Starting Ranger

Bellflower Agent
Ranger (1st)


You were born a slave of the Cheliaxian Empire. After years of subjugation, you not only escaped but rebelled. You joined the "Bellflower Society", an underground jailroad which helps the Halfling slaves of Cheliax escape into freer lands. You have a burning hatred Cheliax and their oppressive legacy.


AC HP Initiative
{17} (16) +8
Strength: 8 (-1)
Dexterity: 18 (+4)
Constitution: 10 (-)
Intelligence: 14 (+2)
Wisdom: 16 (+3)
Charisma: 12 (+1)
Fort Reflex Will Perception
Expert Expert Trained Expert
(+5) (+9) (+6) (+8)


Hero Points

General Feats

Skill Proficiencies

Type Humanoid
Ancestry Halfling
Speed (25)ft
Size [S]
Bulk (4)/9
Trained Expert Master Legendary
Acrobatics +7
Deception +4
Diplomacy +4
Lore (Underworld) +5
Medicine +6
Nature +6
Society +5
Stealth +7
Survival +6
Thievery +7


Common (Taldane) Halfling Goblin Infernal

Skill Feats

Experienced Smuggler - You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items. Due to your smuggling skill, you’re more likely to find more lucrative smuggling jobs when using Underworld Lore to Earn Income. Skill, Background Bonus, 1st

Ancestry Features

Starting Hit Points: (6)hp
Size: Small
Base Speed: (25)ft
Ability Boosts - [Dexterity, Wisdom, Intelligence]: Halflings have ability boosts to Dexterity & Wisdom and one Free
Ability Flaw - [Strength]: Halflings have an ability flaw to strength
Twilight: Your ancestors performed many secret acts under the concealing cover of dusk, whether for good or ill, and over time they developed the ability to see in twilight beyond even the usual keen sight of halflings. You gain low-light vision.
Keen Eyes: Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

Ancestry Feats

Unfettered Halfling - You were forced into service as a laborer, either pressed into indentured servitude or shackled by the evils of slavery, but you’ve since escaped and have trained to ensure you’ll never be caught again. Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed or restrained condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to Grapple you, they get a critical failure instead. If a creature uses the Grab ability on you, it must succeed at an Athletics check to grab you instead of automatically grabbing you. Halfling, 1st

Background Features

Bellflower Agent
Ability Boosts - [Dexterity & Wisdom]: Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost
Training: You're trained in the Stealth skill and the Underworld Lore skill.
Background feat: You gain the Experienced Smuggler skill feat.

Class Features

Key Ability - {Dexterity}:
Hit Points: [10] plus your Constitution modifier - You increase your maximum number of HP by this number at 1st level and every level thereafter.
Initial Proficiencies: At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
Hunt Prey: When you focus your attention on a single foe, you become unstoppable in your pursuit. You gain the Hunt Prey action.
Hunter's Edge - [Precision]: You have trained for countless hours to become a more skilled hunter and tracker, gaining an additional benefit when you Hunt Prey depending on the focus of your training. Choose a hunter’s edge.
Ranger Feats: At 1st level and every even-numbered level, you gain a ranger class feat. Ranger feats are listed beginning on page 170.
Hunters Edge Precision
Precision: You have trained to aim for your prey’s weak points. The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage. (Precision damage increases the damage you already deal, using the same type, but is ineffective against creatures that lack vital organs or weak points.) At 11th level, the extra damage increases to 2d8 precision damage, and at 19th level, the extra damage increases to 3d8 precision damage.

Class Feats

Hunted Shot [>] Frequency: Once per Round. Effect: You take two quick shots against the one you hunt. Make two Strikes against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each Strike normally. Ranger, 1st

Special Abilities & Actions

Hunt Prey [>]
You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.

Weapon Proficiencies

Trained Expert Master Legendary
Simple +2
Martial +7
Unarmed +2

Armour Proficiencies

Trained Expert Master Legendary
Light +3
Medium +3
Unarmored Defense +3


Longbow Damage: [1d8p]; Bulk: [2]; Range: (100)ft, Hands: (1+);, Reload: [0], Traits: Deadly d10, Volley 30 ft.
Deadly: On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon’s damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon’s normal damage dice doesn’t change the size of its deadly die.
Volley: This ranged weapon is less effective at close distances. Your attacks against targets that are at a distance within the range listed take a –2 penalty.


Explorer's Clothing
AC Bonus: (+0); Dex Cap: (+5); Check Penalty: (—); Speed Penalty: (—); Strength: (—); Bulk: (L); Group: (—); Traits: Comfort
Adventurers who don’t wear armor travel in durable clothing. Though it’s not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes.

Items, gear and equipment

Adventurers Kit An adventurer’s pack, which is included in each kit, contains a backpack, a bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin.
Coin Pouch
9gp, 18sp

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