Druid

Eolowyn's page

595 posts. Organized Play character for Magabeus.


Full Name

Eolowyn

Race

Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) |

Classes/Levels

Reroll 1/1

Gender

hp 68/76

Alignment

CG

Deity

Desna

Languages

Celestial, Common, Draconic, Elven

Strength 14
Dexterity 23
Constitution 12
Intelligence 12
Wisdom 14
Charisma 8

About Eolowyn

Description:
Eolowyn has auburn hear and wears it in a long braid on her back. Her face is sunburned and sports several scars. She stands tall (6 ft 4 inch), easily looking over most humans. Her arms are covered in leather bracers.

She wears a mithral chainshirt complemented by practical gear in several shades of green. On her side you can see a quiver and an elven curveblade. A bandoleer with several flasks is strapped from her right shoulder to left hip. Those hips are graced with a wide green leather belt. The buckle shows the snarling face of a bobcat.

Tucked into her shirt an observer might see a necklace with two leaves in copper and silver.

Pathfinder Society:

Pathfinder ID:24861-3
Faction: Liberty's Edge
XP: 13
Prestige Points / Fame: 5 / 32

Player Character Portfolio + GM rating

Chronicles:
1: Rivalry's End - Pregen Kyra
Starting Gold: 150
GP Gained: 500
Items Bought: 617.1

XP Gained: 1
Starting PP / Fame: 0
Prestige Gained: 2
Prestige Spend: Composite Greenwood Longbow (Str+2): 2 PP

2: The Dalsine Affair
Starting Gold: 32.9
GP Gained: 501
Items Bought: 219.5

XP Gained: 1
Starting PP / Fame: 0/2
Prestige Gained: 2
Prestige Spend: Wand of Cure Light Wounds: 2 PP

3: First Steps Part I: In Service to Lore
Starting Gold: 314.4
GP Gained: 417
Items Bought: 0

XP Gained: 1
Starting PP / Fame: 0/4
Prestige Gained: 2
Prestige Spend: Wand of Gravity Bow: 2 PP

4: We be Goblins Too - Pregen Mogmurch
Starting Gold: 731.4
GP Gained: 1237
Items Bought: 1150
Items Sold: 87.5

XP Gained: 1
Starting PP / Fame 0/6
Prestige Gained: 1

5: Mists of Mwangi - GM Credit
Starting Gold: 905.9
GP Gained: 509

XP Gained: 1
Starting PP / Fame 1/7
Prestige Gained: 2

6: Murder on the Throaty Mermaid
Starting Gold: 1414.9
GP Gained: 523
Items Bought: 300
Services Bought: Bribe 40 gp

XP Gained: 1
Starting PP / Fame 3/9
Prestige Gained: 2

7: Thornkeep - The Forgotten Laboratory
Starting Gold: 1597.9
GP Gained: 3711
Items Bought: 4670
Services Bought: Retraining 150 gp
Items Sold: 25

XP Gained: 3
Starting PP / Fame 5/11
Prestige Gained: 4
Prestige Spend: 5 - Retraining to archetype Beast Master

8: Special - Year of the Shadow Lodge
Starting Gold: 513.9
GP Gained: 1250
Day Job: 10 gp

XP Gained: 1
Starting PP / Fame: 4/15
Prestige Gained: 2
Prestige Spend: -

9: Season 5 Player Boon #17
Starting Gold: 1773.9
Items Bought: 1630
Items Sold: 7.5

Starting PP / Fame: 6/17

10: The Horn of Aroden
Starting Gold: 151.4
GP Gained: 1847
Day Job: 10
Items Bought: 1800

XP Gained: 1
Starting PP / Fame: 6/17
Prestige Gained: 2

11: Risen from the Sands
Starting Gold: 208.4
GP Gained: 1237
Day Job: 50
Items Bought: 500

XP Gained: 1
Starting PP / Fame: 8/19
Prestige Gained: 2

12: In Wrath's Shadow
Starting Gold: 995.4
GP Gained: 2285.4
Day Job: 10
Items Bought:
Services Bought: Retraining 500 gp

XP Gained: 1
Starting PP / Fame: 10/21
Prestige Gained: 2
Prestige Spend: 10 - Retraining to archetype Tanglebriar Demonslayer

13: Legacy of the Stonelords - GM
Starting Gold: 1932.9
GP Gained: 2500

XP Gained: 1

Starting PP / Fame: 2/23
Prestige Gained: 2

14: The Paths we Choose
Starting Gold: 4432.9
GP Gained: 2240
Day Job: 20
Items Bought: 2809
Services Bought: 57.7

XP Gained: 1

Starting PP / Fame: 4/25
Prestige Gained: 2

15: Before the Dawn, Part II - Rescue at Azlant Ridge - GM
Starting Gold: 3826.2
GP Gained: 3185
Day Job: NA
Items Bought: 7000

XP Gained: 1

Starting PP / Fame: 6/27
Prestige Gained: 2

16: Weapon in the Rift
Animal companion Soron (Roc) died to a mass inflict light wounds while already unconscious.

Starting Gold: 11.2
GP Gained: 2528
Day Job: 10
Items Bought: 200
Services: 0

XP Gained: 1

Starting PP / Fame: 8/29
Prestige Gained: 1
Prestige Spend: 6: Riftwardens

17: Storming the Diamond Gate - GM
Starting Gold: 2349.2
GP Gained: 3208
Day Job: NA
Items Bought: 1200

XP Gained: 1

Starting PP / Fame: 3/30
Prestige Gained: 2

18: Song of the Sea Witch
Starting Gold: 2349.2
GP Gained: 1691
Items Bought: 0

XP Gained: 0.5

Starting PP / Fame: 5/32
Prestige Gained: 1
Prestige Spend: 1 on Twin Tomes (Celestial)

19: By Way of Bloodcove - GM
Starting Gold: 5988.2
GP Gained: 1593
Items Bought: 0

Xp Gained: 0.5

Starting PP / Fame: 5/33
Prestige Gained: 1

20: Wonders in the Weave - Part I: The Dog Pharaoh's Tomb - GM
Starting Gold: 7581.2
GP Gained: 2002
Items Bought: 0

Xp Gained: 0.5

Starting PP / Fame: 6/34
Prestige Gained: 1

21: Wonders in the Weave - Part II: Snakes in the Fold - GM
Starting Gold: 9583.2
GP Gained: 2063
Items Bought: 0

Xp Gained: 0.5

Starting PP / Fame: 7/35
Prestige Gained: 1[/b]

22: Realm of the Fellnight Queen
Starting Gold: 11646,2
GP Gained: 11787
Day Job: 1
Items Bought: 24002
Equipment Sold: 1500

XP Gained: 3

Starting PP / Fame: 8/36
Prestige Gained: 4

23: Siege of the Diamond City
Starting Gold: 932.2
GP Gained: 5334
Day Job: 5

XP Gained: 1

Starting PP / Fame: 12/40
Prestige Gained: 2

24: Cairn of Shadows - GM
Starting Gold: 6271.2
GP Gained: 2715

XP Gained: 0.5

Starting PP / Fame: 14/42
Prestige Gained: 1

25: CURRENT
Starting Gold: 8989.2
GP Gained:

XP Gained:

Starting PP / Fame: 15/43
Prestige Gained: 1

Additional Resources
Alternative Racial Trait: Silent Hunter- Advanced Race Guide 22
Equipment: Bandolier - Ultimate Equipment 59
Equipment: Blunt Arrows – Ultimate Equipment 24
Equipment: Footprint Book - Ultimate Equipment 76-77
Equipment: Grappling Arrow - Ultimate Equipment 65
Equipment: Mess Kit - Ultimate Equipment 68
Equipment: Survival Kit, masterwork - Ultimate Equipment 73
Equipment: Weapon Blanch, silver - Ultimate Equipment 105
Favored Class Option: Elven Ranger - Advanced Race Guide 23
Material: Greenwood, Ultimate Equipment 50-51
Trait: Anatomist - Advanced Players Guide 327
Trait: Warrior of Old - Advanced Players Guide 331


Equipment & Expenditures Tracking:

Purchases Chronicle 1
Alchemist's Fire *3 - 60 gp
- Chronicle 8: 1 used
- Chronicle 19: 1 used
Arrows, cold iron * 50 - 5 gp
- Chronicle 2: 4 used
- Chronicle 3: 2 used
- Chronicle 4: 10 used with blanch
- Chronicle 5: 2 used
- Chronicle 6: 2 used
- Chronicle 7: 10 used
- Chronicle 7: 20 used with blanch

Arrows, grappling *5 - 5 gp
Arrows, smoke*10 - 100 gp
- Chronicle 8: 1 used
Backpack, masterwork - 50 gp {Sold Chronicle 4}
Bandolier - 0.5 gp
Bedroll - 0,1 gp
Climbers Kit - 80 gp
Composite Greenwood Longbow (Str+2) - 2 prestige points {Upgraded on Chronicle 7}
Explorer's Outfit - 0 gp (free at creation)
Flint & Steel - 1 gp
Footprint Book - 50 gp
Grappling Hook - 1gp
Lamp, waterproof, hooded - 12 gp
Longsword - 15 gp {Sold Chronicle 9}
Oil *5 - 2.5 gp
- Chronicle 2: 1 used
Potion of Cure Light Wounds - 50 gp
Silk Rope - 10 gp
Studded Leather, masterwork - 175 gp {Sold Chronicle 4}

Purchases Chronicle 2
Arrows, blunt * 20 - 2gp
- Chronicle 5: 1 used
- Chronicle 10: 1 used
- Chronicle 11: 2 used
- Chronicle 13: 5 used
- Chronicle 19: 3 used
Buckler, masterwork - 155 gp
Cold Weather Outfit - 8 gp
Iron Pot - 0.8 gp
Mess Kit - 0.2 gp
Belt Pouch - 1 gp
Survival Kit, masterwork - 50 gp
Waterskin - 1 gp
Wand of Cure Light Wounds (50 charges) - 2 prestige points
- Chronicle 5: 5 charges used
- Chronicle 7: 3 charges used
- Chronicle 8: 5 charges used
- Chronicle 10: 1 charge used
- Chronicle 11: 7 charge used
- Chronicle 14: 2 charges used
- Chronicle 16: 4 charges used
- Chronicle 19: 3 charges used
- Chronicle 23: 5 charge used

Purchases Chronicle 3
Wand of Gravity Bow (50 charges) - 2 prestige points
- Chronicle 7: 2 charges used
- Chronicle 10: 1 charge used
- Chronicle 16: 1 charge used
- Chronicle 23: 3 charge used

Purchases Chronicle 4
Arrows: Cold Iron + Silver (Blanch) *10 - 0gp (Chronicle 1 + 4)
- Chronicle 10: 2 used
Mithral Chain Shirt - 1100 gp
Weapon Blanch Silver *10: 50 gp
- Chronicle 4: 1 used on Cold Iron

Purchases Chronicle 6
Potion of Darkvision - 300 gp
Services: Bribe crewmember Killick- 40 gp

Purchases Chronicle 7
Arrows, cold iron * 50 - 5 gp
- Chronicle 7: 1 used
- Chronicle 8: 12 used
- Chronicle 10: 3 used
- Chronicle 11: 6 used
- Chronicle 12: 10 used
- Chronicle 12: 10 used with Blanch
- Chronicle 14: 8 used

Arrows: Cold Iron + Adamantine(Blanch) *10 - 0gp (Chronicle 1 + 7)
- Chronicle 11: 4 used
Arrows: Cold Iron + Ghost Touch(Blanch) *10 - 0gp (Chronicle 1 + 7)
- Chronicle 16: 3 used
Artisan's tools (bows), Masterwork - 55 gp
+1 Composite Greenwood Longbow (Str+2) - 2000 gp (upgrade Chronicle 1)
Handy Haversack - 2000 gp
Ioun Torch - 75 gp
Studded Leather, Masterwork (Roc) - 200 gp {Chronicle 16: destroyed}
Spell component Pouch
Training Harness (Roc) - 20 gp {Chronicle 16: destroyed}
Weapon Blanch Adamantine: 100 gp {Chronicle 7: used on Cold Iron Arrows}
Weapon Blanch Ghost Salt: 200 gp {Chronicle 7: used on Cold Iron Arrows}
Wrist Sheath, springloaded * 2 - 10 gp
Services: Retraining - 150 gp

Purchases Chronicle 9
Cloak of Resistance +1 - 1000 gp {Chronicle 15: Upgraded to +2}
Elven Curveblade, masterwork - 380 gp
Wayfinder - 250 gp

Purchases Chronicle 10
Efficient Quiver - 1800 gp

Purchases Chronicle 11
Ioun Stone (Cracked Dusty Rose) - 500 gp

Purchases Chronicle 12
Arrows, Blunt *20 - 2 gp
Arrows, Cold Iron *50 - 5 gp
- Chronicle 14: 2 used
- Chronicle 14: 10 used with blanch
- Chronicle 16: 13 used
- Chronicle 16: 20 used with blanch
- Chronicle 19: 11 used

Arrows, Cold Iron + Adamantine(Blanch) *10 - 0gp (Chronicle 7 + 12)
Snapleaf - 750 gp {Used Chronicle 14}
Weapon Blanch (Adamantine) - 100 gp{Chronicle 12: used on Cold Iron Arrows}

Services: Retraining - 500 gp

Purchases Chronicle 14
Arrows, Blunt *20 - 2 gp
Arrows, Cold Iron *50 - 5 gp
- Chronicle 19: 27 used
Arrows, Cold Iron + Adamantine(Blanch) *10 - 0gp (Chronicle 12 + 14)
Dagger - 2 gp
Pathfinder's Pouch - 1000 gp
Sleeves of Many Garments - 200 gp
Snapleaf * 2 - 1500 gp
Weapon Blanch (Adamantine) - 100 gp{Chronicle 14: used on Cold Iron Arrows}

Services: Spellcasting, Cure disease share - 57.7 gp

Purchases Chronicle 15
Belt of Incredible Dexterity - 4000 gp
Cloak of Resistance +2 - 3000 gp (upgrade)

Purchases Chronicle 16
Weapon Blanch Ghost Salt - 200 gp {Chronicle 16: used on Cold Iron Arrows}
Arrows, Cold Iron + Ghost Touch(Blanch) *10 - 0gp (Chronicle 12 + 16)
Arrows: Cold Iron + Silver (Blanch) *10 - 0gp (Chronicle 12 + 4)

Purchases Chronicle 17
Chain Shirt Roc - 1200 gp

Purchases Chronicle 22
Antiplague (1) - 50 gp
Antitoxin (1) - 50 gp
Arrows, +1 Magical Beast Bane (3) - 498 gp
Arrows, +1 Seeking (18) - 3006 gp
Arrows, +1 Shock (4) - 668 gp
Arrows, Durable Adamantine (20) - 1220 gp
Arrows, Durable Cold Iron (50) - 100 gp
Arrows, Durable Silver (20) - 60 gp
Composite Holy Longbow +1 (str +2), greenwood - 16000 gp (upgrade)
Ring of Feather Falling - 2200 gp
Wismuth Salix (5) - 150 gp

Sold Chronicle 22
Snapleaf (2) - 1500 gp, due to update Ultimate Equipment

Purchases Chronicle 28
Headband of Inspired Wisdom +2 - 4000 gp
Upgrade Longbow to Composite Evil Outsider Bane Holy Longbow +1 (str +2), greenwood - 14000 gp


Leveling Choices:

Level 1
Ability Point Buy: STR 14, DEX 16, CON 14, INT 10, WIS 12, CHA 8
Race: Elf
Alternative Racial Trait: Silent Hunter
Gender: Female
Alignment: CG
Favored Class: Ranger
Deity: Desna
Trait: Anatomist
Trait: Warrior of Old
Feat: Point Blank Shot
Bonus Language: Draconic
Class: Ranger
Archetype: None
Favored Enemy: Humanoid (Human)
Favored Class Bonus: + ½ Critical Confirmation with Longbows
Skill Points: 6 Class +1 INT
- Climb
- Handle Animal
- Perception
- Knowledge (Nature)
- Ride
- Stealth
- Survival
Level 2
Class: Ranger
Combat Style: Archery
Combat Style Bonus Feat: Precise Shot
Favored Class Bonus: + ½ Critical Confirmation with Longbows
Skill Points: 6 Class +1 INT
- Climb
- Perception
- Knowledge (Dungeoneering)
- Knowledge (Geography)
- Ride
- Stealth
- Survival
Level 3
Class: Ranger
Favored Terrain: Forest
Favored Class Bonus: + ½ Critical Confirmation with Longbows
Feat: Deadly Aim
Skill Points: 6 Class +1 INT
- Climb
- Perception
- Handle Animal
- Ride
- Stealth
- Survival
- Swim
Retraining
Retrained into archetype Beast Master
Level 4
Ability Score Increase: Dexterity
Class: Ranger
Favored Class Bonus: + ½ Critical Confirmation with Longbows
Animal Companion: Roc
Skill Points: 6 Class +1 INT
- Craft (bows)
- Handle Animal
- Handle Animal
- Intimidate
- Knowledge (Planes)
- Perception
- Survival
Animal Companion
Feat: Dodge
Skills: 2
- Fly
- Perception
Tricks:
- Attack
- Attack Any Target
- Come
- Down
- Heel
- Stay
- Watch
Level 5
Class: Ranger
Favored Class Bonus: + ½ Critical Confirmation with Longbows
Feat: Rapid Shot
Favored Enemy: Outsider (Evil) +4
Skill Points: 6 Class +1 INT
- Acrobatics
- Escape Artist
- Handle Animal
- Knowledge (Planes)
- Perception
- Survival
- Stealth
Animal Companion
Feat: Weapon focus (bite)
Skills: 1
- Fly
Retraining
Retrained into archetype Tanglebriar Demonslayer
Level 6
Class: Ranger
Favored Class Bonus: + ½ Critical Confirmation with Longbows
Skill Points: 6 Class +1 INT
- Acrobatics
- Escape Artist
- Escape Artist
- Knowledge (Planes)
- Knowledge (Planes)
- Perception
- Survival
Animal Companion
Trick: Defend (DC20 Handle Animal = take 10 + 15 = 25)
New Animal Companion: Arrano (Roc)
Feat: Dodge
Feat: Weapon Focus (Talon)
Skills: 2
- Fly
- Fly
- Perception
Tricks:
- Come
- Heel
Level 7
Class: Ranger
Favored Class Bonus: + ½ Critical Confirmation with Longbows
Feat: Boon Companion
Skill Points: 6 Class +1 INT
- Acrobatics
- Handle Animal
- Handle Animal
- Ride
- Ride
- Ride
- Perception
Animal Companion
Trick: Defend (DC20 Handle Animal = take 10 + 15 = 25)

Level 8
Ability Bonus: Dex
Class: Ranger
Favored Terrain: Underground
Favored Class Bonus: + ½ Critical Confirmation with Longbows
Skill Points: 6 Class +1 INT
- Acrobatics
- Acrobatics
- Handle Animal
- Knowledge (Planes)
- Knowledge (Planes)
- Perception
- Survival

Level 9
Class: Ranger
Favored Class Bonus: + 1 hit point
Feat: Improved Critical (Longbow)
Skill Points: 6 Class +1 INT
- Acrobatics
- Acrobatics
- Knowledge (Planes)
- Knowledge (Planes)
- Knowledge (Planes)
- Perception
- Survival
Animal Companion
Ability Increase: Strength
Trick: Maneuver, Grapple

Level 10
Class: Ranger
Favored Class Bonus: + 1 hit point
Favored Enemy: Outsider (Evil) +6
Favored Enemy: Outsider (Undead) +2
Combat Style Bonus Feat: Manyshot
Skill Points: 6 Class +1 INT
- Escape Artist
- Escape Artist
- Escape Artist
- Knowledge (Planes)
- Perception
- Survival
- Survival

Animal Companion
Feat: Power Attack
Skill Point: Fly

Combat:

Init +9 (+6 Dex, +2 Trait, +1 Ioun Stone Cracked Dusty Rose)
AC 21, touch 16, flat-footed 15 (+4 Armor, +6 Dex, +1 Buckler)
hp 68 (9d10+10)
Fort +10 (+7 Ranger, +1 Con, +2 Cloak)
Ref +15(+7 Ranger, +6 Dex, +2 Cloak)
Will +7 (+3 Ranger, +2 Wis, +2 Cloak)
Base Atk +10/+5; CMB +12; CMD 28
Immune magic sleep; Resist elven immunities

Melee
Dagger +12/+7 (1d4+2/19-20/x2)
Elven Curveblade, masterwork +12/+7 (1d10+3/18-20/x2)
Ranged
Dagger +15 (1d4+2/19-20/x2)
Greenwood Evil Outsider Bane Holy Composite longbow +1 (Str +2) +17/+12 (1d8+4/19-20x3) +2d6 vs evil
vs Evil Outsiders (favorite enemy included):
Greenwood Evil Outsider Bane Holy Composite longbow +1 (Str +2) +25/+20 (1d8+11+4d6/19-20x3)

Offensive Abilities
Anatomist +1 to confirm critical hits
Favored enemy (to hit / damage: +2 vs humans & undead +6 vs evil outsiders)
Favorite Class Bonus: +4 to confirm critical hits with longbows
Deadly Aim: take -3 to hit for +6 to damage with ranged weapons
Point Blank Shot: +1 to hit and damage within 30'
Precise Shot: No penalty for shooting into melee
Rapid shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
Improved Critical
Manyshot: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.

Chronicle 13: +2 bonus on attack rolls made to confirm critical hits against humanoids with the giant, goblin, or orc subtype, and you deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit against such a foe; this additional damage is added to the final total, and is not multiplied by the critical hit modifier itself.

Spells:

Caster level = Ranger Level - 3 = 6

Level 1 - 2
- Delay Poison
- Gravity Bow
- Liberating Command
Level 2 - 1
- Barkskin

Skills:

Modifiers between brackets are on top of original modifier
Total modifier = ranks + ability + class skill + check penalty

Acrobatics +16 = 7 +6 +3
Bluff -1 = 0 -1 (+2 vs. humans)
Craft Bows 5 = 1 +1 +3 (+2 mwk tools)
Climb +8 = 3 +2 +3 (+2 climb kit)
Escape Artist +15 = 6 +6 +3
Fly +6 = 0 +6 +0
Handle Animal +10 = 8 -1 + 3 (+6 vs Arrano)
Intimidate +3 = 1 -1 +3
Knowledge (dungeoneering) +2 = 1 +1 (2 vs. humans, +2 vs undead, +6 vs evil outsiders, +5 vs demons)Knowledge (geography) +2 = 1 +1 (2 vs. humans, +2 vs undead, +6 vs evil outsiders, +5 vs demons)
Knowledge (nature) +5 = 1 +1 +3 (2 vs. humans, +2 vs undead, +6 vs evil outsiders, +5 vs demons)
Knowledge (planes) +14 = 10 +1 +3 (2 vs. humans, +2 vs undead, +6 vs evil outsiders, +5 vs demons)Perception +16 = 10 +1 +3 +2 racial (2 vs. humans, +2 vs undead, +6 vs evil outsiders, +5 vs demons)
Ride +15 = 6 +6 +3
Sense Motive +1 = 0 +1 +0 (+2 vs. humans, +2 vs undead, +6 vs evil outsiders, +5 vs demons, +2 vs (former) pathfinders)
Stealth +13 = 4 +6 +3
Survival +14= 10 +1 +3 (+2 mwk survival kit, +2 vs. humans, +2 vs undead, +6 vs evil outsiders, +5 vs demons +5 to track, +2 to identify a creature by its tracks)
Swim +6 = 1 +2 +3
Wild Empathy +9 = class level -1 CHA


Special Abilities:

Racial Traits
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Favorite Class Bonus: Add ½ to confirm criticals with bows

Ranger Abilities – Beastmaster & Tangebriar Demonslayer Archetypes
Animal Companion (Ex): A beast master forms a close bond with an animal companion. This ability functions like the druid animal companion ability except that the ranger’s effective druid level is equal to his ranger level – 3.
The ranger gains a +2 bonus on wild empathy and Handle Animal checks made regarding his animal companion. Unlike a normal ranger, a beast master’s choice of animal companion is not limited to a subset of all possible animal companion choices—he may choose freely among all animal companion choices, just as a druid can.
The beast master may have more than one animal companion, but he must divide up his effective druid level between his companions to determine the abilities of each companion. For example, a beast master with an effective druid level of 4 can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion. Each time a beast master’s effective druid level increases, he must decide how to allocate the increase among his animal companions (including the option of adding a new 1st-level companion). Once an effective druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the ranger’s service (he must release a companion or wait until a companion dies to allocate its levels to another companion). The share spells animal companion ability does not give the ranger the ability to cast a single spell so that it affects all of his animal companions. This ability replaces hunter’s bond.

Class Skills: A beast master’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Wis). These replace the standard ranger class skills.
Tanglebriar demonslayers gain Knowledge (planes) as a class skill

Combat Style Feat (Ex) (Archery): At 2nd level, a ranger must select one of two combat styles to pursue: archery or twoweapon combat. 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.
If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
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.

Demonologist (Ex): At 3rd level, a Tanglebriar demonslayer gains insight into his Abyssal enemies. The demonslayer gains a bonus equal to 1/2 his class level on Knowledge (planes) checks that relate to demons, Perception checks to pierce a demon’s disguise, and Survival checks while tracking demons. This bonus stacks with any bonuses from favored enemy. This ability replaces endurance.

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Expanded Spell List: A Tanglebriar demonslayer adds the following spells to his spell list: 1st—protection from evil; 2nd—align weapon, magic circle against evil; 4th—dimensional anchor, dismissal.

Favored Enemy (Ex) (Humans +2, Evil Outsiders+4): 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 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.
At 1st level, a Tanglebriar demonslayer must choose favored enemy (evil outsider). At 5th level and every time he advances his favored enemy bonus, the demonslayer must advance his bonus against evil outsiders. In addition to the normal benefits of favored enemy, a Tanglebriar demonslayer gains a bonus equal to 1/2 his favored enemy bonus on saving throws against spells, spell-like abilities, and supernatural abilities of evil outsiders. This ability is otherwise identical to and replaces the favored enemy ranger class ability.

Favored Terrain (Ex) (Forests): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Improved Empathic Link (Su): The beast master gains an empathic link with all of his animal companions. This functions like an empathic link with a familiar, except the ranger can also see through a companion's eyes as a swift action, maintaining this connection as long as he likes (as long as the companion is within 1 mile) and ending it as a free action. The ranger can only see through the eyes of one companion at a time, and is blinded while maintaining this connection. This replaces the 6th-level combat style feat.

Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance.
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3–12. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1–3). When Table 3–12 indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Equipment Abilities
Footprint book: +2 to identity a creature by its tracks.
Ioun Stone (Cracked Dusty Rose): +1 enhancement bonus to initiative

Feats
Boon Companion: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit.
If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature
Deadly Aim (-2/+4): You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Point Blank Shot: +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll
Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

Traits
Anatomist +1 to confirm critical hits.
Warrior of Old +2 to initiative

Boons
Chronicle 1 - Fool me once: You gain a +2 bonus on sense motive against current and former Pathfinders
Chronicle 4 - You Really Be Goblin: You have spent considerable time —almost certainly too much time— studying goblins, and some of their worst habits have rubbed off on you. As a free action, gain the benefits of one of the following race traits for 1 round. When you use the trait, you may also permanently replace one of your existing traits with the new race trait, following all of the normal rules for selecting traits. When you use this boon, cross it off your Chronicle sheet.
- Advantageous Distraction: You are easily distracted, often at just the right time. Once per day as a swift action, you can be momentarily distracted in combat, such as by ducking an axe swing to inspect a toadstool. When you activate this ability, you gain a +2 dodge bonus to AC for 1 round.
- Bouncy: Your bones and flesh are more elastic than those of most goblins—when you fall, you tend to bounce a little better than them as a result. Whenever you take falling damage, the first 1d6 points of lethal damage taken in the fall are automatically converted to nonlethal damage. You also gain a +2 bonus on all Reflex saves made to avoid unexpected falls.
- Goblin Bravery: You have a worrying propensity for overconfidence in combat. When facing an enemy that’s larger than you, if you have no allies in any adjacent squares, your posturing, bravado, and cussing grant a +1 trait bonus on attack rolls with non-reach melee weapons.
Chronicle 7 - Unidentified Unguent: You laid claim to one of the few intact flasks of mysterious alchemical origin in the laboratory. As a move action that does not provoke attacks of opportunity, you may apply or consume the substance to gain a random, short-lived mutation for 1d4+3 rounds. All mutations are supernatural abilities. Roll a d6 to determine the effects of the mutagen. On a result of 1 or 2, you rage as per the rage spell, but are sickened for 1 round after the effect ends. On a result of 3 or 4, your natural reach increases by 5 feet but you take 1d2 points of Dexterity damage when the effect ends. On a result of 5 or 6, you gain the ability to, as a standard action, breathe a single 15-foot line of acid dealing 4d6 points of acid damage (Reflex DC 15 for half damage) but dealing 2d6 points of acid damage to you when the effect ends. When you use this mutagen, cross the boon off the Chronicle sheet.
Chronicle 8 - Combat Boon: As an immediate action, you may reroll an attack roll before success is determined. You must accept the second roll, even if it's worse than the first roll. You may only use this ability once. On using this ability, check the box and strike through this boon{Used in Chronicle 12}
Chronicle 9 - Spirit of the Shadow Lodge: Although the Shadow Lodge has officially dissolved, you firmly believe that its core principles are an ongoing project that requires continued attention and dedication. Having banded together with a few like-minded individuals, you have formed an informal coalition that embraces the true spirit of the Shadow Lodge as you have always understood it. You gain a 20% discount on all spellcasting services (round up the final price) you purchase in their entirety to heal a fellow Pathfinder or restore a Pathfinder to life. If you instead contribute gold to assist a fellow Pathfinder in purchasing such a spellcasting service, treat your contribution as though it were 20% greater.
In addition, so long as you have earned at least 6 Prestige Points as a member of the Shadow Lodge, you may continue to purchase Shadow Lodge prestige awards and boons from Pathfinder Campaign Setting: Pathfinder Society Field Guide.
Chronicle 11 - Back to the Grave: While exploring the tomb of Pharaoh Sekh-pa-Mefer III, you encountered many undead creatures, and with each one you and your companions vanquished, you learned another trick to destroy them even more quickly. You can use this boon as a swift action to gain a +1 insight bonus on attack rolls made against undead creatures. Each time you successfully hit an undead creature, this bonus increases by 1 (maximum +3). The boon lasts for 5 rounds. When you use this boon, cross it off your Chronicle sheet {Used in Chronicle 12}
Chronicle 13 - Foes of the Forge Father (Monument District): Extensive wall carvings document the dwarves’ struggle against their ancestral enemies, and having read the atrocities committed by giants, goblins, and orcs, you have dedicated yourself to defeating them. You gain a +2 bonus on attack rolls made to confirm critical hits against humanoids with the giant, goblin, or orc subtype, and you deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit against such a foe; this additional damage is added to the final total, and is not multiplied by the critical hit modifier itself.
Chronicle 18 - Twin Tomes You may spend 1 Prestige Point to gain access to either the Celestial Song or Infernal Incantation while the Pathfinder Society researches their contents. Your time spent poring over the chosen book’s pages grants you proficiency in either Celestial or Infernal. Due to the many parties in the Pathfinder Society vying for time with the tomes, you may only research one of the two books.


Current Equipment:

Encumbrance: Light

Weapons (Arrows / Bow in Efficient Quiver)
+1 Greenwood Composite Holy Longbow (Str +2)
Arrows: Cold Iron * 35
Arrows: Cold Iron + Adamantine(Blanch) * 26
Arrows: Cold Iron + Ghost Touch(Blanch) * 17
Arrows: Cold Iron + Silver (Blanch) * 16
Arrows: Blunt * 51
Arrows: Grappling *5
Arrows: Smoke * 9
Arrows: +1 Magical Beast Bane (3)
Arrows: +1 Seeking (18)
Arrows: +1 Shock (4)
Arrows: Durable Adamantine (20)
Arrows: Durable Cold Iron (50)
Arrows: Durable Silver (20)

Elven Curveblade, masterwork
Dagger

Clothing & Armor
Belt of Incredible Dexterity +2 [belt slot]
Cloak of Resistance +1 [shoulders slot]
Buckler, Masterwork
Explorer's Outfit
Mithral Chain Shirt
Sleeves of Many Garments [wrist slot]
Ring of Feather Falling

Bandolier with
Alchemist's Fire
Flint & Steel
Ioun Torch
Potion of Cure Light Wounds
Potion of Darkvision
Wayfinder with Ioun Stone (Cracked Dusty Rose)
Snapleaf

Wrist Sheath, springloaded (left) with
Wand of Cure Light Wounds, 13 charges

Wrist Sheath, springloaded (right) with
Wand of Gravity Bow, 43 charges

Spellcomponent Pouch

Pathfinder Pouch
Antiplague (1)
Antitoxin (1)
Wismuth Salix (5)

Handy Haversack with
Bedroll
Climbers Kit
Cold Weather Outfit
Footprint Book
Grappling Hook
Iron pot
Lamp, waterproof, hooded
Mess kit
Oil *4
Silk Rope
Survival kit, masterwork
Waterskin (full)
Weapon Blanch, Silver *8

Cash
5988.2 gp

Temporary equipment (found in scenario)

Arrano: 0 damage:

Arrano
Male roc (Pathfinder RPG Bestiary)
N Large animal
Init +5; Senses low-light vision; Perception +5
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Defense
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AC 34, touch 15, flat-footed 28 (+4 armor, +5 Dex, +1 dodge, +15 natural, -1 size)
hp 52 (8d8+16)
Fort +8, Ref +11, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 20 ft., fly 80 ft. (average)
Melee bite +12 (1d8+7), 2 talons +13 (1d8+7 plus grab)
Space 10 ft.; Reach 10 ft.
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Statistics
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Str 24, Dex 20, Con 14, Int 2, Wis 13, Cha 11
Base Atk +6; CMB +14 (+18 grapple); CMD 30
Feats Dodge, Improved Natural Armor, Improved Natural Attack (talon), Weapon Focus (talon)
Tricks Attack, Attack Any Target, Come, Down, Flee, Heel, Maneuver (Grapple), Seek, Stay, Watch
Skills Acrobatics +5 (+1 to jump), Fly +13, Perception +5
SQ attack any target, come, devotion, down, flee, heel, maneuver, seek, stay, watch
Other Gear mithral chain shirt, exotic military saddle
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Flee [Trick] Attempts to run away or hide.
Fly (80 feet, Average) You can fly!
Grab: Talon (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maneuver [Trick, Grapple] Attempts specified maneuver against target.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Watch [Trick] Stands watch over designated area.
.

Scenario:

Used 11 charges wand of CLW