Shalelu Andosana

Elenial Windwalker's page

394 posts. Organized Play character for Baerlie.

Full Name

Elenial Windwalker


| HP: 63/63 | AC: 21 (15 Tch, 17 Fl) | CMB: +8, CMD: 23 | F: +8, R: +11, W: +8 | Init: +6 | Perc: +22, SM: +5


| Speed 30ft | Color Spray 1/1; Reduce Person 1/1 | Active conditions:


Female CG Elf Ranger 7 / Wizard 1


5 ft. 11 in.


135 yrs.

Special Abilities

Low-Light-Vision, Track, Wild Empanthy, Sacred Touch, Precise Shot, Track


Chaotic Good




Common, Draconic, Elven, Orc, Osiriani


Bowyer, Trapper

Strength 12
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 14
Charisma 10

About Elenial Windwalker

Elenial Windwalker is a 135 years old elven ranger. She does not know anything about her past, because she got injured badly during a battle against a group of orcs when she guided a convoy of elven families near the Darklands. She was the only surviver so nobody could tell her about her family or her past life.

From time to time, when her abilities are needed for duty, she joins a group of pathfinders of the society.

PFS #: 123480-1
XP: 25/27

2014-03-07 / #5-01: The Glass River Rescue
2014-04-06 / #1-55: The Infernal Vault
2014-04-11 / #4-07: Severing Ties
2014-04-18 / #2-01: Before the Dawn — Part I: The Bloodcove Disguise
2014-04-18 / #2-01: Before the Dawn — Part II: Rescue at Azlant Ridge
2014-05-06 / PF Module: We Be Goblins!
2014-05-25 / PF Module: We Be Goblins Too!
2014-06-06 / #5-19: The Horn of Aroden
2014-07-04 / #5-02: The Wardstone Patrol
2014-09-16 / #4-11: The Disappeared (GM)
2014-09-26 / #13: The Prince of Augustana (GM)
2014-10-31 / PF Module: Risen from the Sands
2014-11-07 / #1: Silent Tide (GM)
2014-12-09 / #5–12: Destiny of the Sands—Part 1: A Bitter Bargain (GM)
2015-01-05 / #6–03: The Technic Siege (Level 7 Pregen)
2015-01-21 / #3-15: The Haunting of Hinojai
2015-05-20 / #5-07: Port Godless
2015-06-08 / #6-17: Fires of Karamoss
2015-06-22 / #3-03: The Ghenett Manor Gauntlet (GM)
2015-07-17 / #2-20: Wrath of the Accursed
2015-09-27 / #6–98: Serpents Rise
2016-01-08 / #3-12: Wonders in the Weave I
2016-04-27 / #3-14: Wonders in the Weave II (GM)

Elenial Windwalker
Female elf ranger 7/wizard 1 (Pathfinder RPG Advanced Player's Guide 142)
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +22
AC 21, touch 15, flat-footed 17 (+5 armor, +1 deflection, +4 Dex, +1 natural)
hp 63 (8 HD; 1d6+7d10+13)
Fort +8 (+2 circumstance bonus vs. hot weather), Ref +11, Will +8; +2 vs. enchantments
Immune sleep
Speed 30 ft.
Melee elven curve blade +8/+3 (1d10+1/18-20) or
. . light flail +8/+3 (1d8+1)
Ranged +1 darkwood composite longbow +13/+8 (1d8+2/×3) or
. . sling +12 (1d4+2)
Special Attacks combat style (archery), favored enemies (evil outsiders +4, orcs +2), lightning flash
Arcane School Spell-Like Abilities (CL 1st; concentration +4)
. . At will—feather fall
Ranger Spells Prepared (CL 4th; concentration +6)
. . 2nd—barkskin
. . 1st—aspect of the falcon[APG] (2)
Wizard Spells Prepared (CL 1st; concentration +4)
. . 1st—color spray (DC 14), message, reduce person (DC 15)
. . 0 (at will)—detect magic, light, ray of frost
. . Opposition Schools Earth
Str 13, Dex 18, Con 12, Int 16, Wis 14, Cha 10
Base Atk +7; CMB +8; CMD 23
Feats Alertness, Endurance, Focused Shot[APG], Point-Blank Shot, Precise Shot, Rapid Shot, Spell Focus (transmutation), Weapon Focus (longbow)
Traits reactionary, sacred touch
Skills Acrobatics +5, Appraise +7 (+9 for small or highly detailed items when using a magnifying glass), Climb +9, Craft (alchemy) +7, Craft (bows) +8, Disable Device +7, Disguise +1, Escape Artist +5, Fly +10, Handle Animal +8, Heal +7, Intimidate +5, Knowledge (arcana) +7, Knowledge (dungeoneering) +8, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +9, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Perception +22, Perform (wind instruments) +1, Profession (trapper) +6, Ride +8, Sense Motive +5, Sleight of Hand +5, Spellcraft +9 (+11 to identify magic item properties), Stealth +23, Survival +7 (+12 when tracking, +9 to avoid becoming lost), Swim +6, Use Magic Device +1; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Hallit, Orc, Osiriani
SQ arcane bond (Arcane Familiar, cat), elven magic, favored terrain (forest +2), hunter's bond (wolf named Barry II.), track +3, wild empathy +7, woodland stride
Combat Gear cold iron arrows (45), cold iron arrows (5), oil of bless weapon (6), scroll of endure elements (x3), silver arrows (45), silver arrows (5), wand of cure light wounds, holy water (2), liquid ice[APG] (2), tanglefoot bag (4), weapon blanch (adamantine)[APG] (2); Other Gear +2 leaf armor[ISWG], +1 darkwood composite longbow (+1 Str), arrows (54), arrows (20), elven curve blade, light flail, sling, sling bullets (10), amulet of natural armor +1, bag of holding i, belt of incredible dexterity +2, cloak of resistance +2, ioun torch ioun stone[APG], lenses of detection, pathfinder pouch, ring of protection +1, wayfinder[ISWG], belt pouch, candle (2), everburning torch, flint and steel, hot weather outfit[APG], magnifying glass, masterwork backpack[APG], sewing needle, signal whistle, skeleton key[UE], tindertwig (3), trail rations (2), vial (3), donkey, alchemist's fire, bedroll, bit and bridle, blanket, chill cream, crowbar, elven trail rations, fishing kit, healer's kit (8 uses remaining), mapmaker's kit, masterwork thieves' tools, masterwork tool, oil, oil of bless weapon, saddlebags, shovel, silk rope (50 ft.), silk rope (50 ft.), tangleburn bag, trail rations, umbrella, waterproof bag, waterproof bag, waterskin, waterskin, falcon, 12,699 gp, 3 sp, 7 cp
Special Abilities
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Earth You must spend 2 slots to cast spells from the Earth school.
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.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Favored Enemy (Evil Outsiders +4) (Ex) +4 to rolls vs. evil outsiders foes.
Favored Enemy (Orcs +2) (Ex) +2 to rolls vs. orcs foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in forest terrain.
Focused Shot +3 Make a single bow or crossbow attack, adding your INT modifier to the damage roll as precision damage.
Lightning Flash (1d6 electricity damage, 6/day, DC 13) (Su) 5 ft burst deals electricity dam and dazzles for 1d4 rds (Ref part).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
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.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Track +3 Add the listed bonus to Survival checks made to track.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Barry II. CR –
Male wolf
N Medium animal
Init +3; Senses low-light vision, scent; Perception +5
AC 19, touch 13, flat-footed 16 (+2 armor, +3 Dex, +4 natural)
hp 30 (4d8+12)
Fort +7, Ref +7, Will +2
Defensive Abilities evasion
Speed 50 ft.
Melee bite +5 (1d6+3 plus trip)
Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +5; CMD 18 (22 vs. trip)
Feats Light Armor Proficiency, Stealthy
Tricks Aid, Attack, Defend, Down, Fetch, Guide, Heel, Hunt
Skills Acrobatics +7 (+15 to jump), Escape Artist +5, Perception +5, Stealth +10, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ aid, attack, defend, down, fetch, guide, heel, hunt
Other Gear leather armor
Special Abilities
Aid [Trick] Aids specified creature on command.
Attack [Trick] The animal will attack on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Guide [Trick] Act as a guide for those that are blinded or otherwise unable to see.
Heel [Trick] The animal will follow you.
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.

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