STATISTICS Abilities Str 12 (+1), Dex 16 (+3), Con 12 (+1), Int 14 (+2), Wis 16 (+3), Cha 7 (-2)
Base Attack +0; Melee Touch +1; Ranged Touch +3
CMB +1
Feats
∙ ∙ Run (Racial)
∙ ∙ Improved Unarmed Strike (M1)
∙ ∙ Perfect Strike (M1)
∙ ∙ Precise Shot (M1): ignore -4 penalty for firing into melee
∙ ∙ Improved Initiative (1): +4 bonus to Initiative
Traits
∙ ∙ Deadeye Bowman
∙ ∙ Warrior of Old
Skills
. . Intimidate (1) +4
∙ ∙ Knowledge—Arcana (1) +6 (+9 to identify creatures)
∙ ∙ Knowledge—Dungeoneering (1) +6 (+9 to identify creatures)
∙ ∙ Knowledge—Nature (2) +8 (+9 in forests; +11 to identify creatures; +12 to identify creatures in forests)
∙ ∙ Knowledge—Planes (1) +6 (+9 to identify creatures)
∙ ∙ Knowledge—Religion (2) +7 (+10 to identify creatures)
∙ ∙ Perception (2) +9
∙ ∙ Sense Motive (2) +9
∙ ∙ Survival (2) +9 (+10 in forests)
SQ
eyes of the hawk, feather domain, fleet-footed, monster lore, stern gaze, woodcraft
Special Abilities Deadye Bowman (Trait)When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.
Elven Immunities (Racial) Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Eyes of the Hawk (Ex) You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Fleet-Footed (Racial) While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks.
Monster Lore (Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Perfect Strike (Feat)Once per monk level per day, can roll two attack rolls and choose which to use.
Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Woodcraft (Racial) Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2.
Scenarios
1-The Frostfur Captives
2-The Confirmation
3-Slaves Ships of Absalom
4-Before The Dawn 1
5-Before The Dawn 2
Boons
Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of ive words or less. Once you use this boon, cross it of your Chronicle sheet.
Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
Budding Friendship: You have done a favour for Lady Silviana of Absalom, and she is willing to repay the favour. If you would earn no prestige points in a scenerio with at least one encounter in Absalom, you can cross this boon off your sheet and earn one Prestige Point instead.
Liberty Never Rests: Quick thinking and quicker actions are necessary elements of heroism, and you are prepared to act promptly to defend others. You can cross this boon off your chronicle sheet to roll initiative twice, taking the more favourable roll.
Favoured Class
Inquisitor 1 - +1 hp
COINS PP – 0
GP – 1059
SP – 0
CP – 3
EQUIPMENT Carrying Capacity: Light – 43 lbs; Medium – 86 lbs; Heavy = 130 lbs; Current – 42.5 lbs (Light)
Weapons – MW mighty +1 composite longbow (500 gp, 3 lbs), kama (2 gp, 2 lbs), normal arrows x 40 (2 gp, 6 lbs), blunt arrows x 20 (2 gp, 3 lbs), pheromone arrows x 3 (45 gp), smoke arrows x 5 (50 gp), thistle arrows x 40 (40 gp)
Armour –
Alchemical – alchemist's fire x 2 (40 gp)
Other Combat Gear –
Scrolls –
Potions –
Wands – cure light wounds (2PP), heightened awareness (2PP), deadeye's lore (750 gp)
Other Magic Items – wayfinder
Mundane Gear – explorer’s outfit (free, 8 lbs, on horse), backpack (2 gp, 2 lbs), bedroll (0.1 gp, 5 lbs), chalk x 5 (0.05 gp, 0 lbs), small steel mirror (10 gp, 0.5 lbs), rations x 12 (6 gp, 12 lbs, on horse), signal whistle (0.8 gp, 0 lbs), torch x 2 (0.02 gp, 2 lbs, one on horse), waterskin (1 gp, 4 lbs), barbed vest (10 gp, 4 lbs), cold-weather gear (borrowed, 10 lbs), winter blanket (borrowed, 4 lbs, on horse)
BACKGROUND
Eryndir grew up under the strict military mindset of the Mierani Defense Force. After many decades of pointless skirmishes with Razorhorn’s kobold forces, Eryndir was reassigned to the protection detail of the Mierani ambassador to Andoran. The ambassador disgraced himself soon after, and although he was quickly recalled, his staff was left in limbo. Eryndir took advantage of the breakdown in communication and set out on his own, eventually joining the Pathfinder Society. He’s pretty sure that he’s a wanted man for desertion, and perhaps someday he’ll return for punishment, but in the meantime, he has decided to use his skills for good, and even though he currently lacks the strength to protect his own community, he can do what he can to protect others. While attracted to the ideals of the Silver Crusade within the Society, it was the Andoran faction that eventually drew him in; the authoritarian structure of Mierani could use some of Andoran’s institutional accountability, in his opinion.
DESCRIPTION
Eyrndir stands at 6 feet tall, with long blond hair down past his shoulders, cold blue eyes, and the graceful features of his elven race. His only armour is a thick leather vest, covered in metal barbs. A quiver of arrows hang from each hip, and a composite longbow rests on his back.