# 105836-3
Val
Snowcaster Elf ranger (falconer) 2
CG Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +8
DEFENSE AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 18 (2d10+2)
Fort +3, Ref +6, Will +2
(+4 vs. saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.)
Resist Cold 5
OFFENSE Speed 30 ft. (20 ft. in armor)
Melee Elven curve blade +5 (1d10 + 3 2-handed; 1d10 + 2 1-handed/18-20) or silver great club +4 (1d10 + 3) or
cold iron short sword +4 (1d6 + 2/19-20) or MWK Gladius +5 (1d6 + 2/19-20); Two weapon fighting (-2/-2)
Ranged chakram +5 (1d8 + 2/30’) or sling +5 (1d4 + 2) (3 cold iron, 3 silver, 3 ghost blanch, 1 normal)
Special Attacks favored enemy (animals +2 to attack and damage)
STATISTICS Str 14, Dex 16, Con 10, Int 12, Wis 14, Cha 13
Base Atk +2; CMB +4; CMD 17
Feats Weapon Finesse, 2 weapon fighting
Traits Warrior of Old, Opportunistic
Skills Acrobatics +1, Climb +4, Handle Animal +5 (+9 with animal companion), Intimidate +5, Knowledge (Dungeonerring) +5, Knowledge (Geography) +5, Knowledge (Nature) +5, Perception +8, Profession (guide) +6, ride +4, Stealth +4, Survival +6 (tracking +7), Swim +3; (All dex based skilss include -3 ACP)
Skills with no ranks default Appraise +1, Bluff +1, Diplomacy +1, Disguise +1, Escape Artist +0, Heal +2, Perform +1, sense Motive +2
Skills when used with animals Bluff +3, Knowledge Nature +7, Perception +10, Sense Motive +4, Survival +8, Tracking +10
Languages Common, Elven, Skald
SQ track +1, weapon familiarity, Feathered Companion
Gear MWK Scale mail, MWK Elven curve blade, cold iron short sword, great club, 4 chakram, sling, 10 bullets, MWK Gladius, silver great club, potion CLW.
Skylar (Animal Companion)
N Small Animal
Init: +2; Senses low-light vision, perception +14
DEFENSE AC: 14, touch 13, flat-footed 12 (+2 Dex, +1 size, +1 natural)
Hp 8 (3d8 + 3) [half normal hit points]
Fort +4, Ref +5, Will +3
OFFENSE Speed 10 ft., fly 80 ft. (average)
Melee 2 talons +4 (1d4), Bite +4 (1d4)
Animal Tricks: Distract, Combat Training
(Attack, come, defend, down, flank, stay, will attack any type of creature)
Distract (DC 20; bird only)
The animal companion flutters wildly around any enemy it would normally attack with the attack trick. It makes an attack roll against that enemy. On a hit, the enemy is shaken for 1 round.
STATISTICS Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +2; CMB +1; CMD 9
Feats Weapon Finesse, Combat Reflexes
Skills Fly +6, Perception +14, Stealth +6; Racial Modifier +8 Perception
Racial Traits:
Standard Racial Traits Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Offense Racial Traits Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Traits Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Desert Runner: Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. This racial trait replaces elven magic.
Elemental Resistance: Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities.
Ranger Class Features:
Hit Die: d10
Class Skills
The ranger’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 6 + Int modifier.
Level 2
BAB +2, Fort +3, Ref +3, Will +0
Weapon and Armor Proficiency
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
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 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 combat style to pursue.
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.
Two-Weapon Combat
The character can choose from the following list whenever he gains a combat style feat:
Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting.
At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list.
At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.
Falconer Archetype:
Rangers have always enjoyed a special bond with a specific animal, but the falconer takes this bond to a deeper level. Falconers begin with their companion earlier than other rangers, and have the ability to teach their companions special tricks.
Feathered Companion (Ex)
At 1st level, a falconer earns the trust and companionship of a bird of prey. The bird can be of any type of large hunting or scavenging bird (even a vulture). This ability functions like the druid animal companion ability (which is part of the nature bond class feature), but the falconer must take the bird animal companion, and that companion has only half the normal hit points. The falconer cannot teach the bird of prey the work trick, but can teach it either the roam or distract trick for free. Whichever trick the falconer does not pick then can be picked as a trick later.
Roam (DC 15)
The falconer can let his animal companion loose to roam and forage. He must let it roam for no more than a week. When the falconer lets it roam, it agrees to return to the place he let it loose within the time period he designates.
Distract (DC 20; bird only)
The animal companion flutters wildly around any enemy it would normally attack with the attack trick. It makes an attack roll against that enemy. On a hit, the enemy is shaken for 1 round.
This ability replaces wild empathy.
Feats, Traits:
Weapon Finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
Two-Weapon Fighting (Combat)
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Circumstances Primary Hand/Off Hand
Normal Penalties -6/-10
Off-hand weapon is light -4/-8
2-wpn fighting feat -4/-4
Off-hand wpn light, 2 wpn feat -2/-2
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
Warrior of Old (Elf)
As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble.
Benefit: You gain a +2 trait bonus on initiative checks.
Opportunistic
You have learned to recognize openings that your foes leave, and you know how to take advantage of them.
Benefit: You gain a +1 trait bonus on attacks of opportunity when using a dagger, sword, or whip.
Background:
Sharelivalasikim, who only gives her name as Val or Falcon Heart, grew up with the Snowcaster elves of the Crown of the World. As an adult, she began to roam her homeland, helping travelers who got lost, acting as a guide, in part to be sure that those hoping to travel through the Crown of the World on trade missions would not get lost and wander into territory inhabited by her tribe. She often worked with a male elf from her tribe, named Rassimaltibelfel, nicknamed Malti. They enjoyed some intimacy for a while, but Malti began to take advantage of the people they guided and then commited murder to get some valuable weapons and armor for himself. Val wanted nothing more to do with him after that and was on her way back to the tribe to reveal his treachery, so he waylaid her and sold her to some Tien merchants bringing a group of slaves south, intending them for the slave markets of Ketapesh. Val was taken south into the Inner Sea, where she finally escaped, with the help of her animal companion, Skyler, a Gyrfalcon of unusual size that had flown south watching for an opportunity to reunite with her.
Unfortunately, she escaped into Cheliax and went through an arduous escape from more who would take advantage of her, driving her through Nidal and finally finding security in Andoran. She fell in with elves from Kyonin who converted her into a follower of Calistra, to feed her thirst for revenge against those who had wronged her. She was also influenced by some Pathfinders of the Liberty’s Edge faction. She decided to join the Pathfinders as a way to find gainful employment and along the way to strike at those who took advantage of innocents, slavers, and gangs.