About Peribras Sandlock
[dice=MWK sling staff, deadly aim]1d20+14-3[/dice]
[dice=dagger, deadly aim]1d20+13-3[/dice]
Space 5 ft.; Reach 5 ft.
Base Atk +8; CMB +9; CMD 23
Skills 72 ranks = level 8 * 9 (6 ranger + 2 Int + 1 favored class)
CARRIED BY MULE
-76.26 starting gear (sap, cold iron dagger, buckler, pathfinder's kit, 2 sunrods, 2 flasks of oil, bell, 2 candles, 2 chalk, charcoal, 2 parchment, tindertwig, sling, guard dog, mule, thrush, 2 rats, leather barding for guard dog)
+468gp Perils of the Pirate Pact
-40gp 2nd chronicle purchases
+430gp The Confirmation
+1393gp Voice in the Void
-726gp 3rd chronicle purchases
1614.74gp at level 2
+514gp The Merchant's Wake
+2.5gp sold buckler
+553gp The Citadel of Flame*
3059.24gp at level 3
+1195gp Scions of the Sky Key, Part 2
-69gp (combat trained pony, military saddle, saddlebags)
+1219gp Scions of the Sky Key, Part 3
-1666.5gp spent during Scions of the Sky Key
-4000gp belt of dexterity
952.24gp at level 4
+1800gp Assault on the Kingdom of the Impossible
-1PP (Wayfinder from Confirmation Chronicle Sheet)
+1908gp Bid for Alabastrine
+1293gp the Deepmarket Deception
+2500gp Sky Key Solution
+2500gp Blood Under Absalom
+2558gp The Hellknight's Feast
-3000gp for upgrading cloak of resistance to +2
-5gp weapon blanch, silver (0/10 arrows)
+2500gp Solstice Scar A
-2pp Restful Pathfinder's Lounge
-2pp learn Draconic from Solstice Scar B chronicle sheet
+2500gp solstice scar B
-5000gp bracers of archery, lesser
-4gp cold iron arrows (14/40)
+1250gp solstice scar C
-2pp learn Sylvan from Solstice Scar C chronicle sheet
-400gp Large Chain Shirt for Darkpaw
+5334gp Solstice Scar D
-50gp disguise kit
+3173gp In the Grandmaster's Name
-10000gp increase longbow enhancement to +3
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Favored Enemy (Ex): 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 the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) 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.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify 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 (see Using Skills). 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.
Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon 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.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Favored Terrain (Ex): 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).
Hunter's Bond (Ex): At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
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 presented in Spell Lists. A ranger must choose and prepare his spells in advance.
Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Peribras tends to start combat mounted on Darkpaw, but as he sends her into the thick of the fight he tends to jump off of her (with a ride check) to spray arrows into the battlefield from an advantageous position.
He makes use of different types of arrows from his efficient quiver as necessary to maximize damage, but defaults to cold iron arrows.
He will cast buff spells out of combat but otherwise sticks to shooting arrows at things. Since he does not have the Point Blank Shot feat he usually has no incentive to get closer than 100 feet or so. Since he has improved precise shot, he doesn't usually have to worry about cover or concealment either.
Darkpaw tends to be sent after the biggest foe, but sometimes is directed at more tactical targets as appropriate.
What does Peribras look like?