Name Daren Varkon
Half-elf Male Ranger- Trapper/Infiltrator/Archer
NG, M, Humanoid (Half-Elf)
Init +2; Senses Perception +11
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Leather, +2 from dex)
hp 12/12
Fort +4, Ref +4, Will +2
OFFENSE
Speed 30ft
Melee +4
Ranged +3
Combat Options
+4 Falchion 2d4+4 (18-20/X2 Crit)
+3 Falchion 2d4+7 (18-20/X2 Crit) Power Attacking
+3 Shortbow 1d6 (x3 Crit)-Range 70'
STATISTICS
Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Attack +1; CMB +4; CMD 16
Feats
Skill Focus: Perception
Power Attack
Traits
Knowing the Enemy (+1 Knowledge: Local for Humans and as class skill)
Reckless (Acrobatics is a class skill, +1 to it)
Trained Skills
Acrobatics +7 (1 Ranks, +2 Dex, +3 Class, +1 Trait)
Disable Device +6 (1 Ranks, +2 Dex, +3 Class) +1 Vs. Traps
Heal +6 (1 Ranks, +2 Wis, +3 Class)
Know: Local +4 (1 Ranks, +0 Int, +3 Class) +1 Vs. Humans
Perception +11 (1 Ranks, +2 Wis, +3 Class, +2 Race, +3 Feat)
Stealth +6 (1 Ranks, +2 Dex, +3 Class) +1 Vs. Traps
Survival +6 (1 Ranks, +2 Wis, +3 Class) +1 For Tracking
Ranger Abilities
Favored Enemy Humanoid (Human): +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 adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.
Wild Empathy: 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.
Languages
Common, Elven
Gold:
Possession:
Falchion
Shortbow
Quiver with 20 Arrows
Leather Armor
Leather Armor
Thieves Tools