Elf (P), Ranger (P) 6th, Rogue (P) 2nd				
Medium Humanoid (Elf)			
Alignment: Neutral [Elhonna]
Hit Dice: 6d10+12, 2d8+4 (76 hp)
Initiative: +11
Speed: 30' (6 sq) (light enc.)
Space/Reach: 5 ft./5 ft.

AC: 24 (+6 Armor, +2 Shield, +6 Dex, ), Touch 16, Flat-Footed 18

Saves: Fort +9, Ref +17, Will +6

Abilities: Str 16, Dex 24, Con 14, Int 16, Wis 15, Cha 11				

Base Att/CMB/CMD: +7 / +10(+4*) / 27						

Single Attack:			
Frost Rapier: +16 melee (1d6+4+1d6 Cold/18-20)	
Dagger: +14 melee (1d4+3/19-20)

Full Attack:
Frost Rapier: +14/+9 melee (1d6+4+1d6 Cold/18-20)				
Dagger: +12/+7 melee (1d4+3/19-20)							

────┤ RANGER (P) SPELLS ├────
Spells per Day: (2; save DC 12+spell level): 
Lead Blades, Resist Energy. 

────┤ FEATS ├────
Two-Weapon Fighting, Double Slice, Wpn Focus: Rapier, Endurance, Weapon Finesse, 
Improved Two-Wpn Fighting, Improved Initiative.

────┤ SKILLS ├────
Acrobatics +18, Appraise +10, Bluff +5, Climb +11, Diplomacy +0, Disable Dev +18+1, 
Disguise +0, Escape Art +7, Fly +7, Handle Anim +7+4, Heal +6, Intimidate +0, 
Perception +15+1, Ride +12, Sense Mot +6, Slt of Hand +14+2, Stealth +17, 
Survival +13+3, Swim +7+4, Use Mag Dev +4, Kn:Nature +11, Kn:Geo +11, 
Kn:Dungeon +10.																												
────┤ Racial Traits: Elf (P) ├────
Keen Senses: +2 racial bonus on Perception skill checks
Elven Immunities: Immune to Magic Sleep effects
Weapon Familiarity: Proficient with longbows (incl. composite), longswords,
    rapiers, and shortbows (incl. composite). Treat any weapon with the word
    “elven” in its name as a martial weapon

────┤ Vision & Senses ├────
Low-Light x2

────┤ Class Features: Ranger (P) 6th ├────
Concentration check: 1d20+5
Wild Empathy (Ex): Improve the attitude of an animal: 1d20+6
Favored Enemy (Ex): bonus on Bluff, Perception, Sense Motive and Survival
    • Can make a Knowledge skill check untrained to identify a Favored Enemy
    • Monstrous Humanoid: +3 skill bonus; +3 to attack & damage
    • Giant: +3 skill bonus; +3 to attack & damage
Bonus Feat: Endurance
Favored Terrain (Ex): 
    Skill bonus on Knowledge Geography, Perception, Stealth and Survival
    Leaves no trail travelling through a Favored Terrain
    • Underground: +2 skill bonus; +2 to init.
Hunter's Bond (Ex):  Spend a move action to grant ½ your Favored Enemy
    bonus against a single target to Allies within 30' for 2 rounds
Combat Style Feat (Ex): Using the Two-Weapon style
    • Level 2 Combat Style Feat: Double Slice
    • Level 6 Combat Style Feat: Improved Two-Wpn Fighting

────┤ Class Features: Rogue (P) 2nd ├────
Sneak Attack: +1d6 damage
Evasion (Ex): Take no damage on successful Reflex save
Rogue Talents: 1x talent available.  *: Affects sneak att, max. one per sneak
    • Fast Stealth (Ex): Move at full speed using Stealth without penalty

────┤  Conditional Bonus - Feats  ├────
+4 to Swim checks made to resist nonlethal damage [Endurance]
+4 to CON to continue running, avoid NL-Dmg from forced march [Endurance]
+4 to CON to hold breath, avoid NL-Dmg from starvation or thirst [Endurance]
+4 Fort to avoid NL-Dmg from hot/cold env., and resist suffocation [Endurance]
+4 to CMB when using finesse weapons [Weapon Finesse]

────┤  Conditional Bonus - Ranger (P) Class  ├────
+4 to Handle Animal with your own Animal Companion [Link]
+6 to Survival skill checks made to follow or identify tracks [Track]

────┤  Conditional Bonus - Rogue (P) Class  ├────
+1 to Perception to locate Traps [Trapfinding]
+1 to Disable Device versus Traps [Trapfinding]

────┤  Conditional Bonus - Elf (P) Race  ├────
+2 racial bonus on caster level checks made to overcome SR [Elven Magic]
+2 racial bonus on Spellcraft to identify properties of magic items [Elven Magic]
+2 racial bonus on saves vs enchantment spells & effects [Elven Immunities]

────┤ Languages (x5) ├────
Common, Elven, Giant, Dwarven, Orc

────┤ EQUIPMENT ├────
ARMOR WORN: Mithral Shirt.
Basic Equipment List, Potion Belt M/W, Masterwork Thieves' Tools, 
3xPotion of Cure moderate wounds, 2xPotion of Cure serious wounds, Potion of Fly, 
Potion of Gaseous Form, 2xPotion of Invisibility, Frost Rapier, Dagger

Ring of Force Shield
Belt of Incredible Dexterity +2
Cloak of Resistance +2
Handy Haversack

────┤ Description for the Magical Items Worn ├────
Ring of Force Shield: +2 shield bonus to Armor Class
Belt of Incredible Dexterity +2: +2 enhancement bonus to Dexterity
Cloak of Resistance +2: +2 resistance bonus on all saves
Handy Haversack: Backpack similar to a Bag of Holding

25,171 gp.																			

Ransine grew up in Greyhawk in a lower class family, but he inherited a fine bow and learned to shoot and so entered into the employ of town militia as a scout. However, he found he had more talent as a sword fighter, wielding two weapons, and worked hard to try to gain entry into the town guards as a special agent. He was introduced and initiated in some of the work, given instruction in several types of skills, but never got a commission.

Instead, he took to working for the Calladan and Sons road company, which constructed roads for nobles, estates, and kingdoms in several regions southeast of Greyhawk. He left after a disagreement over wages when he had to single-handedly take down two ogres that the rest of the mercenaries fled from. He joined a group of travellers looking for a way to defeat Moltantacious, but was unsuccessful in his quest to obtain fame and fortune.