CE Male Human Ranger 5 (CR 4)
Initiative: +2; Perception: +10
AC: 15 (Armor +3, Dex +2) Touch: 12; Flat Footed: 13
Melee: Short Sword (1, 19-20, x2), Dagger (1, 19-20 x2) or Short Sword (4)
Ranged: Longbow, composite (7 1d4, 19-20 x2, 10’)
Skills [7/lvl]: Bluff (4), Craft* (5), Handle Animal* (4), Intimidate* (5), Knowledge [geography]* (5), Knowledge [religion] (10), Ride* (5), Spellcraft* (10), Survival* (5)
Feats: Two-Weapon Fighting, Double Slice, Endurance,
STR 13 (2) CON 14 (1) WIS 12 (+1) CHA 8 (-1)
BAB: +5; CMB: +6; CMD: 18
Fort: +6; Ref: +6; Will: +2
Favored Enemy: Wolf, Humanoid (Orc) [+2 Bluff, Knowledge, Perception, Sense Motive, Survival, attack, damage; may make Knowledge rolls untrained to identify]. 1st favored enemy bonus is increased by +2
Track: Ranger adds his level to his Survival skill to track
Wild Empathy: 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 Feat: (Two Weapon Combat)
Favored Terrain: (Mountain—including hills) +2 initiative checks, Knowledge (geography), Perception, Stealth, and Survival in this terrain. Ranger leaves no trail and cannot be tracked.
Hunter’s Bond: Animal Companion = Hawk (“Spyut” [spear])
2 1st Level: Entangle, Pass without Trace (DC 12)
Languages: Tradespeak, Jossian, Urkhani
Dagger (x5): 2 boots, 2 belt, 1 murder weapon
Longbow, composite with 20 arrows (quiver)
Studded Leather (-1 Armor Check)
Flint and steel
Trail rations (5 days)
Token of Jörn (Perception 20 to find)