|Ranger: Proficient with all simple and martial weapons and with all armor (hvy, lgt, and med) and shields (except tower shields).
|Favored Enemy (Ex): ( Magical Beasts ) Gain a +2 bonus on Bluff , Knowledge , Perception , Sense Motive , and Survival checks and 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.
|Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
|Wild Empathy (Ex): This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls ( d20 + Ranger lvl + Ch ) 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’ 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.