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Special Abilities
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Favored Enemy undead +2 (Ex) bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type.
Likewise, he gets a bonus on weapon attack and damage rolls against them.
A ranger may make Knowledge skill checks untrained when attempting to identify his 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.
Bot me:
Manfri will not charge away from the party, preferring to let melee monsters come to him.
He will try to set up a flank with Chuufa or Bam with a 5 ft step whenever possible.
His preferred weapon is the Warhammer wielded in one hand. He switches to the longsword if slashing damage is required. He raises his shield at the end of each turn.
Power attack is always on, unless it is obvious one hit will finish the foe.
Manfri was born on Desna’s never-ending trail, somewhere in western Varisia to a washerwoman mother and tinsmith father. Pitifully ordinary as a child, at puberty a bout of Bonecrusher fever saw him double his weight and grow a foot inside a sennight.
The instant attention this brought left Manfri at a loss. Something of a dreamer, he had neither the wit nor popularity to either play the noble fool, or interest the caravan's maidens. While the distraught but quiet lecture given to him by his mother after an incident by the Upper Yondabakari that left both his younger brothers half-drowned, convinced him against a gangster’s life.
Left in a holding pattern, while exuding an overwhelming STAY AWAY aura, Manfri understands interpersonal relationships and a purpose in life are crucial to his well-being. Sparring and working out with Sczarni wannabees leaves him cold, but at least it’s a start until the Song of the Spheres sorts out what to do with him …