Alignment: Chaotic Neutral Character level: Race: Half-elf Gender: Male Age: 24 Weight: 125 Height: 6' Hair: Brown Eyes: Emerald Green Size: Medium STR:10 +0 DEX:11 +0 CON:11 +0 INT:15 +2 WIS:13 +1 CHA:9 -1 Hit Points Total: 9 Current: 9 AC Total: Base: 10 Armor Bonus: +4 Shield Bonus: Dex Modifier: +3 Size Modifier: Natural Armor Modifier: +0 Deflection Modifier: Misc Modifier: Touch AC: Flat-Footed AC: Saving Throws: Fortitude (Constitution) Total: Base: +2 Ability Modifier: Magic Modifier: Misc Modifier: Temp Modifier: Reflex (Dexterity) Total: Base: +2 Ability Modifier: Magic Modifier: Misc Modifier: Temp Modifier: Will (Wisdom) Total: Base: +0 Ability Modifier: Magic Modifier: Misc Modifier: Temp Modifier: Base Attack Bonus: Spell Resistance: CMB Total: 0 Base Attack Bonus: +1 Stregnth Modifier: -1 Size Modifier: +0 CMD Total: 0 Base Attack Bonus: +1 Stregnth Modifier: -1 Size Modifier: +0 Skills: Survival: +1 + +1 = 2 Swim: 0 + +2 = 2 Ride: 0 + +1 = 1 Perception: +1 + +1 + +2 = 4 Heal: +1 + +1 = 2 Knowledge (Geography): +2 + +1 = 3 Knowledge (Nature): +2 + +1 = 3 Stealth: 0 +1 = 1 Languages: Common, Elven, Necril, Abirai Traits: Low-Light Vision: Half-elves can see twice as far as humans in condition s of dim light. Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st leve l. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Elf Blood: Half-elves count as both elves and humans for any effect rela ted to race. 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 thos e classes. Feats: Pass For Human Youre easily mistaken for a human rather than a member of your own race. Prerequisite: Half-elf, half-orc, or halfling (see Special). Benefit: You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive the penalty for disguising yourself as a member of an other race when you do so. In areas largely populated or settled by humans, you can take 10 on your Disguise check, meaning most people tend to assume you are human unless given a reason to think otherwise. Special: A halfling may take this feat, but must have the Childlike feat as a prerequisite. The benefits of the two feats stack. Skill Focus Choose a skill. You are particularly adept at that skill. Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Special: You can gain this feat multiple times. Its effects do not stack . Each time you take the feat, it applies to a new skill. Equipment: Gold: 250 starting (current: 32.26) weight: 49 lbs (1)Armored Coat: 50 gp A/S Bonus +4 Dex Bonus +3 AC Penalty -2 Speed 20/15 Weight 20 lbs. (1)Long Bow: 75 gp 1d8 x3 100 ft. 3 lbs. (3)Arrows (common): 2 gp 6 lbs. (40 count) (1)Kit, mess: .2 gp 1 lb (1)Backpack: 2 gp 2 lb (1)Belt pouch: 1 gp 1/2 lb (1)Bed Roll: .1 gp 5 lb (1)Blanket: .5 gp 3 lb (1)Hammock: .1 gp 3 lb (1)Rope, silk (50 ft): 10 gp 5 lb (1)Heatstone: 20 gp 1 lb (4)Soap: .04 gp 2 lb (2)Canteen: 4 gp 2 lb (1)Outfit (cold weather): free (starter) 7 lb (1)Snow Shoes: 5 gp 4 lb (1)Smoked Goggles: 10 gp (1)Neck Guard: 10 gp 1/2 lb (1)Flint+Steel 1 gp (1)Iron Pot .8 gp 4 lb Class: Ranger http://www.d20pfsrd.com/classes/core-classes/ranger Spec.: Battle Scout http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-ar chetypes/battle-scout Favored enemy - elves At 1st level, a ranger selects a creature type from the ranger favored enemies t able. 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 a ttack and damage rolls against them. A ranger may make Knowledge skill checks untraine d 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) i ncreases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also ch oose an associated subtype, as indicated on the table below. (Note that there are oth er types of humanoid to choose fromthose called out specifically on the table below are me rely the most common.) If a specific creature falls into more than one category of fa vored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Wild Empathy A ranger can improve the initial attitude of an animal. This ability functions j ust like a Diplomacy check to improve the attitude of a person (see Using Skills). T he ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wil d 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 ano ther 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 Intell igence score of 1 or 2, but he takes a 4 penalty on the check.