[NAME] To Do: PURCHASE GEAR BIOGRAPHICAL DETAILS Race: Human Class: Level: 7 (Scout 6 Ranger 1) XP: Needed: Gender: From: Age: Height: Weight: Eyes: Hair: Skin: Notes: Alignment: Disposition: Str: 14 (+2) Light: Dex: 17 (+3) Medium: Con: 12 (+1) Heavy: Int: 12 (+1) Wis: 11 (+0) Cha: 11 (+0) HP: 39 (Rolled an 8, 2, 3, 2, 7, 2) AC: Speed: Hit Die: d8 (Scout) PP: GP: SP: CP: Racial Abilities ============== Class Features ============== Skrimish (Ex): Deal an extra 2d6 points of damage on all attacks made during any round where moving at least 10 feet. This applies only to attacks taken during Scout's turn. The extra damage applies only to living creatures with a discernible anatomy. Ranged attacks can benefit if within 30 feet of the target. Also gains +2 competence bonus to Armor Class which applies as soon as the Scout has moved 10 feet and lasts until the start of the Scout's next turn. Trapfinding (Ex): Can use Search to locate traps with a DC over 20 and can use Disable Device to bypass or disarm magic traps. Favored Enemy (Ex) At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. 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. 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. First favored enemy: Undead. +4 bonus Second favored enemy: Constructs. +2 bonus Track A ranger gains Track as a bonus feat. Wild Empathy (Ex) A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier 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 able to study each other, which means that they 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. Battle Fortitude (Ex): At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load. Uncanny Dodge (Ex): Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player’s Handbook. Fast Movement (Ex): Starting at 3rd level, a scout’s gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature, page 41 of the Player’s Handbook. Evasion (Ex): Beginning at 5th level, a scout can avoid damage from certain attacks with a successful Reflex save. See the monk class feature, page 41 of the Player’s Handbook. Flawless Stride (Ex): Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load. ===== FEATS ===== 1:Point Blank Shot [General] You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. 1:Precise Shot [General] You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. 3:Darkstalker feat. No clue what book. You can hide normally from all senses, and can flank creatures with All-Around Vision 5: Swift Hunter. Ranger and Scout levels stack for determining extra damage and AC bonus when skrimishing as well as for favored enemies. Skrimish damage applies against any favored enemy, even if it is normally immune to critical hits or skrimish attacks. 6: Improved Skrimish If you move at least 20 feet away from where you were at the start of your turn, your skirmish damage increases by 2d6 and your competence bonus to AC from skirmish improves by 2. ====== SKILLS ====== Ability Armor Misc Skills: Ranks Ability Mod Check Mod Total Alchemy Int Animal Empathy Cha Appraise Int Autohypnosis Wis Balance 9 Dex Bluff Cha Climb 10 Str Concentration Con Craft Int Decipher Script Int Diplomacy Cha Disable Device 5 Int Disguise Cha Escape Artist 9 Dex Forgery Int Gather Information Cha Handle Animal Cha Heal Wis Hide 10 Dex Innuendo Wis Intimidate Cha Intuit Direction Wis Jump Str Knowledge Int Knowledge (arcana) Int Knowledge (nature) Int Knowledge (psionics) Int Knowledge (religion) Int Listen 10 Wis Move Silently 10 Dex Open Lock Dex Perform Cha Pick Pocket Dex Profession Wis Psicraft Int Read Lips Int Remote View Int Ride Dex Scry Int Search 10 Int Sense Motive Wis Speak Language N/A Spellcraft Int Spot 10 Wis Stabilize Self Con Swim Str Survival 6 wis Tumble 9 Dex Use Magic Device Cha Use Psionic Device Cha Use Rope Dex Wilderness Lore Wis Languages: Pick two of them. Bonuses: Base Attack: +5 Melee Attack: Ranged Attack: Init: Fortitude Save: +4(Base) Reflex Save: +7(Base) Will Save: +2(Base) Magic Items: Equipment: Armor: Weapons: Mounts: