 CL for a specific class, to a max of your HD.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +2 Add the listed bonus to survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Leaf, Daliedhur's Horse Animal Companion:

N Large Animal
Init +1; Senses low-light vision, scent; Perception +5
AC 17, touch 10, flat-footed 16 (+3 armor, +1 Dex, -1 size, +4 natural)
hp 20 (+4)
Fort +5, Ref +4, Will +1
Speed 50 ft.
Melee Bite (Horse) +3 (1d4+3/x2) and
. . Hooves x2 (Horse) -2 x2 (1d6+1/x2)
Space 10 ft.; Reach 5 ft.
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 16 (20 vs. Trip)
Feats Armor Proficiency (Light)
Skills Acrobatics +5 (+13 jump), Fly -1, Perception +5, Stealth -3
Other Gear Masterwork Hide shirt, You have no money!
Special Abilities
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.