About Brek Aybara
Brek Aybara (and his wolf Soldier)
Male human (Kellid) ranger 4; Fame 21, Prestige 17; Faction Grand Lodge; Religion totemism
CG Medium humanoid (human); 5'10", 184#, 22 yrs., cropped brown hair, gray eyes, deep tan skin
Init +4; Senses Perception +9
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DEFENSE
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 36 (4d10+8)
Fort +5, Ref +6, Will +4; +4 to some via Endurance, +1 vs. fear, +2 vs. haunts
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OFFENSE
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Speed 30 ft., run x4
Melee adamantine greatsword +9 (2d6+6/19-20) or
. . mw silvered warhammer +9 (1d8+3/x3 one-handed) or
. . dagger +8 (1d4+4/19-20) or
. . cold iron spiked gauntlet +8 (1d4+4)
Ranged darkwood composite (+3) longbow +7 (1d8+3/x3, 110 ft.) or
. . dagger +6 (1d4+4/19-20, 10 ft.)
Special Attacks favored enemy (humans +2)
Ranger Spells Prepared (CL 1st; concentration +3)
. . 1--entangle (Ref DC 13)
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STATISTICS
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Str 18, Dex 14, Con 13, Int 12, Wis 14, Cha 8
Base Atk +4; CMB +8; CMD 20
Feats Deadly Aim (-2/+4), Endurance(B), Power Attack (-2/+6), Quick Draw, Rapid Shot(B)
Traits Indomitable Faith (totemism), Reactionary
Skills Climb +8 (+10 kit), Diplomacy +0, Handle Animal +6, Intimidate +6, Knowledge (dungeoneering +8, geography +5, nature +8), Perception +9, Profession (scout) +6, Stealth +7*, Survival +9 (+11 follow tracks), Swim +7*. Armor check -1 (-0 to climb and jump).
Skill Ranks Climb 1, Diplomacy 1, Handle Animal 4, Intimidate 4, Knowledge (dungeoneering 4, geography 1, nature 4), Perception 4, Profession (scout 1), Stealth 3, Survival 4, Swim 1.
Languages Common, Hallit, Sylvan.
SQ favored terrain (underground +2), track +2, wild empathy +3
Armor and Weapons (35 lbs.) mithral agile breastplate, adamantine greatsword, cold iron spiked gauntlet, dagger, darkwood composite (+3) longbow with 29 cold iron arrows, mw silvered warhammer.
Combat Gear (3 lbs.) alchemist's fire (3), antiplague (2), bladeguard, oil of magic weapon, wand of cure light wounds (2 PP, 16 charges).
Other Gear (61 lbs.) alexandrite gem, Sky Key fragment (Sigrid), wayfinder, mw backpack, bedroll, belt pouch, candle (3), chalk (3), climber's kit, courtier's outfit, earplugs, explorer’s outfit, fishhook (3), flint and steel, hammer, iron pot, locked gauntlet, map case, mug, parchment (5), sack, sewing needle, signal whistle, silk rope (50 ft.), smelling salts, smoked goggles, string, tindertwig (2), torch (4), trail rations (4), waterskin, whetstone.
Funds 1306 GP, 3 SP; Encumbrance light (99 lbs.); Loads 0-116, 117-233, 234-350.
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Special Abilities
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Favored Enemy (humans +2) (Ex) Add the listed bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks, and on weapon attack and damage rolls. Attempt Knowledge checks to identify even if untrained.
Favored Terrain (underground +2) (Ex) Add the listed bonus on Knowledge (geography), Perception, Stealth, and Survival checks, and initiative checks, in this terrain. Cannot be tracked but may leave a trail if desired.
Track +2 (Ex) Add the listed bonus on Survival checks made to follow tracks.
Wild Empathy +3 (Ex) Improve the initial attitude of an animal, as if using Diplomacy.
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