Graymoon has long wandered the roads of the world of Golarion. The happy accident of running into a childhood friend in Darkmoon Vale has him thinking about sticking around for a while.
Ranger (favored) 2 Rogue 2
Chaotic Good
Init +3: +3 [dexterity]
Senses Perception +11, +12 vs traps
Low-light Vision
Speed 30 ft
Daily Abilities
Languages Common, Elven, Sylvan, Draconic, Lizardfolk
GEAR:
Combat Gear:
Other Gear (carried): Arrows (20), Belt Pouch, Dagger, Elven Curved Blade, MW Handaxe, Flint & Steel, MW Composite Longbow, Mirror (Small Steel), Signal Whistle, Studded Leather, Whetstone, Cold Iron Shortspear (3), Cold Iron Arrows (20), +1 Bane (animal) Arrows (5)
Arrows used 6, regained 6. Gained 13 dark, almost black arrows, red fletching, broadhead tips from Dyfrig.
Other Gear (with Sunset): I'll detail this later...
Starting with: Longbow, 50 arrows
Saddle (Riding) QUANTITY:1.0 25#
Saddlebags QUANTITY:1.0 8#
Bit and Bridle QUANTITY:1.0 1#
Block and Tackle QUANTITY:1.0 5#
Cart QUANTITY:1.0 200#
Shovel or Spade QUANTITY:1.0 8#
Masterwork Artisan's Tools (Bows) QUANTITY:1.0 5#
Piton QUANTITY:10.0 0.5# for 5#
Hammer QUANTITY:1.0 2#
Tent QUANTITY:1.0 20#
Crowbar QUANTITY:1.0 5#
Grappling Hook QUANTITY:1.0 4#
Oil (1 Pint Flask) QUANTITY:5.0 1# for 5#
Waterskin (Filled) QUANTITY:2.0 4# for 8#
Arrows (20) QUANTITY:1.0 6#
Alchemist's Fire (Flask) QUANTITY:2.0 1# for 2#
Backpack QUANTITY:1.0 2#
Bedroll QUANTITY:1.0 5#
Case (Map or Scroll) QUANTITY:1.0 0.5#
Lantern (Bullseye) QUANTITY:1.0 3#
Rations (Trail/Per Day) QUANTITY:3.0 1# for 3#
Rope (Silk/50 ft.) QUANTITY:1.0 5#
Encumbrance 36.0 lb
Light Load 66
Medium Load 67 - 133
Heavy Load 134 - 200
REWARDS:
Experience Points: tracked by DM
MAPS AND SUCH:
SPOILS:
References: Elven 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 Chapter 7.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Woodcraft: Elves know the deep secrets of the wild like no others, especially those of the forests. Elves with this racial trait gain a +1 bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces the elven magic racial trait.
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.
References: Alternate favored class bonus:
Elven Ranger: Choose a weapon from the following list: longbow, longsword, rapier, shortbow, short sword, or any weapon with “elven” in its name. Add a +1/2 circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.