Othlo Janke

Peribras Sandlock's page

598 posts. Organized Play character for caps.

Full Name

Peribras Sandlock


| F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft


| Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride


Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23











Strength 14
Dexterity 19
Constitution 10
Intelligence 14
Wisdom 14
Charisma 12

About Peribras Sandlock

PFS #137974-3
Experience 21xp
Faction Grand Lodge
Wealth 28 PP 37 Fame


Peribras Sandlock
Ranger 8
NG Small humanoid (halfling)
Init +6; Senses Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision

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

Speed 20 ft.

[dice=MWK Sling Staff (club)]1d20+12[/dice]

[dice=glaive, buckler]1d20+11-1[/dice]
[dice=cold iron, slashing]1d8+3[/dice]

[dice=spiked gauntlet]1d20+11[/dice]
[dice=cold iron, piercing]1d4+2[/dice]

[dice=spiked gauntlet]1d20+11[/dice]
[dice=silver, piercing]1d4+2-1[/dice]


[dice=+3 darkwood comp. +2 str longbow, bracers of archery, deadly aim]1d20+17+1-3[/dice]
[dice=cold iron, piercing, magic]1d6+5+6[/dice]
x3, 110ft., magic, varies by arrow but cold iron is default
Efficient Quiver: (holds 16/16 blunt arrows, 9/9 silvered arrows, 20/20 cold iron arrows, 8/8 ghost salt arrows, 7/7 adamantine arrows)

[dice=MWK sling staff, deadly aim]1d20+14-3[/dice]
[dice=cold iron, bludgeoning]1d6+2+6[/dice]

[dice=dagger, deadly aim]1d20+13-3[/dice]
[dice=cold iron, piercing/slashing]1d3+2+6[/dice]

Space 5 ft.; Reach 5 ft.
Special Attacks
Spell-Like Abilities

Str 14
Dex (19)
Con 10
Int 14
Wis (14)
Cha 12

Base Atk +8; CMB +9; CMD 23

Additional Traits
Precise Shot (Ranger bonus)
Endurance (Ranger bonus)
Deadly Aim (-3/+6)
Boon Companion
Improved Precise Shot (Ranger bonus)
Weapon Focus, Longbow

Vagabond Child
Insider Knowledge

Common, Halfling, Goblin, Grippli, Draconic*, Sylvan*, Orc*
*Learned via boon

Favored Enemy (Ex): Human +4, Undead +2
Wild Empathy (Ex)
Favored Terrain: Urban +4, Underground +2
Hunter's Bond: Darkpaw the wolf
Spells (CL5)
lvl 1 (DC13): magic fang 2/2
lvl 2 (DC14): arrow eruption 1/1, perceive cues 1/1
Woodland Stride
Swift Tracker

Skills 72 ranks = level 8 * 9 (6 ranger + 2 Int + 1 favored class)
+10* ** Acrobatics (4 rank + 4 Dex + 2 race)
+8* **Climb, (1 rank + 3 class + 2 Str + 2 race)
+13! Diplomacy, (8 ranks + 3 class + 1 Cha + 1 trait)
+9 Disable Device, (1 ranks + 3 class + 4 Dex + 1 trait)
+12 Handle Animal (8 ranks + 3 class + 1 Cha),
+16 Handle Animal Companion (Handle Animal + animal companion bonus),
+5 Heal (1 rank + 3 class + 1 Wis),
+5 Intimidate (1 rank + 3 class + 1 Cha),
+6! Knowledge (Dungeoneering) (1 rank + 3 class + 2 Int),
+8! Knowledge (Geography) (3 rank + 3 class + 2 Int),
+10! Knowledge (Local) (4 rank + 3 class + 2 Int + 1 Trait),
+8! Knowledge (Nature) (3 rank + 3 class + 2 Int),
+7! Knoweldge (Religion) (2 ranks + 3 class + 2 Int),
+1! TO ALL KNOWLEDGE while in the Grand Lodge (Ganira Javix boon)
+15 Perception (8 ranks + 3 class + 2 Wis + 2 race),
+20 Perception while using perceive cues (perception + perceive cues spell)
+5 Profession (Thief Catcher) (1 rank + 3 class + 1 Wis),
+15* Ride (8 ranks + 3 class + 4 Dex),
+17* Ride, Stay in the Saddle (Ride + Military Saddle),
+2 Sense Motive (2 Wis),
+7 Sense Motive (sense motive + perceive cues spell)
+6 Spellcraft (1 rank + 3 class + 2 Int),
+19* Stealth (8 rank + 3 class + 4 Dex + 4 Size),
+13** Survival (8 rank + 3 class + 2 Wis),
+17** Survival, tracking (Survival + 1/2 Ranger levels)
+6* ** Swim (1 rank + 3 class + 2 Str)
*-2 Armor Check Penalty from chain shirt
**once per scenario, can add 2 to one of these skill checks before attempting; can also halve ACP for check, all via Explorer Faction Reward
!Jalmeray boon for +4 1/scenario

Chain Shirt,
+3 Magic Composite +2 STR Longbow,
MWK Buckler,
MWK Sling Staff,
Cold Iron Glaive,
Cold Iron Dagger (2),
Cold Iron Spiked Gauntlet,
Silvered Spiked Gauntlet,
7 mundane sling bullets,
30/50 Cold Iron sling bullets,
10 Silver sling bullets

Oil (2),
Acid (2),
Alchemist's Fire (3),
Holy Water (2),
Tanglefoot Bag,
Vermin Repellant (2)

Potion of CLW,
Potion of Endure Elements,
Oil of Bless Weapon,
Oil of Magic Weapon

Bracers of archery, lesser (5000gp)
+2 DEX belt (4000gp)
+2 WIS headband (4000gp)
+2 Cloak of Resistance (4000gp),
CLW Wand (2pp), -5 charges
Sunrod (2),

Belt Pouch,
Candle (2),
Chalk (2),
MWK Climbing Kit (for small character),
disguise kit (9/10 uses remaining)
Fishhook (2),
Flint and Steel,
hot weather outfit,
Parchment (2),
Sewing Needle,
Signal Whistle,
small steel mirror,
String (50ft.),
MWK Thieves Tools,
Thread (50ft.),
weapon cord,

Mule (Sal), Guard Dog w/Leather Barding (Ben), Thrush (Joe), Rats (2) (Terry and Walter)
Combat trained pony 45gp *
Military saddle 20gp *
Saddlebags 4gp *

bear trap,
10 sq. yds. of canvas,
10ft. of chain,
clay mug,
folding ladder,
folding pole,
grappling arrow,
grappling crossbow bolt,
grappling hook,
MWK healer's kit,
manacles; common,
10lbs. of powder,
silk rope (50ft.),
trail rations (7),

150gp starting gold

-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
+5gp day job

-40gp 2nd chronicle purchases
(2x Acid, 2xAlchemist's Fire)

+430gp The Confirmation
+10gp day job

+1393gp Voice in the Void
+1gp day job

-726gp 3rd chronicle purchases
(MWK Sling Staff, Silver Spiked Gauntlet, Cold Iron Spiked Gauntlet, Cold Iron Glaive, Chain Shirt, MWK Buckler, Tanglefoot Bag)

1614.74gp at level 2

+514gp The Merchant's Wake
+10gp day job

+2.5gp sold buckler
-155gp MWK buckler

+553gp The Citadel of Flame*
+520gp Scions of the Sky Key, Part 1

3059.24gp at level 3

+1195gp Scions of the Sky Key, Part 2
+1214.5gp Severing Ties*

-69gp (combat trained pony, military saddle, saddlebags)

+1219gp Scions of the Sky Key, Part 3

-1666.5gp spent during Scions of the Sky Key
(+1 Cloak of Resistance; Potions of Endure Elements and CLW; Oils of Bless Weapon and Magic Weapon; 10 Silvered bullets; 50 Cold Iron bullets; 1 acid flask, 1 alchemist's fire, 1 antitoxin, 1 thunderstone, 10 sq. yds. of canvas, folding ladder, folding pole, 50ft. of silk rope, grappling arrow, grappling crossobw bolt, grappling hook, crowbar, hammer, caltrops, MWK Thieve's tools, MWK Climbing Kit, 10lbs. of powder, MWK healer's kit, small steel mirror, weapon cord, 2 vermin repellant, magnet, common manacles, bear trap, compass, 10ft. of chain, hot weather outfit)

-4000gp belt of dexterity

952.24gp at level 4

+1800gp Assault on the Kingdom of the Impossible
+50gp day job

(2xHoly Water)

-1PP (Wayfinder from Confirmation Chronicle Sheet)
-200gp chain shirt barding for medium wolf
-20gp military saddle for medium wolf


+1908gp Bid for Alabastrine
+10gp day job


+1293gp the Deepmarket Deception
+20gp day job


+2500gp Sky Key Solution
+20gp day job


+2500gp Blood Under Absalom
+5gp day job


+2558gp The Hellknight's Feast
+5gp day job
+2000gp Serpent's Rise


-3000gp for upgrading cloak of resistance to +2
-2PP MWK +2 Str Darkwood Composite Longbow
-2000gp +1 enhancement for Longbow
-1800gp efficient quiver
-1440gp +1 holy arrow (0/4)
-2gp arrows for blanching (10/40)
-4gp cold iron arrows (0/40)
-2gp blunt arrows (0/20)

-5gp weapon blanch, silver (0/10 arrows)
-100gp weapon blanch, adamantine (0/10 arrows)
-200gp weapon blanch, ghost salt (0/10 arrows)


+2500gp Solstice Scar A
+10gp day job


-2pp Restful Pathfinder's Lounge

-2pp learn Draconic from Solstice Scar B chronicle sheet

+2500gp solstice scar B
+1gp day job


-5000gp bracers of archery, lesser
-6000gp increase longbow enhancement to +2


-4gp cold iron arrows (14/40)

+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


-400gp Large Chain Shirt for Darkpaw
-4gp blunt arrows (35/40)

+5334gp Solstice Scar D
+20gp day job

-50gp disguise kit


+3173gp In the Grandmaster's Name
+20gp day job

-10000gp increase longbow enhancement to +3
-4000gp headband of wisdom


???-8302gp seeking arrow (50)

*GM Credit

Special Abilities


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.
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.