Full Name |
Faunra Chorval |
Race |
Elf |
Classes/Levels |
F Elven Ranger 3 | HP 21/33 | AC 17 | T 12 | FF 15 | CMD 18 | Fort +5 | Ref +5 | Will +1 | Init +2 | Perc +8| SM +4 |
Gender |
Female |
Size |
Medium |
Age |
140 |
Alignment |
Neutral Good |
Deity |
Erastil |
Location |
Nirmathas |
Languages |
Common, Elven |
Occupation |
Militia Reserves |
Strength |
16 |
Dexterity |
14 |
Constitution |
14 |
Intelligence |
10 |
Wisdom |
11 |
Charisma |
9 |
About Faunra Chorval
Init +2; Senses Perception +8
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 33 (3d10+9)
Fort +5, Ref +5, Will +1
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Offense
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Speed 20 ft.
greatsword +5 (2d6+4/19-20)
longsword +5 (1d8+3/19-20)
Shortbow +4 (1d6/x3)
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Statistics
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Str 16, Dex 14, Con 14, Int 10, Wis 11, Cha 9
Base Atk +3; CMB +4; CMD 18
Feats
Toughness
Rapid Shot
Power Attack
Endurance
Favored Enemy: Undead
Favored Terrain: Underground
Skills
Climb +7 (1)
Heal +5 (2)
Knowledge (dungeoneering) +5 (2)
Knowledge (local) +1 (1)
Knowledge (nature) +4 (1)
Knowledge (religion) +2 (2)
Perception +8 (3)
Stealth +3 (2)
Survival- +6 (3)
Swim +7 (1)
Languages Common, Elven
Combat Gear- shortbow, greatsword, longsword, scale mail, heavy wooden shield,
32 arrows, waterskin, backpack, bedroll, blanket, hemp rope, 4 torches, 4 trail rations, 3 bread, flint and steel 13 gp 4 sp
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Special Abilities
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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.
Track (Ex)
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.