Peribras Sandlock
Ranger 8
NG Small humanoid (halfling)
Init +6; Senses Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision
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Defense
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AC 19 (20), touch 15, flat-footed 15 (16); (+4 armor, +4 Dex, +1 size, (+1 shield))
HP 52/52 (8d10 hit dice)
Fort +9, Ref +13, Will +7; +2 vs. fear
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Offense
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Speed 20 ft.
-2pp learn Draconic from Solstice Scar B chronicle sheet
+2500gp solstice scar B
+1gp day job
11809.24gp
-5000gp bracers of archery, lesser
-6000gp increase longbow enhancement to +2
809.24gp
-4gp cold iron arrows (11/40)
+1250gp solstice scar C
+5gp day job
+5000gp Serpents' Ire
-2pp learn Sylvan from Solstice Scar C chronicle sheet
-2pp learn Orc from Solstice Scar A chronicle sheet
7064.24gp
-400gp Large Chain Shirt for Darkpaw
-4gp blunt arrows (35/40)
+5334gp Solstice Scar D
+20gp day job
-50gp disguise kit
11964.24gp
+3173gp In the Grandmaster's Name
+20gp day job
-10000gp increase longbow enhancement to +3
-4000gp headband of wisdom
1157.24gp
+5334gp Hao Jin Cataclysm
6491.24
-3000gp cloak of resistance +3
3491.24
???
???-8302gp seeking arrow (50)
*GM Credit
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Special Abilities
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Halfling:
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.
Ranger:
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.
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.
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.
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.
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).
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.
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.
The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: Antelope, Armorfish, Baboon, Badger, Bird (Eagle/Hawk/Owl), Bustard, Camel, Capybara, Cat, Small (Cheetah, Leopard), Constrictor Snake, Dire Rat, Dog, Elk, Falcon, Hobbe Hound, Horse, Kangaroo, Lizard (Giant Gecko), Marsupial Devil, Pony, Ram, Reef Snake, Reef Snake, Reindeer, Shark, Spitting Cobra, Stag, Stingray, Swan, Trumpeter, Thylacine, Venomous Snake, Wolf, Wolfdog, Yak, Zebra. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose from this list instead: Armorfish, Reef Snake, Shark, Stingray. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses.
This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level – 3.
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.
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: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger 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.
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.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
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.
My Boons:
Bot Me!:
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?
A halfling, with sandy hair hanging from under his wide-brimmed hat and a friendly smile on his little face. However, one can tell from his face that he lacks the naivete common to those of his race, and his eyes imply an underlying seriousness and breadth of experience. He walks with a wonderfully crafted staff, but his spry steps show that it is less to help him walk and more to keep it within easy access, as astute observers will notice a special sling attached to the top of it--a weapon. On his back is a finely crafted bow and a quiver with many different kinds of arrows. Following the halfling are a mule, carrying a few larger adventuring items, and a small guard dog. A small thrush appears to have its nest in his hat, and one or two rats occasionally peak out from under his coat.