Your bonuses to attack and damage are incorrect. In your hands, a masterwork, composite (strength rating +2) longbow has a +5 to attack rolls. This is from a +3 base attack bonus, +1 Dexterity modifier, and +1 for masterwork quality. With a strength rating of +2, the damage with this bow is 1d8 +2. Your attack dealt 8 damage, not 9.
Str 14, Dex 12, Con 14, Int 16, Wis 13, Cha 10
Skill Focus (+3 Stealth),
Shield Focus(Combat)Benefit: Increase the AC bonus granted by any shield you are using by 1.
Power attack (You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points 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 Benefit: 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.
Charge of the Righteous Benefit: When you charge an undead creature or an evil outsider, you do not take the –2 penalty for charging.
Jaded (You gain a +2 trait bonus on saving throws against Fear)
Stormrider:The constant pitch of the deck has taught you to be light-footed and wary. You gain a +1 trait bonus to Fortitude to avoid taking damage from storms while at sea, or Reflex saves to keep your footing while on a ship.
Heirloom Weapon: You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family.(Benefit, proficiency with that specific weapon, a +1 trait bonus on attacks of opportunity with that specific weapon, a +2 trait bonus (+2 Trip) on one kind of combat maneuver when using that specific weapon)
Skills:Craft (Bows) +7, Handle Animal + 5, Heal +7, Intimidate +6, Knowledge (Geography) +9, Knowledge (Nature) +9, Knowledge (Religion)+5, Perception +7, Profession (herbalist) +5, Ride +6, Stealth +7, Survival +7, Swim +6
Languages: Common, Dwarven, Orcish, Draconic
SQ Hero Points (1)
Combat Gear Armored coat (masterwork), Cloak of Resistance+1, Heavy well-crafted shield +1, Heavy runic mace, longsword (family heirloom), guisarmes, composite longbow (masterwork)
General Items bedroll, backpack, traveler's outfit, whet stone, blanket, butterfly net, matches, nice fur hat, Handy Haversack, flint and tinder
2sp, 45gp, 0cp, 1614 gold bits
10 1/2 candles
2 holy water flask
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Favored Enemy (Human):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. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. 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.
Wild Empathy: 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 (see Using Skills). 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, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Favored Terrain (Mountain) 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).
Balion comes from a distant region, the birthplace of Aroden the the immortal Azlanti human who raised the Starstone from the bottom of the Inner Sea. Aroden ruled Westcrown as a living god until 4606. After his death, a thirty year civil war erupted until it bloody conclusion when the House of Thrunes seized power. After their rise to power the House of Thrunes began persecuting the Church of Aroden in favor of following the tenets of Diabolism. This persecution included the destruction of many temples and monasteries across Westcrown. With their living god gone, presumed dead, many of Arodens followers lost faith and moved on to other gods.
Balions Grandfather was one of the few remaining clerics of the Church of Aroden until his remote monastery was sacked, killing all his family but his infant son. Severely wounded, Balion's grandfather fled the community of clerics in Westcrown after the destruction of his monastery in search of greener pastures. Fleeing across the sea to the continent of Hamonreld. He died shortly after settling in Karn, leaving his only son in the care of strangers. An elderly dwarven farming couple, who made a meager living in the hills of Karn, generously took in Balions Father. Before passing on Balion's Grandfather placed a sword of the order of Aroden in the couples care, representing the laws, knowledge, and protection he provided his followers.
Balion's Father led an unremarkable life. Acting as a game warden of sorts in the areas surrounding Karn. Living amongst dwarves, orcs and humans alike he was able to learn their languages and a portion of their customs. So open was Balion's Father with other races that he was treacherously killed by a group of prejudice humans. Shortly after his father's murder Balion's mother died of fever, leaving him in the care of the same old couple who raised his father.
So at the age of six Balion became an orphan raised by the same old farmers who had raised his Father. Growing up in the hills of Karn he became accustomed to hill country and followed the trade of his father. Balion forever harbors a hatred towards his own kind for depriving him of his father. Despite his surrogate parents attempts to console him, his father's death left him jaded.Those who know Balion find his behavior slightly odd and distant, perhaps a byproduct of being a only child of stand-in dwarven parents.
Cut off from the world, Balion lives alone roaming the hills surrounding Karn tracking, hunting, and guiding sell-swords through the wilderness. Although Balion avoids any major conflicts he has fought more than his fair share. He lives his life completely unaware of his families struggle against the Diabolist or his Grandfather's religious order.
While taller than most humans he is not a particularly large man. Balion is a barrel chested thirty-something year old human male. Despite his farmhand physique Balion possesses otherwise lean features. Under his wide brim hat his short cropped beard hides a collection of scars gained through petty tavern fights and close encounters. His rather large hands show the signs of a hard life bearing calluses and scars alike. Balion is particularly fond of hats, priding himself as a head-ware connoisseur. Ever searching for the hat that offers the greatest amount of cover, comfort, and style