| Full Name | Milon Rodham | 
			
			
				
					| Race | Human | 
			
			
				
					| Classes/Levels | hp 39 AC 14, touch 12, flat-footed 12 Fort +5, Ref +5, Will +2  init+2  perc +9  | 
			
			
			
			
			
			
			
			
			
			
			
			
			
			
			
			
			
		
	 
	
		About Milon Rodham
		Milon
Male Human ranger 3 Archetypes Guide, 
None Medium humanoid (human)
Init +2, Senses Perception +9
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DEFENSE
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex, )
hp 39 ((3d10)+9)
Fort +5, Ref +5, Will +2
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OFFENSE
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Speed 30 ft.
Ranged longbow (composite/+4/darkwood) +6 (1d8+4/x3), within 30 ft. +7 (1d8+5)
Melee masterwork dagger (cold iron) +8 (1d4+4/19-20)
Ranged masterwork dagger (cold iron/thrown) +6 (1d4+5/19-20), within 30 ft. +7 (1d4+5)
Melee masterwork greataxe (cold iron) +8 (1d12+6/x3)
Melee battleaxe +7 (1d8+4/x3)
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TACTICS
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STATISTICS
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Str 18, Dex 14, Con 14, Int 12, Wis 13, Cha 10,
Base Atk +3; CMB +7; CMD 19 (20 vs trip)
Feats Alertness, Animal Affinity, Catch Off-Guard, Endurance, Point-Blank Shot
Skills Climb +9, Handle Animal +7, Knowledge (Local) +2, Knowledge (Nature) +6, Perception +9, Profession (Woodcutter) +7, Ride +9, Spellcraft +5, Stealth +8, Survival +7, Swim +10, 
Traits Child of Nature (Gozreh) (Knowledge (Nature)), 
Languages Common, Sylvan
SQ bonus feat, favored terrain (forest) +2, humanoid traits, ranger's focus, skilled, track +1, wild empathy +3, 
Combat Gear 
Other Gear longbow (composite/+4/darkwood), outfit (explorer's), leather, arrows (20), masterwork dagger (cold iron), masterwork greataxe (cold iron), battleaxe, 1505.0 gp
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SPECIAL ABILITIES
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Bonus Feat Humans select one extra feat at 1st level.
Child of Nature (Gozreh) (Knowledge (Nature)) You have been blessed by Gozreh to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.
Favored Terrain (Forest) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in forest terrain (coniferous and deciduous). Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Log Roller (forest) The time you spent leaping between slippery logs as they whirled down the river to market taught you how to keep your footing. You gain a +1 trait bonus on Acrobatics checks and a +1 trait bonus to your CMD when attempting to resist trip attacks.
Ranger's Focus (Ex) At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the ranger's focus until it is reduced to 0 or fewer hit points or surrenders, or until the ranger designates a new focus, whichever occurs first. The ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2. At 4th level, and every 3 levels thereafter, the ranger can use this ability one additional time per day. This ability replaces favored enemy.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Wild Empathy 
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+3 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.