Half-elf ranger-wizard brewmaster!


Female half-elf ranger 1/transmuter 1
NG Medium humanoid (elf, human)
Init 4; Senses low-light vision; Perception +11


AC 14, touch 14, flat-footed 10 (4 Dex)
hp 18 (2 HD; 1d6+1d10+2)
Fort 3, Ref 6, Will 4; +2 vs. enchantments, +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol
Immune sleep; Resist fortified drinker


Speed 30 ft.
Melee punching dagger +2 (1d4
1/×3) or
   unarmed strike 2 (1d31 nonlethal)
Ranged blowgun 5 (1d2) or
   composite shortbow +5 (1d6/×3) or
   shortbow +5 (1d6/×3)
Special Attacks favored enemy (animals +2)
Arcane School Spell-Like Abilities (CL 1st; concentration +2)
   4/day—telekinetic fist (1d4 bludgeoning)
Transmuter Spells Prepared (CL 1st; concentration +2)
   1st—color spray (DC 12), magic missile
   0 (at will)—ghost sound (DC 11), mage hand, open/close (DC 11), prestidigitation
   Opposition Schools Divination, Enchantment


Str 12, Dex 18, Con 11, Int 13, Wis 15, Cha 8
Base Atk
1; CMB 2; CMD 16
Feats Elven AccuracyAPG, Scribe Scroll, Skill Focus (Perception)
Traits fortified drinker, resilient
Skills Climb +5, Craft (alchemy) +5, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Linguistics +5, Perception +11, Spellcraft +5, Stealth +8, Survival +6, Swim +5; Racial Modifiers
2 Perception
Languages Common, Dwarven, Elven, Goblin
SQ arcane bond (amulet), elf blood, physical enhancement (+1), track +1, wild empathy +0
Other Gear armored coatAPG, arrows (60), blowgun, blowgun darts (10), composite shortbow, punching dagger, shortbow, - arcane bond amulet -, ale (per gallon), flask, flint and steel, jumpsuit, kaijitsu hat, maps with arrows on them, mop, mug/tankard, waterskin, wizard starting spellbook, 2 pp, 122 gp, 2 sp, 5 cp

Special Abilities

Arcane Bond (Amulet) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Divination You must spend 2 slots to cast spells from the Divination school.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Accuracy Reroll miss chance due to concealment.
Elven Immunities – Sleep You are immune to magic sleep effects.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Favored Enemy (Animals +2) (Ex) +2 to rolls vs. Favored Enemy (Animals) foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Physical Enhancement +1 (Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Telekinetic Fist (1d4 bludgeoning, 4/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Track +1 Add the listed bonus to survival checks made to track.
Transmutation Transmuters use magic to change the world around them.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.



Song of Brew & Ire fakegiraffe