G’Boar Hulighan is a rugged sort from the northern clans, betrayed by his ancestral tribal tattoos, ethnic kilted tartan, and abundant scars which tell the tale of his tempestuous upbringing. He is tall for his people, at 6’3”, but his air of confidence and self-worth make him appear somehow taller; his demeanor not being one of arrogance, but instead one of supreme confidence. His build is athletic and supremely defined, like that that of a wild animal who challenges his very essence with every physical endeavor. Such strength and endurance comes from repeated exerting ordeals, as if his very existence relied on his body’s ability to perform.
As comfortable as snow is on the mountains, so is G’Boar’s comfort in the wilderness. Having been banished from his village at the age of 9 for the accused misgivings of his father, G’Boar existed quietly on his own at the fringes of society as he honed his woodland aptitude. On the contrary, the circumstances that honed his martial and predatory skills dulled his ability to trust others.
G’Boar wears masterwork studded leather armor and bracers and is as equally lethal fighting in his traditional clan structure wielding his masterwork cold iron longsword and masterwork buckler as he is with his bastardized version of a woodsman’s axe. And his years of needing to hunt to stay alive have perfected his acumen with the composite longbow and hunting knife .
G'BOAR S. HULIGHAN
Male Human (Kellid) Ranger 1
LN Medium humanoid (human)
Init +5; Senses Perception +6,
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex, )
hp 16 (1d10)+6
Fort +4, Ref +5, Will +2
OFFENSE
Speed 20 ft.
Ranged composite longbow +4 (1d8/x3), within 30 ft. +5 (1d8+4)
Melee masterwork buckler +0 (1d3+2)
Ranged acid (flask) +4 (1d6+1), within 30 ft. +5 (1d6+1)
Ranged alchemist's fire (flask) +4 (1d6+1), within 30 ft. +5 (1d6+1)
Ranged tanglefoot bag +4 (/none/x0), within 30 ft. +5 ()
Melee battleaxe +3 (1d8+2/x3)
Melee dagger +3 (1d4+2/19-20)
Ranged dagger (thrown) +4 (1d4+3/19-20), within 30 ft. +5 (1d4+3)
Melee cold iron longsword +4 (1d8+2/19-20)
Special Attacks Animal +2,
STATISTICS
Str 14, Dex 17, Con 14, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +3; CMD 16
Backpack, Common [ Acid (Flask) (x2); Alchemist's Fire (Flask) (x2); Bedroll; Fishhook; Flint and Steel; Grappling Hook, Common; Musical Instrument (Bagpipes/Masterwork); Potion of Cure Light Wounds (x2); Rope (Silk/50 ft.); Tanglefoot Bag; ];
SPECIAL ABILITIES Animal (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against animals. 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.
Highlander (hills or mountains) You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
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 tracks.
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+0 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.
Attacks:
Ranged Attacks inside 30' otherwise take away +1 atk and dmg Vs Animals: +2 Atk/Dmg
[dice=Longbow Atk Vs ??]1d20+1+3+1[/dice]
[dice=Damage?]1d8+2+1[/dice]
[dice=Masterwork Longsword Melee vs ??]1d20+1+1+2[/dice]
[dice=Damage?]1d8+2[/dice]
[dice=Dagger Melee Vs ??]1d20+1+2[/dice]
[dice=Damage?]1d4+2[/dice]
[dice=Thrown Dagger Vs ??]1d20+1+3+1[/dice]
[dice=Damage?]1d4+2+1[/dice]
If dagger or axe is used as offhand, dual wield weapon,
-4 to hit with primary weapon if Dagger is used
-6 to hit with primary weapon if Axe is used
[dice=Offhand Dagger Melee]1d20+1+3-8[/dice]
[dice=Damage?]1d4+1[/dice]