Dressed in tight fitting leather tunic and pants, a thick wool cloak about her shoulders. A old battered wide brimmed hat covers her head, and her deep red curls flow down over her shoulders. From beneath her hat and curls, deep green eyes judge all those who cross her gaze. Though most often seen with bow in hand, a menacing falchion hangs across her back. Kylia is an exotic and dangerous woman of the woods
Free spirited, strong willed, Kylia goes where the wind takes here. Her father was a simple woodsman who always wanted a son. Unfortunately shortly after Kylia was born, her mother died in a goblin attack. Life was never easy, but they survived and Kylia learned much from her father. 5 years ago her father meet another woman, and moved closer to the city. Kylia severely disliked her new "mother figure" and left the following year. She has recently returned to Restov after only to learn that the years have not been kind to her father. The area bandits have grown in number and daring, and many of her father's traps have been taken. A few weeks ago, he was attacked and wounded while bringing his furs to town for trade. Kylia has been looking for a chance at payback, and the sword lords seem to have offered her just that.
AC 16, +4 chain shirt, +2 dex
HP 12 (1d10)+2
Speed 30 ft.
Melee: Falchion (two handed) Attack +5 / Damage 2d4+6/18-20)
Ranged: Masterwork longbow +4 (1d8/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Favored Enemy: Humanoid(Human) +2,hit and damage
Total wight 69.5lbs. light load=<100lbs.
Horse (from campaign trait)
Human: Deadly Aim
1st Level: Power Attack
General trait: Reactionary
Campaign trait: Pioneer (+1 ride skill)
Trained 7 (5+1 human +1 sp for favored class)
Handle Animal 4: 1+3+0
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks
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.
1st favored Enemy: Humanoid (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.