Kyras
Male Half-Elf Ranger 2
NG Medium humanoid (elf)(human)
Init +4; Senses Low-Light Vision; Perception +11
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Defense
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AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 18 (2d10+2)
Fort +4, Ref +6, Will +2 (+2 bonus vs. enchantment spells and effects)
Immune magic sleep effects
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Offense
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Speed 30 ft.
Melee mwk cold iron longsword +5 (1d8+2/19-20)
mwk warhammer +5 (1d8+2/x3)
Ranged composite longbow +5 (1d8/×3)
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Statistics
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Str 15, Dex 16, Con 12, Int 10, Wis 14, Cha 11
Base Atk +2; CMB +4; CMD 17
Feats
Power Attack:
-1 attack and +2 damage.
Skill Focus(Perception):
+3 to Perception rolls
Rapid Shot:
When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
Traits
Tracker of the Society:
+1 trait bonus on Initiative checks and a +2 trait bonus on Survival skill checks made
while traveling through any of your favored terrains.
Child of Nature:
+2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (Survival) is always a class skill for you.
Skills Handle Animal +5, Heal +6, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Knowledge (nature) +5, Perception +11, Profession(trapper) +6, Survival +7(+9 to find food and water), Stealth +8
Languages Common, Elven
Combat Gear alchemist's fire, potion of cure light wounds Other Gear masterwork breastplate, arrows (30), mwk cold iron longsword, composite longbow, mwk warhammer, backpack, flint and steel, waterskin, silk rope, sunrod, trail rations (2), 328.8 gp
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Special Abilities
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Elf Blood:
count as both elves and humans for any effect related to race.
Multitalented:
choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.(+2 skill points for animal companion.
Favored Enemy:
+2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against animals. 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.
Adaptability:
gains Skill Focus(Perception)
Track:
adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy:
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.
He was raised in a non-Elven metropolis with his middle-class soldier of a father. It seems like to him everytime he comes across an elf, they don't treat him with much respect, so he strives not to be just like them, even taking pleasure in taking out the evil ones. Found a friend in a half-elf hunter, on the outskirts of the city who taught him the ways of the ranger. An evil humanoid monster once told him who his mother was to keep from getting killed, however he broke that promise afterwards, killing the monster and having mixed feelings to this day.