Combat: +2 att/dam vs humans,
Melee: Masterwork Handaxe +6 1d6
Melee: Masterwork Cold Iron Elven curveblade +7 1d10 18-20
Melee:Dagger +6 1d4 19-20 or +6 ranged 1d4 19-20
Ranged: Masterwork Longbow +7 (+8 within 30 ft) 1d8 x3 100ft
Ammunition: 40 common arrows, 6 incendiary arrows, 20 flight arrows (1d6 120ft), 8 cold iron arrows,
Special Abilities 1st favored enemy: (Human) +2
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.
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex): +4
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(Point blank Shot)
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent
their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Chapter 7.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against
enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they
take a level in either one of those classes. See Chapter 3 for more information about favored classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose
any languages they want (except secret languages, such as Druidic).
Favored class Ranger, Sorceror
Traits: Resilient: Growing up in a violent neighborhood
or in the unforgiving wilds often forced you to subsist
on food and water from doubtful sources. You’ve built
up your mettle as a result, and gain a +1 trait bonus on
Devotee of the Green: Your faith in the natural world
or one of the gods of nature makes it easy for you to pick
up on related concepts. You gain a +1 trait bonus on
Knowledge (geography) and Knowledge (nature) checks,
and one of these skills (your choice) is always a class skill
Ranger's Kit: backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. Whetstone, 2 fishhooks, Blanket, healer's kit, 10 tindertwigs.
leaf armor, weapons
Potion of Feather Step
Thorn's mother was a Ranger, a member of the local scouting and protective force that patrolled the region, protecting the society, yet apart from it. On one of her exploratory missions she was badly wounded deep in the forest. Unable to move, deep in Kobold territory, she resigned herself to the fact that she probably wouldn't last the night.
She survived 4 days alone.
At the edge of delirium, running a brutal fever, she swore she was hallucinating when she saw him, a tall powerful figure, pained in the colors of the jungle, primal and wild yet with deeply intelligent eyes. She was amongst the very few to see a Forest Elf.
Over the next week the elf cared for her, creating a shelter, hunting food and finding exotic herbs to heal her. Through her knowledge of elven they were able to communicate. He spoke of his people, of their isolationist nature and his curiosity, he warned her however, that were she to ever set foot in his village she would probably be killed.
Four weeks they spent together, sharing food and stories, sharing the spirit of the wild, sharing...everything. When she was fully healed they parted, understanding that as in nature, everything had its season, no matter how brief. His last gifts to her were a unique blade of elven design, and the child developing inside her.
Her daughter was born, raised by her mother, in the spirit and memory of her father, wild, free, untamed.
Description Thorn Blackleaf