Elf / Ranger


Player: Michael

Elf / Ranger 4


CG Medium humanoid

Init +6; Low-light Vision, Perception +5

Languages Common, Elven

AC 16, touch 13, flat-footed 16 (+3 armor, +0 shield, +3 Dex,)

HP 28

Fort +3, Ref +5, Will +1


Speed 30 ft.

Base Atk +4; CMB +6; CMD 22

Melee: Elven Curved Blade (6) (1d62) (18-20)
Melee: touch attack (6)
Ranged: Longbow (
7) (1d8) (20)
Ranged: ranged touch attack (+7)

Combat Abilities:
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.

1st Level: Outsider (evil)

Ranger Spells (CL 4th; DC 11 + level, concentration +)
1st —
0 —


Abilities: Str 15, Dex 17, Con 12, Int 10, Wis 12, Cha 7 – (Ability +1)

Feats: Point Blank Shot

Skills: Acrobatics (3), Climb (3), Craft (), Handle Animal (2), Heal (1), Intimidate (), Knowledge (dungeoneering) (4), Knowledge (geography) (), Knowledge (nature) (), Perception (5), Profession (), Ride (3), Spellcraft (), Stealth (7), Survival (5), and Swim (2).

He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type.

1st Level: Outsider (evil)

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.


Tracker of the Society (Ranger, Pathfinder Society): You gain a +1 trait bonus on Initiative checks and a +2 trait bonus on Survival skill checks made while traveling through any of your favored terrains. This is in addition to any bonuses you receive from your Favored Terrain class ability.

Warrior of Old (Elf): You gain a +2 trait bonus on Initiative checks.

Hero Points: 3



Armor: Masterwork Studded Leather
Weapon: Elven Curved Blade
Weapon: Longbow
Ammunition: Arrows (20)


Other Weapons:

Other Equipment: Ranger Kit – backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin., Golden Skeleton Key, Adamantine Arrow Head, Crystalline Vail (50 gp)containing a dose of silversheen,

Gold: 4500


Elf Racial Traits

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

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.

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.


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