ranger

Description:

Blackmore
Male Elf ranger 1 Archetypes Sable Company Marine, Tanglebriar Demonslayer,
NG Medium humanoid (elf)
Init 5, Senses low-light vision; Perception +6
=========== DEFENSE ===========
AC 19, touch 13, flat-footed 16 (
5 armor, 3 Dex, +1 shield, )
hp 11 ((1d10)
1)
Fort +2, Ref +5, Will +2, +2 vs. enchantment spells and effects

=========== OFFENSE ===========
Speed 20 ft.
Melee buckler -1 (1d3+2)
Ranged longbow 4 (1d8/x3), within 30 ft. +5 (1d81)
Melee scimitar 3 (1d62/18-20)
Melee dagger 3 (1d42/19-20)
Ranged dagger (thrown) 4 (1d43/19-20), within 30 ft. 5 (1d43)
Special Attacks Outsider (Evil) +2,

=========== TACTICS ===========

=========== STATISTICS ===========
Str 14, Dex 16, Con 10, Int 10, Wis 14, Cha 10,
Base Atk +1; CMB +3; CMD 16
Feats Additional Traits, Deadly Aim, Point-Blank Shot, Power Attack, Run
Skills Handle Animal +4, Knowledge (Nature) +5, Knowledge (Planes) +4, Perception +6, Perform (Sing) +5, Perform (String Instruments) +5, Ride +2, Stealth +2, Survival +7, Survival (Follow or identify tracks) +8,
Traits Chance Encounter (Trickster), Magical Knack (Ranger), Talented (Perform (Sing), Perform (String Instruments)),
Languages Celestial, Common, Elven
SQ elven immunities, expanded spell list, favored enemy, fleet-footed, low-light vision, skills, track +1, wild empathy +1, woodcraft, +1 bonus feat (3x), , ,
Combat Gear
Other Gear buckler, longbow, scale mail, arrows (20) (5), ranger’s kit, musical instrument (lute), scimitar, dagger (2), 9.0 gp
=========== SPECIAL ABILITIES ===========
Background Skill (Perform (Sing), Perform (String Instruments))

Chance Encounter (Trickster) You tended to get in over your head as a child, but your biggest youthful misadventure was the time you "accidentally " found yourself behind enemy lines in the Worldwound. You probably never would have made it back home to Kenabres if not for the aid of a mysterious woman who helped you trick your way through a group of cultists. Ever since, you’ve just been lucky when it comes to trickery. Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately re-roll that check as a free action. You must take the second result, even if it is worse.

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

Expanded Spell List A Tanglebriar demonslayer adds the following spells to his spell list: 1st-protection .from evil; 2nd-align weapon, magic circle against evil; 4th dimensional anchor, dismissal.

Family Ties Your family is extremely important to you, and you feel disheartened when you can’t do what they ask. When a family member makes a request of you, you must fulfill that request or take a 2 penalty on all Wisdom and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.

Favored Enemy (Ex) At 1st level, a Tanglebriar demonslayer must choose favored enemy (evil outsider). At 5th level and every time he advances his favored enemy bonus, the demonslayer must advance his bonus against evil outsiders. In addition to the normal benefits of favored enemy, a Tanglebriar demonslayer gains a bonus equal to 1/2 his favored enemy bonus on saving throws against spells, spell-like abilities, and supernatural abilities of evil outsiders. This ability is otherwise identical to and replaces the favored enemy ranger class ability.

Fleet-Footed (Ex) While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Magical Knack (Ranger) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Ranger gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

No Racial Subtype You have chosen no racial subtype.

Outsider (Evil) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against evil outsiders. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Ranger

Skills Tanglebriar demonslayers gain Knowledge (planes) as a class skill.

Talented (Perform (Sing), Perform (String Instruments)) You are a virtuoso musician, actor, or storyteller. You gain a +1 trait bonus on checks with a single Perform skill (your choice), and all Perform skills are always class skills for you.

Track (Ex) You gain +1 to Survival checks made to follow tracks.

Treerazer’s Bane Having fought in many battles against the demon Treerazer, you have learned the best ways to kill the various creatures under his control. You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.

Wild Empathy

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Woodcraft (Ex) Elves know the deep secrets of the wild like no others, especially those of the forests. Elves with this racial trait gain a +1 bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2.

+1 Bonus Feat (3x) GM awarded PC with +1 feat.

Bio:

ranger

Wrath of the Righteous kontarakhs kontarakhs