Half Elf Urban Ranger/Bounty Hunter


Female half-elf ranger (urban ranger) 2 (Pathfinder RPG Advanced Player’s Guide 129)
LN Medium humanoid (elf, human)
Init 7; Senses low-light vision; Perception +8
AC 15, touch 13, flat-footed 12 (
2 armor, 3 Dex)
hp 18 (2d10
Fort 4, Ref +6, Will +2; +2 vs. enchantments
Immune sleep
Speed 30 ft.
Melee dagger +2 (1d4/19-20) or
shortsword +2 (1d6/19-20)
Ranged shortbow +5 (1d6/×3)
Special Attacks combat style (archery), favored enemy (goblinoids +2)
Str 11, Dex 16, Con 12, Int 12, Wis 14, Cha 14
Base Atk +2; CMB +2; CMD 15
Feats Improved Initiative, Point-blank Shot, Skill Focus (Knowledge [local])
Traits fast-talker, honey-tongued
Skills Bluff +7 (
8 when dealing with agents of the law), Climb 5, Diplomacy +3 (4 when dealing with agents of the law), Disable Device +7, Disguise +3, Intimidate +6, Knowledge (local) +9, Perception +8, Profession (barmaid) +6, Sense Motive +3, Sleight of Hand +4, Stealth +8, Survival +6; Racial Modifiers +2 Perception
Languages Common, Elven, Varisian
SQ elf blood, track +1, wild empathy +4
Other Gear leather armor, dagger, shortbow, shortsword, backpack, belt pouch, belt pouch, chalk, flask, flint and steel, hammer, perfume, common (2), piton (2), silk rope (50 ft.), thieves’ tools, 50 gp, 2 sp, 6 cp
Special Abilities
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities – Sleep You are immune to magic sleep effects.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs. Favored Enemy (Goblinoids) foes.
Honey-Tongued Your deep understanding of human nature and your readings on social philosophy grant you a +1 trait bonus on Diplomacy or Bluff checks when dealing with agents of the law, whether judges, guards, or paladins.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.


10489978_339747159507860_6756755380967062453_n.jpgQuinta was born the daughter of innkeeper and retired adventurer, Eravel, proprietor of the Golden Bough in Magnimar. She has never known her mother as she was delivered to the Inn by a well attired group of Chelaxians with Quinta bundled up in a basket. Words were exchanged with Eravel and the group left, without baby. There are a host of rumours surrounding who Quinta’s mother may or may not be but those that know her know not to gossip about it within earshot of her.
Being raised within the confines of an inn and bar by a workaholic father meant that she effectively grew up with a lot of ‘Uncles’, regulars at the establishment who came to see Quinta as part of their group, even at a tender age. Her social skills developed far quicker than those of a similar age and by the time she hit her teens was joking, flirting and carousing with the patrons as if she was far more advanced in years.
Her father had taught her how to use a bow early on, in the hope that she would follow in his footsteps as an outdoorsman, but having spent so much time in the City, she had no love for the outdoors, she could grasp the skills, but it didn’t interest her. This is where Daneel Lithar came in. Daneel had known Quinta since she was a child, using the inn frequently, both to unwind and also to keep his ear to the ground for information as alcohol lubricated tongues let slip far more than directly questioned ones and in his job as a Bounty Hunter, information was paramount. Chatting to Quinta one day as she delivered his meal to his table, he learnt from her of how she tired of trying to fulfil the dreams of her father, how she wanted to know the city more, to learn of its secrets, not those of the local fauna and flora. Daneel went to Eravel offering to take on Quinta as an apprentice and Eravel agreed, not wanting to see his daughter unhappy. From that day forth the city of Magnimar became her playground. Daneel first made her lose the longbow, knowing it to be cumbersome in the confines of the city and taught Quinta how to target enemies and objects even right up close. She learnt how to lie, scare, cajole, observe and hide and after a year was tracking down bounties solo, only the easy ones mind you, Varisian debtors that had gone to ground and petty criminals, but Daneel trusted her out on her own, knowing she would come to him if needs be, she had a good head on her shoulders, one not prone to impetuous acts.
However, despite not wanting to learn her father’s skillset, the life of an adventurer following in her footsteps appealed to her. She spent long hours talking to him over an ale in the inn, and to the other adventurers that frequented the establishment and she knew, despite how much she loved the city, that it would never be enough. She craved fame and fortune and tracking down petty miscreants was never going to bring her that despite the regular pay. With this in mind she has conducted a number of interviews in the Golden Bough to put her ‘team’ together.

Quintas strength lies in her ability to adjust, whether it be altering her attitude and persona in a social situation so as to go unnoticed, glean information or ingratiate herself into a social group or changing tactics on the fly in combat. She gives a great deal of thought to her actions and is rarely impulsive. She does however have a very strong sense of right. Though she is easy with regards the good nature of evil nature of an action she always follows the lawful route and tries to prevent others from straying from that path if allied with them. Within the company, despite it being a party of equals with regards decision making and division of spoils, she will veto unlawful actions and stressed this heavily in the interviews. Considering some of the party members she has selected this is bound to cause friction, if not problems at some point.


Quinta and Company Quinta