Grayson Thornwarden
Human Ranger (Guide)/Adept 1
NG Medium Humanoid (Human)
Init +8; Senses: Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 13 (+3 armor, +1 shield)
hp 10 (1d10)
Fort +4, Ref +4, Will +3; +1 trait bonus to fortitude
Cold Resistance 2
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Greatsword +4 (2d6+5/19-20x2)
Melee: Dagger +4 (1d4/19-20x2)
Ranged: Longbow +3 (1d8/x3)
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 13, Int 12, Wis 13, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats: Improved Initiative, Quick Draw
Traits: Reactionary (+2 init), Hunter's Eye (longbow proficiency, ignore penalty on 2nd range increment)
Campaign Trait: Northern Ancestry (+1 to Fort save; cold resistance 2)
--------------------
Skills Climb +5, Craft (Traps) +5, Handle Animal +4, Knowledge (Geography) +5, Knowledge (Nature)+5, Perception +5, Profession (Trapper) +5, Stealth +4, Survival +5;
Languages: Common, Sylvan
--------------------
Equipment: Great Sword, Longbow,(40)Arrows, Dagger, Studded Leather Armor, Buckler, Torch (x2), Signal Whistle, Wrist Sheath, Collapsible Plank, Compass, Cold Weather Outfit, Artisan's Tools, Silk Rope, Grappling Hook, Backpack, Fishhook (X4), Belt Pouch, Clay Tankard, Winter Blanket, Flint and Steel
Wealth:109gp, 2sp, 2cp
--------------------
Special Abilities
--------------------
Favored Enemy (Fey)(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 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.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.
Quick Draw: You can draw weapons faster than most.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action
--------------------
Spells
--------------------
0-Level spells(Orisons)
Create Water, Guidance, Purify Food and Drink
1st-Level Spells
Endure Elements, Cure light wounds