A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Favored Enemy (Ex): Humanoid (Human)
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.
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex)
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.
Heavy Steel Shield
Danielle’s father, Moussa is a big Mwangi man who traveled the Inner Sea working as a blacksmith. Something about Sandpoint made him linger ...well, it was her mother, Cassandra Kazinzakis, a barmaid with a wit as sharp as her whiskeys. Danielle is their first child, followed by a 16 year old brother named Ondonde and a 12 year old sister Laura. She grew up happy and comfortable, watching her father make weapons of war and her mother hold court at the pub. She grew tall, strong, and as sharp as her mother. From a young age she practiced with her father’s swords, showing a strong natural talent. Though she once desired to follow her father’s footsteps, the heat of the forge was no substitute for the heat of battle.
She has inherited her father’s former wanderlust, but as of yet has made no great journey to speak of. She spends her days serving ales at her mother’s pub, taking special interest in any particularly well-equipped guests who often find themselves surprised by her knowledge of weaponry and armor.
She’s meant for something bigger, she knows deep inside, but she just doesn’t have any idea what.
Danielle is tall, standing at nearly six feet in height. She is fit and even stronger than she looks. She has large, deep brown eyes and smooth, nut-colored skin. Her hairstyle varies, often the natural curls and kinks allowed to do as they would like. She has several tattoos, both of Mwangi and Varisian design, and is proud of her mixed heritage. She takes meticulous care of her clothing, weapons, and armor, and works harder to look good than she wants to let on.