Other Gear
Studded Leather Armor, Wolf-Skin Hood (+1 Awesomeness), Longbow, Morning Star, Rapier, Light Wooden Shield, 15 Arrows, 17 Blunt Arrows, 44gp
Mwk Crossbow
Mwk Shortsword
Tower Shield
A piece of the map to the Crypt
-1 small tent
-1 winter blanket
-5 days worth of rations
-1 full waterskin
-A leather case containing thieves’ tools with mother's initials
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Traits
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Racial Traits (Human)
Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. (Dex)
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Personality Traits
Second Chance: Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.
Reactionary: +2 to initiative
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Special Abilities
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Weapon and Armor Proficiency
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
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. (Undead)
Stone Scouting (Ex)
A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking.
Vermin Affinity (Ex)
A dungeon rover gains the ability to improve the attitude of mindless subterranean creatures. This ability functions as the wild empathy class feature, except a dungeon rover can influence any vermin (even those without Intelligence scores) instead of animals. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. Replaces Wild Empathy.
(Wild Empathy Reference)
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.
Appearance/Personality
Seen as a lanky, aloof sort of kid, Fonzy would not be expected to be any sort of threat to anyone. His shaggy hair and kid like face only added to this, until people witnessed his skill with a bow. Fonzy has been looking forward to entering the local crypt since his father told tales of him venturing down as a young man, seeing it as a right of passage into manhood.
Background:
Raised in Kassen by his middle class parents, Fonzy spent most of his time daydreaming about exploring vast dungeons just like the stories his father told him. His father is also the one that trained him in the art of dungeoneering and using a bow to overcome his lack of physical power. Always the smallest of his peers, Fonzy had to adapt through strategy. Whether that meant running away or preparing in advance for any encounter.
Campaign Questions
How did your character come to be in Kassen? Fonzy was born in Kassen when his father decided to retire from being a mercenary there after meeting a lovely bookworm that studied crypts just like the one at Kassen. He lives with his parents just outside of town in a quaint forest cottage. Growing up hearing the stories of the crypt, as his father was part of an expedition long ago. What does your character do for a living? He hunts and forages along with his parents to sell hides and other goods. Why did they pursue the adventurer style/interests/class they did? Learning the art if dungeoneering from his mother and combat from his father, Fonzy has dreamed of becoming an adventurer since he was a toddler. He was never strong enough to be a Melee combatant so his only option was take up the bow. This combined with everything he learned from his mother made him the perfect fit for a dungeon raiding ranger.