Shalelu Andosana

Eliastra Greenbow's page

344 posts. Organized Play character for PJP.

Full Name

Eliastra Greenbow


NG Elf Ranger 2 / Rogue 1 | HP 11/23 | AC 15 | T 13 | FF 12 | Fort +3 | Ref +8 | Will +2 | CMD 15 | Init +5 | Perception +10/+11 traps | Active Conditions: None










Common, Elven, Draconic, Sylvan, Goblin

Strength 13
Dexterity 16
Constitution 10
Intelligence 16
Wisdom 14
Charisma 10

About Eliastra Greenbow

NG Elf Ranger 2 / Rogue 1 PFS#:150786-34
Languages: Common, Elven, Draconic, Sylvan, Goblin, Aklo
Deity: Desna

Party Gear:

Party Funds: 658 (486 gp + 172)
Party Gear (not sold or claimed)
potion: CLW
two scrolls:
set of keys
six large green scales and an even larger black scale.

History of sold/distributed:


chest of gold coins (1,895 gp)
reward:12 amethysts each worth 100 gp
sold: small suit of chainmail (shaman) (75), masterwork quarterstaff (shaman) (77), solid gold (if exceptionally dirty) medallion showing the leering face of a demon (20)
cloak of fangs - Thorny
wand of web - Liam

Init +5
HP 23 (10 +0 Con +1 FC/+6/+5)

AC 15 (+2 armor +3 Dex), touch 13, flat-footed 12
CMD 16 (10 +2 BAB +1 Str +3 Dex)
Fort +3 (+3 ranger +0 Con)
Ref +8 (+3 ranger +2 rogue +3 Dex)
Will +2 (+0 class +2 Wis)

Defensive Abilities
Elves are immune to magic sleep effects
+2 racial saving throw bonus against enchantment spells and effects

Speed 30 ft
Base Attack +2; Melee Touch +3; Ranged Touch +5
CMB +3 (+2 BAB +1 Str)

Melee Attacks
Elven curved blade (+2 BAB +3 Dex), 2-handed
...Dmg: 1d10+1 (+1 Str) Crit: 18-20 x2
Dagger: +3 (+2 BAB +3 Dex) Range: 10 ft.
...Dmg: 1d4+1 P or S (+1 Str) Crit: 19-20 x2

Ranged Attacks
Longbow: +6 (+2 BAB +3 Dex +1 MW) Range: 100 ft
...Dmg: 1d8 P Crit: 20 x3
Dagger: +5 (+2 BAB +3 Dex) Range: 10 ft.
...Dmg: 1d4+1 P or S (+1 Str) Crit: 19-20 x2

Additional Bonuses:
+1 Att/+1 Dmg for Point Blank Range
+3 Dmg from Int for Focused Shot (std action in 30’)
+2 Att/Dmg to favored enemy: humanoid(reptilian)
+1d6 Sneak attack dmg when denied Dex AC bonus or flanked


20 pt build :

S 3 13 (+1)
D 5 +2 16 (+3)
C 2 -2 10 (+0)
I 5 +2 16 (+3)
W 5 14 (+2)
Ch 0 10 (+0)

Abilities Str 13 (+1), Dex 16 (+3), Con 10 (+0), Int 16 (+3), Wis 14 (+2), Cha 10 (+0)

SKILLS 30 (6 +3 Int/6+3+1FC/+8+3) 1
Acrobatics* +8 (2 rank +3 Dex +3 class)
Bluff +0/+2 (+0 Chr)
Climb* +5 (1 rank +1 Str +3 class)
Diplomacy* +4 (1 rank +0 Chr +3 class)
Disable Device* +11 (3 rank +3 Dex +3 class +1 trait+1 rogue)
Disguise* +0 (+0 Chr)
Escape Artist* +7 (1 rank +3 Dex +3 class)
Fly +3 (+3 Dex)
Handle Animal* +4 (1 rank +0 Cha +3 class)
Heal* +6 (1 rank +2 Wis +3 class)
Intimidate* +4 (1 rank +0 Cha +3 class)
Knowledge(dungeoneering)* +7/+9 (1 rank +3 Int +3 class)
Knowledge(geography)* +7/+9 (1 rank +3 Int +3 class)
Knowledge(local)* +8 (2 rank +3 Int +3 class)
Knowledge(nature)* +8/+10 (2 rank +3 Int +3 class)
Perception* +10/+12 (3 rank +2 Wis +3 class +2 racial)
-- Trapfinding +11/+13
Ride* +3 (+3 Dex)
Sense Motive* +6 (1 rank +2 Wis +3 class)
Spellcraft* +7 (1 rank +3 Int +3 class)
-- Identify magic props +9
Stealth* +9/+11 (3 rank +3 Dex +3 class)
Survival* +8/+10 (3 rank +2 Wis +3 class)
-- Tracking +9/+11
Swim* +5 (1 rank +1 Str +3 class)
Use Magic Device* +4 (1 rank +0 Cha +3 class)
Wild Empathy +1 (+2 ranger +0 Chr)

Background Skills 6 (2/2/2)
Appraise* +9 (3 rank +3 Int +3 class)
Sleight of Hand +8 (2 rank +3 Dex +3 class)
Linguistics* +7 (1 rank +3 Int +3 class)

The ranger's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str). Skill Ranks per Level: 6 + Int modifier.

The rogue’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).. Skill Ranks per Level: 8 + Int modifier.

* +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against humanoid(repilian)

Traveller's outfit
Leather armor
Longbow, masterwork
Elven curved blade 80 gp 7 lbs.

Arrows, silver blanched (20)


2 potion of Cure Light Wounds

Flint and steel (1gp)
Grappling hook, common 1 gp 4 lbs.
2x Rope (50 ft.) 1 gp 10 lbs.
Wire saw, common 30 gp
Crowbar 2 gp 5 lbs.
Hammer 5 sp 2 lbs.
Hooded lantern 7 gp 2 lbs.
5x Oil 1 sp 1 lb.
Shovel, common 2 gp 8 lbs.
Thieve's tools, masterwork
1 Smokestick
1 Tanglefoot bag


PP – 0
GP – 261
SP – 9
CP – 0

Point blank range (1st level)
Precise Shot (Ranger 2 Combat Style)
Focused Shot (Level 3) - std action to add Int to damage when within 30’
Weapon Finesse (UCRouge 1)

Criminal: You spent your early life robbing and stealing to get by. Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.


Ef Racial Traits:

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: 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.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Class Features:

Eliastra Greenbow was a lost soul in the early years of her life. Abandoned as a child, she learned to live off the streets, finding a place in a gang here or there, scraping to survive. As she was very nimble and quick witted, she often was involved in picking pockets or breaking into places to steal. As such, she was also prone to having to move from place to place, trying to stay ahead of local law enforcement.

One day, Eliastra found herself stumbling into a small town called Belhaim. Looking only to score a few free meals and perhaps a few coins, she had no intention of staying in the area. Trying to steal a few small chickens from a cattle ranch, she got caught in a trap set by the rancher, one Lennold Brenlow. While she tried to charm her way out of trouble, that arrogant man simply hauled her into town and tossed her at the doorway of the local jail. Spending a few nights behind those bars, she started to seriously wonder what would happen next. Trying to make small talk with her jailer was a lost cause. Deputy Gergis Bellet, while nice to look at, was not much for conversation. He was dry and humorless, and seemed to consider Eliastra to be little more than boot scum.

After her third night, she finally was able to pick the lock on her cell and get out - but only moments before the alarm was sounded. Desperate, she looked for a place to hide, finding a small shop nearby filled with all sorts of pots and pans, gizmos and gadgets. Sneaking in, she found a small cubby and hid for three days, despite a lady living there and going about her business. Finally, hungry and cramped, she moved from her spot - only to be staring right at Phedra Delbin. "I was wondering how long it would take you to come out," she said. The lady was shy, but kind, and she offered Eliastra some food and a chance to explain herself, which was more kindness than Eli had really ever experienced before. Hunger tore at her, so she quickly accepted, eating 2 loaves of bread and 3 bowls of stew before she even began to talk. But talk, the two ladies did, and before long they found they had a common interest in devices and how things worked. Phedra allowed Eliastra to stay, helping with repairs for whatever anyone brought in, in exchange for food and shelter.

Eventually, though, both girls agreed that this couldn't continue until they found a way for Eliastra to clear her name, at least in Belhaim. Phedra contacts a man she thought could help. Azmur Kel, a druid of the Green Faith, was an aloof man, but he was also fair-minded. He did help broker a deal between Eliastra and Lennold Brenlow, to work off the cost of the stolen birds plus restitution, and Eli was given a sentence to perform community service for 6 months, which basically consisted of cleaning rooms for Talia Orem, owner of the Wise Piper Inn. Talia was also kind, friendly, and appreciative of the free help, providing Eliastra a small room in exchange for her service.

After her time was up, Eli continued to help both Talia and Phedra with their business, finally realizing she could earn her keep, as meager as it was, without resorting to criminal behavior. So far, she has managed to keep her nose clean, and make a few good friends in the process.


Talia Orem - Female owner of the Wise Piper Inn - welcoming
Deputy Gergis “Gorgeous” Bellett - Male jailer - humorless
Phedra Delbin - Female tinker - timid
Lennold Brenlow - Male cattle rancher - arrogant
Azmur Kel - Male druid of the Green Faith - aloof

Loot Tracking:

+410 split
-2 arrows replenished
used 2 silver blanches to coat 20 arrows