Male half-elf, Half-Elf Paragon 1/Ranger 6

NG Medium humanoid (half-elf)

Init +3


AC 18, 13 touch, 15 flat-footed (+4 Studded, +1 Bracers)

HP 63/63 (1d8+1 plus 6d10+6)

SV Fort +7 (5), Ref +11 (7), Will +5 (2) (+1 Cloak)


Spd 30 ft. (9m)

Melee: +1 keen scimitar +9/+4 (1d6+3, 15+)

Ranged: +1 composite longbow +10/+5 (1d8+2, x3, 33m)

Ranged: +1 composite longbow +11/+6 (1d8+2§ plus sleep, 33m)

Ranged: +1 composite longbow +12/+7 (1d8+2 plus screaming, x3, 33m)


Str 14, Dex 16, Con 12, Int 10, Wis 14, Cha 10

Base Attack: +6/+1, grapple +8

Skills: Balance +7 (2+2), Bluff +0 (+4 vs Monstrous Humanoids, +2 vs Constructs), Climb +8 (2+2+2), Craft (bowmaking) +2 (2), Handle Animal +6 (6), Heal +6 (4), Hide +7 (+9 in forest) (4), Intimidate +4 (4), Jump +4 (2), Knowledge (dungeoneering) +2 (2), Knowledge (geography) +2 (+4 in forest) (2), Knowledge (nature) +4 (4), Listen +6 (+8 in forest) (+10 vs Monstrous Humanoids, +8 vs Constructs) (2+2), Move Silently +7 (+9 in forest) (4), Search +7 (2+2[+3]), Sense Motive +2 (+6 vs Monstrous Humanoids, +4 vs Constructs), Spot +8 (+10 in forest) (+12 vs Monstrous Humanoids, +10 vs Constructs) (4+2), Survival +6 (+8 in forest) (+10 vs Monstrous Humanoids, +8 vs Constructs) (4), Swim +6 (2+2)

Feats: Athletic, Deadly Aim, Endurance, Improved Unarmed Strike, Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus (search), Treetopper

Talents (Half-Elf Paragon): Bonus Feat, Divided Ancestry, Elven Senses

Talents (Ranger): 1st Favored Enemy (Monstrous Humanoid), 2nd Favored Enemy (Construct), Track, Wild Empathy, 1st Combat Style Feat, Endurance, Favored Terrain (forest), Hunter’s Bond (animal companion), Divine Spells (1+1), 2nd Combat Syle Feat

Racial Traits (Half-Elf): Low-Light Vision, Adaptability, Elf Blood, Elven Immunities, Keen Senses, +2 to one ability score

Combat Gear: Bracers of armor (+1), cloak of resistance (+1), +1 composite longbow (Str +2), +1 keen scimitar, +2 screaming arrow (1), +1 sleep arrow (4), +1 studded leather

Other Gear: Bag of tricks, elixir of hiding, potion of cure light wounds (7), potion of cure moderate wounds (1)


Languages: Elven, Human (chondathan)

Region: High Forest

Patron Deity: Solonor Thelandira

Player: DIOGO (aka Gomendrown)


Bonus Feat (Ex): At 1st level, a half-elf paragon gains a bonus feat. The character must meet the feat's prerequisites normally.

Divided Ancestry (Ex): Unlike other racial paragons, half-elves can take levels in more than one racial paragon class. After gaining at least one level as a half-elf paragon, a character can take either elf paragon or human paragon levels (but not both).

Elven Senses (Ex): At 1st level, a half-elf paragon's visual acuity and audition improves to match that of an elf's. A half-elf paragon's racial bonus on Listen, Search and Spot checks increases to +2.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Hald-elves count as both elves and humans for any effect related to race.

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

Keen Senses: Half-elves receive a +1 racial bonus on Listen, Search and Spot checks.

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Athletic: You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.

Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Skill Focus (search): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Treetopper: You get a +2 bonus on Balance and Climb checks. You do not loose your dexterity bonus to AC while climbing, and attackers do not gain any bonuses to attack you while you are climbing.

Combat Style Feat (Ex): At 2ndlevel, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertisemanifests 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.

Divine Spells (2/day): 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 Chapter 10. 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 3–12. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1–3). When Table 3–12 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.

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Favored Enemy (+4 vs Monstrous Humanoid, +2 vs Construct) (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 in the Pathfinder RPG Bestiary—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.

Favored Terrain (forest) (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 (animal companion) (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 f irst 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 modif ier (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: badger, bird, camel, cat (small), dire rat (see the Pathfinder RPG Bestiary), dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. 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.

Track (Ex): A ranger adds half his level 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. 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, inf luencing an animal in this way takes 1 minute, but, as with inf luencing people, it might take more or less time. The ranger can also use this ability to inf luence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

1st-Level Ranger Spells — (2/day)

Alarm: Wards an area for 2 hours/level.

Animal Messenger: Sends a Tiny animal to a specific place.

Calm Animals: Calms 2d4 + level HD of animals.

Charm Animal: Makes one animal your friend.

Delay Poison: Stops poison from harming subject for 1 hour/level.

Detect Animals or Plants: Detects kinds of animals or plants.

Detect Poison: Detects poison in one creature or object.

Detect Snares and Pits: Reveals natural or primitive traps.

Endure Elements: Exist comfortably in hot or cold regions.

Entangle: Plants entangle everyone in 40-ft. radius.

Hide from Animals: Animals can't perceive one subject/level.

Jump: Subject gets bonus on Jump checks.

Longstrider: Your base speed increases by 10 ft.

Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.

Pass without Trace: One subject/level leaves no tracks.

Read Magic: Read scrolls and spellbooks.

Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.

Speak with Animals: You can communicate with animals.

Summon Nature's Ally I: Summons creature to fight for you.



N Medium animal

Init +4; Senses low-light vision, scent


AC 18, touch 15, flat-footed 13 (+5 Dex, +3 natural)

hp 18/19 (3d8+6)

Fort +5, Ref +8, Will +2


Speed 30 ft., climb 20 ft.

Melee bite +6 (1d6+3 plus grab), 2 claws +6 (1d3+3)

Special Attacks pounce, rake (2 claws +6, 1d3+3)


Str 17, Dex 20, Con 15, Int 2, Wis 13, Cha 6

Base Atk +2 (+9 grapple)

Feats Skill Focus (Stealth), Weapon Finesse

Skills Balance +8, Climb +11, Hide +11 (+15 in undergrowth), Move Silently +8, Spot +5; Racial Modifiers +4 on Hide in undergrowth


SA Link, Share Spells, Evasion, Tricks (8): Attack, Come, Defend, Down, Guard, Heel, Stay, +1



Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Tricks (8): Your animal companion is trained in a number of tricks:

  • Attack: The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
  • Come: The animal comes to you, even if it normally would not do so.
  • Down: The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must f lee (due to injury, a fear effect, or the like) or its opponent is defeated.
  • Guard: The animal stays in place and prevents others from approaching.
  • Heel: The animal follows you closely, even to places where it normally wouldn’t go.
  • Stay: The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
  • +1



Aravilar Dundragon

Aravilar Dundragon não era um elfo satisfeito, muito pelo facto de nem sequer puder ser considerado um “elfo” no verdadeiro sentido da palavra. Vivia na sua comunidade élfica escondida entre as majestosas árvores da Floresta Alta (High Forest), com a sua família élfica, praticando todos os seus costumes élficos, e cumprindo com todas as normas élficas e deveres élficos que lhe eram devidos. Mas quem olhasse para Aravilar Dundragon não conseguiria ver um elfo. Em vez disso, e como em qualquer comunidade – independentemente da raça – os seus congéneres viam as diferenças que se sobressaiam nele, como as suas pequenas orelhas, quase invisíveis entre os seus longos cabelos negros à excepção das pequenas extremidades pontiagudas. Notavam também a sua maior envergadura, que o tornava um tanto menos gracioso – que era a característica predominante da sua raça – e a sua teimosia e inconformismo com o que o rodeava recebiam sempre apreciações negativas dos seus pares mais sagazes.

Todas estas diferenças lhe foram transmitidas no momento da sua concepção pelo seu pai de raça humana, o homem que seduzira a sua mãe durante uma das suas expedições e que a deixara no momento em que esta lhe havia revelado que carregava a sua semente no ventre dela. Por essa razão, Aravilar foi criado num ambiente estritamente élfico e embora tivesse a liberdade de seguir o seu próprio caminho, nunca tivera a coragem necessária para abandonar aquilo a que chamava lar, apesar das diferenças e adversidades óbvias que a sua herança lhe deixara, bem como o nome humano de Dundragon. Nunca conseguiu perceber porque razão o seu pai abandonara a sua mãe, deixando-a sozinha para criar Aravilar, mas viu apenas egoísmo e despreocupação mostrados por ele ao partir, e essa impressão negativa acabou por ser posta nos humanos em geral.

Aravilar acabou por encontrar o seu lugar na comunidade, enveredando pelos caminhos do ranger, podendo dessa maneira ser útil ao bater o terreno em torno do condomínio, combatendo todos aqueles que se aproximassem demasiado dos seus limites e que pudessem mostrar-se um perigo para a comunidade. E devido à vida normalmente solitária que um ranger levava, eram poucas as ocasiões em que ele tinha de ser relembrado das suas origens inglórias e causadoras de embaraço. Seguindo a doutrina de Solonor Thelandira – a divindade que representa a caça, o uso do arco e a sobrevivência nos locais mais duros e selvagens – tornara-se num caçador nato e a sua capacidade de aprender rapidamente e de se adaptar a cada situação nova permitiam-lhe muitas vezes regressar a casa com prémios de caça bastante proveitosos e com histórias de grandes proezas.

Numa das suas expedições, talvez até uma das que mais se afastara do condomínio, deu com o que restava de uma caravana, já bastante perto da orla da floresta. O local, no entanto, parecia ter sido simplesmente abandonado há alguns dias, já que não havia indícios de combate ou qualquer tipo de contenda. A julgar pelos pertences que foram deixados ali, a caravana parecia ter pertencido a um grupo de humanos artistas de circo. Não era comum encontrá-los por aquelas bandas mas Aravilar já tinha dado antes com um grupo semelhante a tentar a sua sorte de lucro visitando os elfos e outros habitantes mais sociáveis da floresta. Fora aí que encontrara Celeb. O leopardo de olhos prateados tinha sido deixado para trás, amarrado juntamente com tudo o resto, e era ainda uma cria. A visão da pobre criatura, tão magra e debilitada fez com que a sua consideração pelos comportamentos humanos se degenerasse ainda mais. Celeb acabou por reconhecer Aravilar como o seu novo mestre e o ranger acolheu de bom grado aquela nova companhia.

Passara os últimos anos a treinar Celeb para o ajudar nas suas actividades e os dois juntos viviam uma vida descontraída durante as suas expedições. Porém a sua descendência acabou por encontrar maneira de o importunar novamente. Um contingente de soldados cormyrianos liderados por um nobre apareceu um dia na sua comunidade, pondo todos os elfos em alvoroço. Com a arrogância típica dos humanos de alto estatuto, o nobre informou que como um descendente Dundragon, alta família ao serviço do Reino e da Coroa de Cormyr, era o dever de Aravilar em prestar os seus serviços em prol do Reino. Ignorando qualquer ligação com a sua descendência, Aravilar recusou de imediato mas os Anciãos Elfos da sua comunidade acabaram por ter outra ideia em mente, numa tentativa de evitar conflitos entre as duas raças. Aravilar foi então convencido pelos sábios a seguir para Cormyr como emissário, de maneira a fortalecer o laço existente entre as duas comunidades e também para que o ainda jovem ranger pudesse conhecer mais do mundo para além da sua floresta, melhorando assim as suas habilidades e trazendo de volta consigo o orgulho e admiração de toda a sua comunidade pelos seus feitos.

Combat Gear

Bracers of armor (+1), cloak of resistance (+1), +1 composite longbow (Str +2), +1 keen scimitar, +2 screaming arrow (1), +1 sleep arrow (5), +1 studded leather

Other Gear

Bag of tricks, elixir of hiding, potion of cure light wounds (7), potion of cure moderate wounds (1)

Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.