Tornel Raus
Male Human Ranger (Yokai Hunter) 1
NG Medium humanoid (human)
Init +6; Perception +5
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
HP 13 (1d10+3)
Fort +4, Ref +6, Will +1
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Offense
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Speed 20 ft.
Melee great sword +3 (2d6+3/19-20)
Ranged longbow (composite/+2/darkwood) +6 (1d8+2/x3), within 30 ft. +7 (1d8+3)
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Statistics
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Str 14, Dex 18, Con 14, Int 11, Wis 13, Cha 7
Base Atk +1; CMB +3(+5 grapple); CMD 17
Languages Common
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Feats
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Point Blank Shot
Precise Shot
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Traits and Drawbacks
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Paragon of Speed You are quicker than normal members of your race, and gain a +2 trait bonus on Initiative checks.
Rich Parents You were born into a rich family, perhaps even the nobility. Your starting cash increases to 900 gp.
Child of the Crusade Your parents were members of
the crusade, as were their parents before them. (If you
are an elf, gnome, or other long-lived race, these could
be brothers or cousins instead, since it’s possible that
the Worldwound simply didn’t exist at a time before
you were born.) The righteousness of the crusades
sometimes feels as if it runs in your very blood, and
it bolsters you against demonic inf luence. Your
parents may be alive still, or they may have perished
on a mission—that choice is up to you. You grew up
knowing them, though, and their zeal and devotion to
the crusade is the primary reason you feel the same way.
They’ve told you of other family members who have also
been involved in the crusade, and it’s not uncommon
for you to meet a distant cousin or long-lost aunt, uncle,
or other family member while traveling among the
border towns of Mendev. This strong family tie bolsters
your mind and sense of belonging to the crusade. Once
per day when you fail a saving throw against an effect
created by a demon that would possess or incapacitate
you mentally, you may immediately reroll that saving
throw as a free action. You must take the second result,
even if it is worse.
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Skills
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Acrobatics +1
Acrobatics (Jump) -3
Climb -1
Heal +5
Knowledge (Dungeoneering) +4
Knowledge(Geography) +4
Knowledge (Nature) +4
Perception +5
Sense Motive +1
Stealth +5
Survival +5
Survival (Find Food) +8
Survival (Follow or identify tracks) +6
Swim -1
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SQ
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Favored Yokai (Outsider (Evil)) +2
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Gear
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chain shirt; greatsword; Longbow (Composite/+2/Darkwood) ; Backpack, Masterwork [ Waterskin (Filled); Rope (Silk/50 ft.); Halfling Trail Rations (x10); Bedroll; Blanket; Flint and Steel; Inkpen; Ink (1 oz. Vial); Arrows (20/Cold Iron) (x3); Coin (Gold Piece) (x9); Coin (Platinum Piece); Coin (Silver Piece) (x3); ];
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Special Abilities
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Bonus Feat Humans select one extra feat at 1st level.
Favored Yokai (Outsider (Evil)) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against evil outsiders. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
In addition, whenever a yokai hunter sees a favored yokai that is disguised or has not made its otherworldly essence known, he gains an automatic check to identify the creature as such. To make this check, a yokai hunter rolls 1d20 and adds his yokai hunter level and Charisma modifier (DC 10 + 1/2 the yokai’s Hit Dice + the yokai’s Cha modifier). A successful check means that the yokai hunter recognizes the creature’s ties to the spiritual world. Regardless of whether the check is successful, a yokai hunter gains the bonus on weapon attacks and damage rolls against favored yokai.
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.
Weapon and Armor Proficiency A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
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+-1 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.
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Background:
He could smell them on the winds, he always could; the tinge of acrid air that met the nostrils, and the cold pervasive undertones of dried blood and brimstone. He could taste their insatiable hunger, and feel the way the earth choked from their passage. Every step he took in the monsters footsteps was like an assault on his senses, an affront to every aspect of his being. The land itself cried out to him to find and put an end to this wretched abomination, and he would do so with arrow and blade. It had always been this way, on the hunt.
Tornel could scarcely remember a time when he wasn’t training in swordplay or archery, or reviewing texts on the crusades, or pouring over books of the occult on various demons and their ilk. Born into the house of Raus, Tornel was to be but one of many in a long line of crusaders. His mother and father served in the crusades, as both their fathers did before them. The tales of valorous exploits of his grandparents inspired Tornel, and by the time he reached adulthood he was a formidable combatant and a sound tactician. Shortly thereafter he left his home for the wilds, for it had always been there he had felt his calling.
As a boy up until adulthood, Tornel had always heard of demons that left the Worldwound and slipped by the crusaders on the borderlands to prey upon the innocent. And he took it upon himself to be that secondary net against the forces of darkness. He spent much of the next three years, patrolling the wild places of Mendev, honing his ability in combat, and his strange knack for sensing out the tainted.
It occurred to Tornel he hadn’t visited his mother in father in little over a year, Kenabres was but a week’s travel from where he was. Perhaps after the death of the foulness he now tracked he would visit them for a short time.
Tornel snapped out of his reverie and quickened his pace tracking the beast. Slowly his ears began to ring; it wouldn’t be long now…