Power Attack Prereqs: Str 13, BAB +1
Benefit: 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.
Rapid Shot: Prereqs: Dex 13, Point-Blank Shot
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
Quick Draw: Prereqs: BAB +1
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Eschew Materials: Prereqs: none
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Ranger Class Abilities
Favored Enemy (undead [+2])
Track (+2 to follow tracks)
Wild Empathy (net +1)
Combat Style (Archery)
Favored Community (Westcrown [+2]) (modifies initiative, knowledge (local), perception, stealth, & survival; does not leave a trail)
Sorcerer Class Abilities
Bloodline Arcana (use Int instead of Cha for all class abilities, +2 to know (arcana) and spellcraft checks)
Arcane Bolt (30ft ranged touch attack, 1d4 force damage, 3+Int mod times/day)
Spells - Cantrips Known (4): detect magic, detect poison, mending, read magic
Level 1 Known (2): gravity bow, magic weapon
Equipment Coins: 1185gp
Cold Iron Heavy Flail
Masterwork Composite Longbow (+4)
24 cold iron arrows
21 alchemical silver arrows
4 masterwork arrows
dust of tracelessness
50ft hemp rope
potion of cure light wounds (2)
courtier's outfit w/ jewelry
Unsure of what he did to deserve his lot in life, Caladius Rend nevertheless tries his best to keep his cloven chin up. His features betray the fact that one of his forebears consorted with dark denizens of the lower planes, and most Wiscrani are quick to remind him of it. He's spent most of his life trying to stay quiet and out of the way, hoping to avoid notice and thereby conflict, but some people just like to go looking for trouble. Unfortunately for Caladius, such folk have an uncanny way of finding him.
Caladius looks back on his youth and the constant abuse he suffered with a sardonic grin. Having years past come into full maturity, Caladius is all too aware of the fact that the cruel treatment he suffered as a child helped shape him in into the broad and towering man he is today. Such treatment is also responsible for honing his senses to trouble, teaching him to stick to the shadows, and for the large sword he carries over one shoulder for when troublesome folk find him.
Caladius has been a loner for as much of his life as he can remember. The nearest thing he could call a friend, another cast-off, down-trodden boy named Amburian offered to share some of his stale heel of bread with Caladius when the two were just children shivering in the street. The two stuck together for several weeks after that until they were set upon one night by several zombies. Caladius wasn't able to save Amburian as one of the undead monstrosities tore the lad apart, and Caladius would have surely died as well if a Hellknight hadn't arrived and slaughtered the monsters. Caladius fled before the Hellknight could question him, but he still remembers Amburian's lifeless eyes in his sleep. He has hated undead ever since.
Caladius is a quiet, stern, matter-of-fact kind of guy. He learned a long time ago that to be noticed was to be beaten. He keeps to himself, as he hasn't really known friends before, but he recognizes injustice when he sees it and isn't afraid to stand up if someone else doesn't. He's quiet, calculating, and shrewd, but not aloof or cold. Despite all he's been through, deep down he still has a good heart.
Caladius measures in at an impressive 6'4" tall, with broad shoulders and a wide stance. He wears a scratched, dinged, yet well crafted breastplate beneath a heavy, ratted wool cloak. His rust colored skin immediately betrays his heritage and the curving horns sprouting from his brow only further confirm it. Additionally, his middle and ring fingers are fused together on each hand, leaving him with rather unique handprints and great difficulty finding gloves that fit properly. Of the pair of worn leather gloves he currently wears, the middle and ring fingers have been removed. He keeps his long raven hair pulled back out of his face and a short but unkempt goatee obscures his cloven chin.
A broad sword hangs comfortably from his right shoulder, and a massive bow hangs slung over his left. At the small of his back, he keeps a well-balanced kukri in a plain black sheath.
*Stealth Attack dropped for Bonus Feat to be gained at Character Level 8
Hunter’s Bond (Ex): At 4th level, you form a bond with your hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The second option is to form a close bond with an animal companion. A spell-less ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse,
pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, you may choose a shark instead. This animal is a loyal companion that accompanies you on your adventures as appropriate for its kind. Your animal companion shares your favored enemy and favored terrain bonuses. This ability functions like the druid animal companion ability (part of the nature bond class feature).
Your effective druid level is equal to your full spell-less ranger level.
Ranger Talent: Will select Ranger Feat: Instead of a talent, you may choose a feat for which you qualify from your chosen combat style.
Fast Movement (Ex): When in a favored terrain/community, your base speed increases by +10 ft. at 5th level.