BELRIK
Male Human ranger 1
NG medium humanoid (human)
Init +5; Senses Perception +8,
Languages Common
AC 15, touch 13, flat-footed 12
hp 12 (1 HD)
Fort +3, Ref +5, Will +2
Speed 30 ft. (6 squares)
Melee longsword +1 (1d8/19-20)
Ranged longbow +4 (1d8/x3)
Face 5 ft. Reach 5 ft.
Base Atk +1; Combat Manuever Bonus +1
Atk Options Favored Enemy (Undead) +2,
Str 11, Dex 17, Con 12, Int 10, Wis 14, Cha 14
Special Qualities Bonus Feat, Skilled, Track +1, Wild Empathy +3,
Feats
Alertness, Armor Proficiency, Light, Armor Proficiency, Medium, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Weapon Finesse
Skills
Acrobatics +3, Bluff +2, Diplomacy +2, Disable Device +4, Disguise +2, Escape Artist +4, Fly +3, Handle Animal +6, Heal +2, Intimidate +2, Perception +8, Perform (Untrained) +2, Ride +3, Sense Motive +5, Stealth +7, Survival +6, Survival (Follow or identify tracks) +7,
Possessions
longsword; leather armor; traveler's outfit; arrows (20); bedroll; flint and steel; Backpack ; Longbow ; Pouch (Belt) ; 44 gp
Special Abilities
Bonus Feat Humans select one extra feat at 1st level.
Favored Enemy (Undead) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Track (Ex) You gain +1 to Survival checks made to follow or identify tracks.
Undead Slayer (Pharasma) Instructed at a young age in the tenets of the faith of Pharasma, you view the undead as abominations that must be destroyed, so their souls can journey beyond to be judged. You gain a +1 trait bonus on weapon damage against undead.
Wild Empathy (Ex) You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+3 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.