About Yngvild Max HP:39 (4d10+12) Current HP:27 Non Lethal:
Defense AC: 22 (10+ 7 Armor +3 Dex)
Armor +1 Breastplate Max Dex +3 ACP: 0 Speed: 30 Saves:
=========================================================== Offense
Combat: +2 att/dam vs humans
Ammunition: 50 common arrows, 10 incendiary arrows, ============================================================= Special Abilities
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. Track (Ex):
Wild Empathy (Ex): +4 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. Combat Style: Two Weapon(Two Weapon Fighting) Endurance: +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. You may sleep in light or medium armor without becoming fatigued.
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. 1st Favored Terrain (Ex) : Cold At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. 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: 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. ==================================================================== Adventuring Skills: 6+0 Int mod +FCB=7 per level
Background Skills: 2
================================================================ Feats:
Traits: Northern Ancestry: One of your parents came from
Frostborn: Long nights in the frigid winters of the north have inured you to cold. Benefit: You gain a +4 trait bonus on any savings throws made to resist the effects of cold environments, as well as a +1 trait bonus on all saving throws against cold effects. =========================================================================== = Equipment/Gear (lbs) Ranger's Kit: backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit,rope, torches (10), trail rations (5 days), and a waterskin. Whetstone, 2 fishhooks, Blanket, cold weather outfit (+5 to fort saves vs cold weather),healer's kit, 10 tindertwigs.
Poisons:
Oil: Magic Weapon Potions: 2 CLW, 1 Bull's strength, 1 enlarge person, 2 barkskin, 1 protection from arrows =================================================================
Background Description Wealth pp 230 gp sp cp
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