Elven Grace (Racial Power) At the start of each of your turns, roll a die to see if you get an extra standard action. If your roll is equal to or lower than the escalation die, you get an extra standard action that turn. At the start of battle, you roll a d4. Each time you successfully gain an extra action, the size of the die you roll increases by one step on the following progression: (d4), d6, d8, d10, d12, d20. If you get an extra action after rolling a d20, you can't get any more extra actions that battle.
Champion Feat: Once per day, start a battle rolling a d4 for elven grace instead of a d6.
Tracker (adventurer) Tracker background at its full possible bonus of +5. You are an expert wilderness tracker, capable of reading clues from the environment that others can’t perceive. Tracking doesn’t work well, however, in heavily traveled urban environments.
Terrain stunt: At the start of each battle in an urban or non-urban environment, roll a d6. Any time after the escalation die reaches that number, you’ll be able to use a quick action to execute a terrain stunt. Normally you can only use terrain stunt once per battle, but circumstances, geography, or excellent planning may suggest that you can pull it off more than once. Terrain stunts are improvisational effects that play off your preternatural understanding of the wilderness and all the diverse forms of the natural world. Things like knocking a hornets nest no one had noticed onto your enemy’s head, maneuvering a foe onto a soggy patch of ground that slows them down, shooting the cap off a mushroom spore in a dungeon that erupts on your enemies, getting your enemy’s sword wedged into a stalactite, finding the tree branch that lets you vault up to attack the flying demon that thought it was out of axe range, and similar types of actions.
Double Melee Attack
When fighting with two one-handed melee weapons, your default option is to make a double melee attack. Weapon damage die drops one notch, usually from d8s to d6s. If your first attack is a natural even roll (hit or miss), you can make a second attack as a free action. If you decide you don’t want to try for a double melee attack while fighting with two one-handed weapons, declare it before rolling your attack; the single attack will deal the normal damage dice instead of using reduced damage dice.
Favored Enemy (adventurer) Choose a specific monster type (e.g. aberration, beast, construct, demon, dragon, giant, humanoid*, ooze, plant, or undead). The crit range of your ranger attacks against that type of enemy expands by 2.
Adventurer Feat: You can change your favored enemy by meditating when you take a full heal-up.
Champion Feat: Your crit range for attacks against favored enemies expands by 1 (to +3).
Lethal Hunter Once per battle as a free action, choose an enemy. The crit range of your attacks against that enemy expands by 2 for the rest of the battle. A mob of mooks counts as a single enemy.
Adventurer Feat The crit range of your Lethal Hunter attacks expands by 1 (to +3).
Two-Weapon Mastery You gain a +1 attack bonus when fighting with a one-handed melee weapon in each hand.
Adventurer Feat When you fight with two one-handed melee weapons, increase the damage you deal with missed attacks by adding your level to it. Most of your basic melee attacks, therefore, will deal double your level as miss damage.
First Strike The first time you attack an enemy during a battle, your crit range for that attack expands by 2 (usually to 18+). A mob of mooks counts as a single enemy.
Champion's Boots of Ferocious Charge +2 to Disengage. Whenever you move to engage a foe first and then make a melee attack against it during the same turn, you deal +2d8 damage on your first attack, hit or miss.
Quirk: You like to start fights as much as you like to finish them.
Champion's Stony Armor +2 AC, also applies to PD Quirk: Extremely stubborn.
Lifestone (Champion +1 saves with 25hp or fewer) The stones in the necklace breathe, ever so slightly. You gain a +5 bonus to death saves, if failure would kill you. You also gain a +5 bonus to last gasp saves.
Quirk: Chides others for taking risks when they have lesser magical protection.
Epic kilt of Vitality (Increase your recoveries by 3)
Whenever you take ongoing damage, roll an immediate save to end the effect without taking damage first.