Male Human Ranger(Skirmisher)
N Medium Humanoid (Human)
Init +3;
Senses Normal Vision; Perception +7
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Defense
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AC 15, touch 13, flat-footed 12
HP 20/20
Fort +5, Ref +6, Will +2
CMD 16
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Offense
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Speed 30 ft.
Melee
Quarterstaff +4 1d6+3
Range
Longbow +6 1d8 60'
BAB +2
CMB +4
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Statistics
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Str 14, Dex 17, Con 14, Int 14, Wis 14, Cha 8
Skills Acrobatics +6, Climb +6, Heal +7, Know(Dungeoneering) +7, Know(Geo) +7, Know(Nature) +7, Perception +7, Ride +7, Stealth +8, Survival +8(+2 to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.), Swim +6
Languages Common, Elvish, Shoanti
Traits Shoanti Steed; Wisdom in the Flesh(Acrobatics)
Feats:
Focused Shot: As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Point-Blank Shot: +1 attack and damage with ranged weapons within 30'.
Precise Shot: No penalty for shooting into melee.
Special Abilities:
Archetype: Skirmisher
Bonus Feat: Humans gain a bonus feat at level 1.
Favored Enemy: Gain a bonus on bluff, Knowledge, perception, sense motive, survival checks and attack and damage rolls against the following types of creatures: Human(+2);
Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.
Shoanti Steed: You begin play with a combat trained light horse. While riding this horse bareback, you are treated as though you were riding it with a riding saddle (placing any actual saddle upon the horse negates this benefit). The horse can fend for itself outside of settlements in all but the most hostile environments. If whistled for outside of a community, the horse typically arrives within 1d6 minutes. If your horse is slain, you may receive a new horse by returning to your clan and performing a vigil for its spirit (a rite that costs 100 gp in rare herbs and incense).
Track: Half Ranger level (+1) on survival checks to follow tracks.
Wild Empathy(1d20+0): 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.
Wisdom in the Flesh: Use wisdom for Acrobatics; Acrobatics as a class skill.
Armor Proficiency: Light, Medium, Shield (Except Tower)
Weapon Proficiency: All simple, All Martial, Bastard Sword
Kest was born into the Moon Clan, the great archers and hunters of the Shoanti people. He was always restless, even for a young Shoanti. He preferred to be alone with his horse, Sato, and took up position scouting ahead of his nomadic tribe as they traveled the plateau. He excelled at it, but quickly grew bored with the endless desert of his home. In his mid-teens, feeling he had learned all his people had to offer, he headed south in search for adventure. He found it, though not in the sense of dragon slaying and rescuing fair maidens. People with his skills were in high demand by merchants to act as guards and guides and by governments, looking to fill in the blank areas of the map.
He thoroughly enjoyed his new life. He never cared for material wealth and could live off the land indefinitely, but getting paid to travel and explore was the best thing Kest could think of. He learned elvish trading and working with the elves that populate the wilds of Varisia, finding them a useful, if arrogant, people to be allied to.
Occasionally he returns to the Rise, letting his friends and family know he’s doing well and about the world. He learned quite a bit about cartography, being that’s what he does most days, and brings them elaborate maps he’s created of areas no one else had ever been. His honorific is well earned.
He doesn’t seek out conflict but he can more than handle himself. He prefers to ambush opponents when possible, making for quick clean kills. He’s fairly laid back and enjoys his life, so he’s usually quite happy, but he isn’t the most personable and doesn’t know how to be very diplomatic.
Today he has just finished a very long job escorting a merchant across the Mushfens to Magnimar, leaving him unemployed and looking for something to do.