About Ewald SalodarThe second son of a family with many titles and little hard cash Ewald was destined like most second sons for the army of Taldor since childhood..it was to his fathers discontent therefore when he declared that he would not be serving in the prestigious cavalry regiment his father had chosen for him but in the border scouts..a ragtag mixture of mercenaries, vagabonds and near outlaws that patrol the border with Quadira using the tactics of their opponents against them. When he had an urgent message to return to the capital to meet the bride his father had chosen for him he returned reluctantly and when he did found that she had run away to some backwater town to the north. Believing the girl to be a shrinking wallflower scared into vapours by the thought of marriage to a comparative stranger he determined to go after her without revealing his identity.Having a years leave due he decided to take it and see more of his own nation as well as hunting down his errant betrothed The Taldar noble lad who left for the border 4 years ago had returned a very different man...confident,but not foolhardy..self assured but not arrogant. He has an easy manner with those of the lower orders unlike his peers..any feeling of superiority soon gets knocked out off you on the border. Having found and then given up the girl he grew discontented with Taldane society in general and after his year was up he resigned his commission and emigrated to Andoran a place where he could be judged on who he was and not what he was,as soldiering is all he knows and is something he is good at he drifted into the Army and has risen to officers rank again..this time by merit not by birth. Combat AC 22(Mithral Breastplate +2,Buckler +1,+2 Dex)Armour check penalty 0 HP 45 Saves F/R/W +6/+7/+3 BaB +6/+1 Two Bladed Sword (+1/+1) Attacks +10/+5(+8/+8/+3/+3 when using TWF) Damage 1d8+4 (1d8+3/1d8+3 when using TWF) MW Comp.Longbow(+2str) +9/+4 1d8+2 Feats
Traits Fencer: You trained with blades for long hours as a
Anatomist: You have studied the workings of anatomy,
Skills 9pts/lvl (6 class +1 favoured,+1Int,+1 race) Handle Animal +11 (6+3+2Cha) Heal +10 (6+3+1Wis) Intimidate +11 (6+3+2Cha) Knowledge (Nature) +10 (6+3+1Int) Knowledge (Geography) +10 (6+3+1Int) Perception +10(6+3+1Wis) Ride +11 (6+3+2Dex) Stealth +11 (6+3+2Dex) Survival +10 (6+3+1Wis) Special 1st Favoured Enemy..Humanoid(Human)+4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks,+4 bonus on weapon
2nd Favoured enemy..Outsider(evil))+2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks,+2 bonus on weapon
1st Favoured Terrain.Mountain(includes hills):+2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. Animal Companion Alarin:Eagle Size Small; Speed 10 ft., fly 80 ft. (average) Hit points 19 AC 17 (+3 natural armor, Dodge, +3 Dex) Saves F/R/W +4/+6/+3 Attacks bite +5 (1d4), 2 talons +2(1d4) Ability Scores
Special Qualities low-light vision,link, share spells, evasion Feats Dodge, Weapon finesse bite Spells Memorised Magic Fang,Longstrider Equipment(16000 gp) Two bladed sword +1/+1 4400gp Mithral Breastplate +2 8200gp +1 Darkwood buckler 1215gp MW Composite Longbow (+2Str) 600gp 3 potions of Cure Medium Wounds 900gp 4 potions cure light wounds 200gp Combat trained Heavy Warhorse 300gp Military Saddle +saddle bags 24gp Pack Mule +pack saddle 13gp Tent 10gp Backpack 2gp Waterskin 1gp Belt pouch 1gp Flint & steel 50' silk rope Ever burning torch. 10 days field Rations 120 arrows(20 on person 100 extra on mule) 18 silver, 20 copper in his pouch Class Features Spoiler:
Favored Enemy (Ex): 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. Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify 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. Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list. If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed. Endurance: A ranger gains Endurance as a bonus feat at 3rd level. Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. 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 (Ex): At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. 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. The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level – 3. Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list presented in Spell Lists. A ranger must choose and prepare his spells in advance. To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier. Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3. |