Malcharion
Half-Elf / Ranger (Freebooter)
CN Med Humanoid (Human/Elf)
Init +1; Senses: Perception +6 ; Sense Motive +2
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Defense
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AC 16, touch 11, flat-footed 15 (+4 Armour, +1 Dex, +1 Shield)
HP 12
Fort +3, Ref +3, Will +2
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Offense
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Speed 30ft.
Melee: Cold Iron Sawtooth Sabre +7 ; D8 + 4 ; S ; 19-20/x2 or
Warhammer + 5 ; d8 + 4 ; B ; /x3
Ranged: Chakram +2 ; D8 + 4 ; S ; x2
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Statistics
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Str 18, Dex 13, Con 12, Int 10, Wis 14, Cha 10
Base Atk + 1 ; CMB +5 ; CMD 16
Feats: Exotic Proficiency (Saw-Tooth Sabre) (Half Elf Bonus), Weapon Focus (Saw-Tooth Sabre)
Traits: Armour Expert, Expert Duellist
Skills: [6] Climb (1) +8, Knowledge (Geography) (1) +4, Perception (1) + 6 Profession (Sailor) (1) +10, Survival (1) + 6, Swim (1) + 8,
Languages: Common,
SQ :
Combat Gear: M/W Cold Iron Saw-Tooth Sabre, M/W Chain Shirt, M/W Buckler, Warhammer, 5x Chakram
Kit: Ranger’ Kit
Other: Spring-Loaded Wrist Sheath, grappling Hook
Alchemical: Acid Flask x2 (20gp), Holy Water x2 (50gp), Anti-Plague(50gp), Anti-Toxin(50gp)
Wands: Cure Light Wounds 50/50 [2pp]
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Special Abilities
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Spells:
Race:
Ancestral Arms(Saw-Tooth Sabre): Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level.
Shoreborn: Shoreborn gain a +4 racial bonus on Swim checks as well as on Profession (sailor) and Wisdom checks to pilot a sea vessel. They also have an innate sense of direction and can never get lost at sea.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Multitalented (Ranger / : Half-elves 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.
Class:
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.
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.
Traits:
Expert Duellist: You gain a +1 trait bonus to your Armor Class so long as you are adjacent to a single foe. This trait bonus is not applied to your Armor Class for touch attacks or when you are denied your Dexterity bonus.
Armour Expert: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.