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Skills Acrobatics +11/ [Dice=Acrobatics]1d20+11[/dice], Climb +7, Craft (bows) +5, Disable Device +18/ [Dice=Disable Device]1d20+18[/dice], Escape Artist +8, Handle Animal +3, Heal +6, Intimidate +3, Knowledge (dungeoneering) +10/ [Dice=Dungeon]1d20+10[/dice], Knowledge (geography) +5, Knowledge (local) +10/ [Dice=Local]1d20+10[/dice], Knowledge (nature) +11/ [Dice=Nature]1d20+11[/dice], Perception +11/ [Dice=Perception] 1d20+11[/dice], [dice=Perception Trapfinding]1d20+11+3[/dice], Ride +4, Sense Motive +6, Spellcraft +9, Stealth +13/ [Dice=Stealth]1d20+11[/dice], Survival +11 (+12 to get along in the wild) / [Dice=Survival,+3 to Track]1d20+11[/dice], Swim +7;
Racial Modifiers forest ghost
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Magical Items Placement:
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(Belt Slot) belt of physical perfection +2
(Body Slot) ------------------------
(Chest Slot) ------------------------
(Eyes Slot) ------------------------
(Feet Slot) ------------------------
(Hands Slot) ------------------------
(Head Slot) ------------------------
(Headband Slot) ------------------------
(Neck Slot) ------------------------
(Shoulder Slot) Cloak of Res +1
(Wrist Slot) ------------------------
(Ring Slot 1) ring of protection +1
(Ring Slot 2) ------------------------
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Gear:
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Combat Gear adamantine durable arrow (20), cold iron durable arrow (50), oil of bless weapon, wand of cure light wounds, alchemist's fire, antiplague[APG], antitoxin; Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], +1 adamantine longsword, +1 adaptive darkwood composite longbow (+2 Str), blunt arrows[APG] (20), dagger, spiked gauntlet, throwing axe, belt of physical perfection +2, cloak of resistance +1, ioun torch ioun stone[APG], ring of protection +1, animal glue[UE], backpack, bandolier[UE], bedroll, belt pouch, box of fishing tackle (2 lb), earplugs[APG], fishing pole, simple (1 lb), flint and steel, hemp rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (5), waterskin, wolfsbane, 4,136 gp, 4 sp, 7 cp
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Special /Class Abilities:
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Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Favored Community (Absalom +2) (Ex) +2 to rolls when in absalom terrain.
Favored Enemy (Humans +4) (Ex) +4 to rolls vs. humans foes.
Forest Ghost +3 (Ex) Gain +3 bonus on all Perception and Survival skill checks made while in forest terrain.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Thundershot (5/day) (Su) Grant held weapon the shock quality.
Track +3 Add the listed bonus to Survival checks made to track.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Unchained Heart +2 (Ex) Gain +2 bonus on Will saves vs compulsions and mind-affecting effects.
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Backstory:
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Quinnik is an Andoran-Shoanti orphan and forest warrior who joined the Society to further the cause of individual freedoms and self responsibilities. He grew up hiding from Molthune military forces who ventured into Nirmathas towns and forests. He is a bowman, scout, sneak, infiltrator and an able swordsman. While rough and tough he is not an overly friendly person but is very loyal to party companions.
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Personality:
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He doesn’t talk much. He hates Molthune forces.
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scenarios:
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tide of morning
cyphermage
shades of ice 1
shades of ice 2
rise of gg
library of lion
perils of pirate pact
shades of ice 3 GM
The Paths We Choose
Souls for Smugglers Shiv***
Captives of Toil
Case Missing Persons
Realm of the Fellknight Queen***
Graves of Crystalmaw Pass