Favored Enemy (Ex): 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.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) 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.
Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. 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). At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Hunter's Bond (Ex): At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
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STATISTICS
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Str 18, Dex 18, Con (12 spore drain)14, Int 12, Wis 14, Cha 10
Base Atk +6/+1; CMB +10; CMD 24
Feats Point Blank Shot, Precise Shot, Rapid Shot, Endurance, Weapon Focus (longbow), Deadly Aim, Improved Precise Shot, Manyshot
TraitsMissing Sibling, Sense Danger Trained Skills Acrobatics +10, Climb +10, Diplomacy +7, Intimidate +11, Handle Animal +7, Heal +10, Knowledge (nature) +8, Knowledge(geography) +11, Perception +14, Sense Motive +11, Stealth +14, Survival +13 (+17 tracking)
Untrained Skills Escape Artist +3, Fly +3,
Languages Common, Shoanti
SQ wild empathy +6, track, hunters bond, swift tracker
Other Gear +1 elven chain (7,150gp)
+1 darkwood buckler (1,503gp)
+1 mighty (+4) composite longbow (2,800gp)
masterwork greatsword (375gp)
everburning torch (110gp)
Consumables
2 potions of cats grace (400gp)
2 cure moderate wounds potions (400gp)
wand of resist energy 20 charges (1,800gp)
elixir of firebreath (1,100gp)
Other Magic Items brooch of shielding (1,500gp)
bead of force (3,000gp)
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RACIAL TRAITS
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Skilled Gain 1 skill point per level.
Bonus Feat Gain a bonus feat at 1st level.
Favoured Class (3 hit points, 5 extra skill point)
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Background Information
Spoiler:
Background
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Two goals that are important to Varlis.
1) He searches on behalf of Marshall Endrin for the missing Lord Seneschal Neolandis Kaepopolis.
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Two secrets about Varlis
1) He has a secret fear of spiders. One night his camp was attacked and the men overwhelmed. Varlis woke at a poisonous bite and barely managed to escape with his life. The screams have lived with him long and the night sweats still come from time to time.
2) His sister married a wandering shoanti and has not been seen or heard since she left to join the tribe in the Cinderlands.
People that are tied to Varlis is the hardest section of all.
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Three memories, mannerisms or quirks Varlis possesses.
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