Male dwarf ranger (freebooter) 2
N Medium Humanoid (dwarf)
Init +2;
Senses Darkvision 60;
Perception +5
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Defense
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AC 16,
Touch 12,
Flat-Footed 14 (+4 Armor, +2 Dex)
HP 26 (2d10+3 CON)
Fort +6,
Ref +5,
Will +2 (+2 racial bonus on saving throws vs. poison, spells, and SLA)
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Offense
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Speed 20 ft.
Melee +4 Dwarven Double Waraxe (1d10+3, x3)
+3 Cold Iron Earthbreaker (2d6+2, x3)
Ranged +3 Composite Longbow (1d8+1, x3)
Special Attacks Freebooter's Bane (+1)
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Statistics
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Str 15,
Dex 14,
Con 16,
Int 12,
Wis 13,
Cha 8
Base Atk +1;
CMB +3;
CMD 15 (+4 vs. bull rush or trip)
Feats Power Attack, Shield of Swings (B)
Traits Armor Expert
Skills (14 – 12 + 2 Int) Climb +7, Intimidate +4, Heal +5, Knowledge (nature) +6, Perception +5, Profession (Sailor) +5, Spellcraft +6, Stealth +7, Swim +7
Racial Modifiers +2 Con, +2 Wis, -2 Cha
Languages Common, Dwarf, Orc
SQ Wild Empathy (+1/-3), Hardy (+2), Stability (+4), Greed (+2), Stonecutting (+2), Hatred (+1 att/dmg vs. orc or goblinoid), Defensive Training (+4 dodge to AC vs giants)
Other Gear Composite Longbow (+1), Masterwork Dwarven Double Waraxe, Cold Iron Earthbreaker, Masterwork Chain Shirt, Ranger's Kit, Arrows (20), Cold Iron Arrows (20), 101 g
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Special Abilities
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Freebooter's Bane (Ex): At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1.
The freebooter’s bane lasts until the target dies or the freebooter selects a new target. This ability replaces favored enemy.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify 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.