Wounds (0) HP (13) AC (17/14/13) Saves (4/6/0) Initiative (+4)
About Gul gra-Dushnikh
To Hit: +5
To Hit: +5
Race and Traits:
* +4 Strength, +4 Dexterity, +2 Constitution, -4 Intelligence, -2 Wisdom, -4 Charisma.
* Darkvision: Greenskin orcs can see in the dark up to 60 feet.
* Special Qualities: ferocity, light sensitivity, scent
* Keen Senses: Greenskin orcs gain a +2 racial bonus to Perception checks.
* Camouflage: Because of their coloration, greenskin orcs gain a +4 racial bonus to Stealth checks when in temperate and warm forests.
* Languages: Greenskin orcs begin play speaking Common and Orc. Greenskin orcs with high Intelligence scores can choose from the following languages: Giant, Goblin.
* Local Ties (Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3.)
* Rich Parents (900 starting gold)
Feats, Skills, Equipment:
Lvl 1: Point Blank Shot
Lvl 2: Precise Shot
Lvl 3: Rapid Shot
Lvl 5: Weapon Focus
Lvl 6: Manyshot
Lvl 7: Iron Will
Lvl 9: Improved Iron Will
Lvl 10: Improved Precise Shot
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.
* A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.
* A fortune-finder adds 1/2 his level (minimum 1) on all Climb and Swim checks. This replaces track.
* 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.
Lvl 1: Humans