Str 18 (16 +2race), Dex 16, Con 12 (11 +1 lvl4), Int 10, Wis 14 (13 +1 lvl4), Cha 10
Base Atk +6; CMB +10; CMD 23
Feats Dodge (L1), Mobility (H1), Precise Shot (R2), Power Attack (L3), Endurance (R3), Opening Volley (L5), Manyshot (R6)
Traits
- Life of Toil (+1 trait bonus on Fortitude saves)
- Know the Land ( +1 trait bonus to Survival and Knowledge Nature)
Languages Common
History:
Raoul's family lived on the outskirts of a village near the Shudderwood, but the family was barely part of the community. A nasty rumor had starts years ago that the family was 'tainted' and as a result the superstitious folk barely associated with them. Growing up he had 7 brothers and sisters but only 2 remained on his 18th name day. They did not die, they simply disappeared. Raoul's parents barely mourned these losses, they pretended nothing happened and moved on.
He was smart enough to make the connection between the missing siblings and the werewolves of the 'Wood so when Raoul finally left home he chose to study nature and the forest, his hatred for the lycans driving him to learn how to hunt and battle them.
Recently the trails he walks have been filled with another type of enemy: more and more of the walking dead have been seen in the Shudderwood of late, forcing Raoul to begin studying them as well in order to continue protecting the forest.
Racial Abilities:
Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.
Track(Ex) +3 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.
Combat Style Feats Archery
Favored Enemies Humanoid Shapeshifter +4, Undead +2
Favored bonus on Weapon attack and damage, Bluff, Knowledge, Perception, Sense Motive, and Survival checks against selected creatures. May make Knowledge skill checks untrained when attempting to identify these creatures.
Favored Terrain +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks in that terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Spells Lvl 1; 2 per day