Weapon Training(Bows) @ Level 5
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):
Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword.
Bows: composite longbow, composite shortbow, longbow, and shortbow.
Ranger gains a 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.
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex)
Combat Style Feat (Ex)
At 2nd level, a ranger must select a Combat Style Feat. Additional bonus feats gained at higher levels. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor.
A ranger gains Endurance as a bonus feat at 3rd level.
Light Load: x < 43 lbs.
Medium Load: 44 < x < 86 lbs.
Heavy Load: 87 < x < 130 lbs
+1 Adaptive Composite Longbow
Tempest grants ER fire 5
Gust of Wind 3/day(CL 5)
Ice arrows at will. ice arrows aren't frost arrows, but arrows made of ice that will do 1-8 cold damage instead of piercing. Point being they will still do 150% damage against cold vulnerable creatures.
Kzrira is short and athletic with mid-length straight brown hair. She has fiery green eyes. While her complexion is as tanned and dark as most in Katapesh, her bone structure shows that her parentage comes from somewhere in the north. Kzrira has always been very independent, hating those who would seek to control and dominate others. For her, freedom to choose while helping others is the most tenant in her life. When she believes her beliefs are correct, she is willing to speak her mind and stubbornly stick to her ideals.
Kzrira was born in Sothis in Osirion. Her early years were spent primarily with her mother as her father was the captain of a merchant ship plying the waters of the Inner Sea. At the age of 5, her mother was taken ill with a mysterious disease and died shortly thereafter. Knowing that his young daughter could not survive in Sothis, Captain Maiwith brought Kzrira aboard his ship where she lived for several years. At the age of 8, Captain Maiwith's ship was attacked by pirates. As she had done many times before, Kzrira hid below deck. Unfortunately, her father's ship was overcome and commandeered by the pirates who sailed the ship to their hideout south of Katapesh. Kzrira escaped from the ship and made her way to Katapesh where she joined many other orphans living on the streets and finding what food she could, usually via five finger discount.
At the age of 10, she was caught by a city patrol and was set to have her hand removed as was the custom for thievery. Fortunately, her angel arrived. She was rescued by Haleen who took her in and raised her as her own child. Haleen reached an agreement with the constable whereby Kzrira would apprentice with a local bowyer and fletcher. Over then next several years, Kzrira slowly learned to craft fine bows and became an expert archer. Although Haleen was not always the mother figure that Kzrira recalled from her youth, the caring and love Kzrira received created a bond as strong as mother-daughter.
While Kzrira grew to love archery and crafting fine bows, she knew there was more. At the age of 15, she signed on with a merchant company and began to travel across Katapesh protecting caravans and even traveling by ship to such distant ports as Absalom, Katheer and Mechitar. In addition to her skills with bows, Kzrira found that she could fight with a rapier and beat much stronger opponents due to her quickness and agility.
Several months ago, upon returning from a trip to Qadira, Kzrira was shocked to find that Haleen was not at home and was nowhere to be found. All that Haleen had left was a note saying she apologized for departing, and asking Kzrira to not follow. Kzrira has attempted to comply with Haleen's wishes. However, her last caravan was overland to Solku, and while returning she spoke with a guard on another caravan heading west who told her that he had seen someone fitting Haleen's description heading toward the ghost town of Kelmarane.
Upon returning to Katapesh, Kzrira discovered that a man named Garavel was setting up some sort of an expedition to the mysterious Kelmarane. Kzrira quickly signed on in the hope of finding her savior, Haleen.