Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Traits:
Faction - Observant: +1 bonus to Perception checks; Perception = class skill.
Combat - Reactionary: +2 bonus to Initiative.
Special Abilities:
Favored Class - Ranger: +1 HP or +1 skill point each class level.
Favored Enemy - Humanoid (human): +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.
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 Chapter 4). 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.
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wealth earned: 513gp (4-19 Night March of Kalkamedes) + 400 gp (10-16 What the Helms Hide)
Remaining Wealth: 344 gp, 9 sp, 8 cp
Carry Weight: 99.5 lb
Background:
The swampers of the Graidmere hate the Reinholds, who have defended their ranch along the bog’s edge for eight generations. Although the family has suffered curses and murders, they stand as the best-known trackers and bandit hunters in Sinaria.