Yiola, this is the only name that her have. The name she won living on the streets of Ilizmagorti. At Mediogalti learned to eat the remains, the timing of when was needful flee by the water, or, the sapience to survive in the jungle. In wilderness had inured living together with animals. On time she began her understand them. Their needs, their desires.
Living with murderous pirates, Yiola learned to "read" these "biped". But she has always preferred the animals, and with them built her personality. The pirates were cruel and killers, but she don’t care, the meaning of what was good or bad does not matter. She sold her services to anyone who could pay the price. Bit by bit she managed to get service like guide, someone who could provide information how to survive in the jungles or in the sewers of Redshore.
Yiola never knew who are her parents, never cared. She only had been wanting survive. Her look (a green bluish skin and a lot of body hair) was never a problem, because she lived most of your life with animals than people. But her only curiosity was how she had been conceived. If your parents had loved or hate each other, and if your birth was due to violence. Always believed that love did not exist among the people, just hate, self-interest and evil means.
Sheet:
Yiola
Female Half-orc , Ranger (Beast Master) 1
N Medium Humanoid
Init +4; Senses Low-light vision, Perception +6
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Defense
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AC 17, touch 10, flat-footed 13 (+3 armor, +4 dexterity)
hp 12 (1d10+2)
Fort +4, Ref +6, Will +2
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Offense
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Speed 30 ft.
Melee Cutlass+1 (1d6/18-20x2)
Ranged Longbow+5 (1d8/x3) 110ft or Net (entangled ranged touch) 10ft
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Statistics
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Str 10, Dex 18, Con 14, Int 10, Wis 14, Cha 10
Base Atk+1; CMB+1; CMD15
Feats Precise Shot
Traits Illizmagorti Native, Born to the Water
Skills Acrobatics 7 (+1+3+4-1), Climb 5 (+1+3+0+2-1), Handle Animal 6 (+1+3+0+2), Perception 6 (+1+3+2) {8 to find hidden objects}, Sense Motive 3 (+2+1), Survival +6 (+1+3+2), {7 to track}, Swim 4 (+1+3+0+1-1).
Languages Common
Combat Gear Longbow (75gp), Cutlass (15gp), Net (20gp)
Other Gear Hide shirt (20gp), Arrow(s), common [40] (2gp), Backpack (2gp),Waterskin (1gp), Belt Pouch (1gp). 39gp
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Racial
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Forest Walker More at home in the forests and jungles of the world, these half-orcs are well adapted to their surroundings. Half-orcs with this trait have low-light vision and gain a +2 racial bonus on Climb checks. This racial trait replaces darkvision.
Beastmaster Some half-orcs have a spiritual kinship with fantastical beasts, capturing them for sport or living and hunting with them. A half-orc with this trait treats whips and nets as martial weapons and gains a +2 racial bonus on Handle Animal checks. This racial trait replaces orc ferocity.
Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Scavenger Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.
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Traits
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Ilizmagorti Native You grew up in the city of Ilizmagorti on Mediogalti Island, a pirate port infamous for both the scoundrels who visit it and the feared Red Mantis assassins who run it. You’ve been around pirates all your life, but you’ve learned to be wary in your dealings with people, as there’s no telling who might be a Red Mantis in disguise. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, your familiarity with the pirate’s life allows you to make untrained Knowledge (local) checks regarding pirates or the region of the Shackles.
Looking to make your fortune, you hopped aboard a pirate ship in Ilizmagorti, and decided to celebrate your safe arrival in Port Peril with a few drinks at a tavern called the Formidably Maid. There were some suspicious-looking characters there, to be sure, and you decided to give them a wide berth, but as you left, feeling a bit woozy from drink, you were set upon by thugs in a dark alley and knocked unconscious.
Born to the Water You gain a +1 bonus on Swim checks and only need to make Swim checks once every 2 hours to avoid fatigue, instead of once each hour.
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Class
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Favored Enemy (Ex)
1º Humanoid (Human)
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, 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.
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.