Male Human Ranger 2
CG Medium humanoid (human, human)
Init +2;
Senses Perception +6,
DEFENSE
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 Studded Leather )
hp 22 (2d10)+2 Current:
Fort +4, Ref +5, Will +1
OFFENSE
Speed 30 ft.
Melee greataxe (two handed) +6 ((two handed) 1d12+6/x3)
Melee Power Attack: greataxe (two handed) +5 ((two handed) 1d12+9/x3)
Ranged longbow +4 (1d8/x3)
Ranged Rapid Shot: longbow +2/+2 (1d8/x3)
Space 5 ft.; Reach 5 ft.
[b]Special Attacks Favored Enemy (Animal) +2,
STATISTICS
Str 18, Dex 14, Con 13, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +5; CMD 17
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Martial Weapon Proficiency, Power Attack, Quick Draw, Shield Proficiency, Simple Weapon Proficiency
Skills
Climb +8,
Craft (Bows) +4,
Handle Animal +5,
Knowledge (Nature) +5,
Perception +6,
Stealth +7,
Survival +6, Survival (Follow or identify tracks) +7,
Swim +7
Languages Common
Special Qualities Bonus Feat, Skilled, Track +1, Wild Empathy +2,
Possessions arrows (20); greataxe; outfit (explorer's); Studded Leather; Backpack [ Bedroll; Grappling Hook; Lantern (Hooded); Oil (1 Pint Flask) (x2); Rope (Hemp/50 ft.); Sack; Waterskin (Filled); Whetstone; ]; Longbow ; Pouch (Belt) [ Flint and Steel; ]; Pouch (Belt) ; Sack ; Dagger (x2) ; shortsword ;
; Elderwood moss wrapped in cloth ;
; Joe Dane's ring w/ flaming hawk crest ;
; masterwork stonemason's tools ;
; sack w/ 62 gp ;
; 300 gp ruby ;
SPECIAL ABILITIES
Bonus Feat Humans select one extra feat at 1st level.
Favored Enemy (Animal) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against animals. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Track (Ex) You gain +1 to Survival checks made to follow or identify tracks.
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+2 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.