Poseus Murandae, lower class family
Male Gymnaga Commoner 1/ Ranger (Skirmisher) 2
NG Medium Humanoid (Gymnaga)
Experience: 3400
Init +3; Senses Perception +7, low-light vision 50 ft
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DEFENSE
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AC 16, touch 13, flat-footed 13. . (+3 Dex, +3 armor)
HP 17 (10+4+2+1)
Fort +5, Ref +6, Will +1
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OFFENSE
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Speed 30 ft. (Light Armor)
Melee Spear +6 (1d8+6/20/x3)
With Power Attack +5 (1d8+6+3,20/x3)
Ranged Spear +5 (1d8+4/20/x3) 20 ft
Ranged: Crude Sashi-Anhain Shortbow (5 arrows) +5 (1d6/x2) (60 feet)
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STATISTICS
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Str 18 (17+1), Dex 16, Con 12 (14-2), Int 13 (11+2), Wis 13, Cha 12 (10+2)
Base Atk +2; CMB +6; CMD 19
Feats: Quick Draw, Rapid Shot, Power Attack
Traits: Resilient (+1 Fort Saves)
Skills: Perception 3 rank (+7), Survival 3 rank (+7,+8 when tracking), Swim 2 rank (+11), Stealth 3 rank (+9), Knowledge (Nature) 2 ranks (+6), Knowledge (Geography) 2 ranks (+6), Handle Animal 2 ranks (+6)
Languages: Common, Gymnaga, Elven
Combat Gear: 3 Spears, Bandolier, mwrk Studded Leather Armour, Sashi-Anhain Shortbow with 5 arrows.
Other Gear (in backpack): backpack, knife, flint and steel, hatchet.
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SPECIAL ABILITIES
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Favored Class: Ranger (+2 hp)
Favored Enemy: Monstrous Humanoids
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:
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy:
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.
Combat Style: Archery