Ranger/1 l AC 14 T 13 FF 13 l HP 13/13 l F +4 R +6 W +2 l Init +4 l Perc +6/+7*
Neutral (tends toward good)
About Morgan Iron Wolf
AC: 14 (14 touch, 10 flat-footed)
HP: 13/13 (10 base, 2 con, 1 pref. class)
Initiative: +4 (+4 dex)
Speed: 30 ft.
BAB: +1 Attack:
Favored Enemy:Goblinoids (+1 to attack and damage, +1 to Bluff, Knowledge, Perception, Sense Motive and Survival to track, may use Knowledge untrained to identify)
Fort: +4 Ref: +6 Will: +2
Tall, with a lean, muscular build, Morgan would probably be quite pretty if she weren't so rough around the edges. Her thick, shoulder length auburn hair is twisted and roughly braided, her posture and movement lack femine grace, and bear stronger resemblance to a predatory cat. Her facial expression seems be a omnipresent scowl.
Morgan was the youngest child of her family of eight children, and the only girl. With seven brothers, she grew up to be stronger and faster than most young women. If she hadn't she probably would have starved, as her siblings often descended on the evening table like a pack of ravenous wolves.
That image resonated with Morgan, who prided herself on not being the runt of the litter. In fact, more than one of her brothers sported a black eye or split lip complements of her fury.
When she finally came of age, and struck out on her own, she decided to make a name for herself. She wasn't just a peasant girl named Morgan. She was Morgan Iron Wolf, and she was determined to live up to that name.
+2 to one ability score
bonus skill point
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. 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.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow 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.
Sense Motive: +3/+4* (1 rank, o class, 2 wis, 1 favored enemy)
Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Point-Blank Shot: +1 to hit and +1 to damage to ranged targets within 30 feet.