Player Name: Hunter<br/>Character Name: Gaven Liadon<br/>Character Gender: Male<br/>Character Race: Half Elf<br/>Character Class: Ranger 3/Rogue 2<br/><br/>XP and level: 10,000 xp, lvl 5<br/>Alignment: Chaotic Neutral<br/>Size: Medium<br/>Movement: 30 ft<br/><br/>Age: 27 years<br/>Height: 5'6"<br/>Weight: 134 lbs<br/>Skin: Tanned<br/>Hair: Blonde<br/>Eyes: Blue<br/><br/>Description:<br/>Gaven has long flowing blonde hair with red highlights and bright blue eyes that seem to miss nothing.  He dresses either in a simple woodland outfit or a noble's finery, finding no balance between the two.  He's known to speak softly when he does and carries himself with a simple bit of confidence.<br/><br/><br/>Background:<br/>Gaven was born into a small village near Solvess.  His mother raised him, not having known his father at all.   While he was growing up, his mother (who was by nature an outcast) trained him in the ways of the forest and the arts of nature.  When he came of age, he struck out on his own, prepared to make his fortune and forget about the backwater that he grew up in.<br/><br/>Strength: 10 (+ 0)<br/>Dexterity: 15 (+ 2)<br/>Constitution: 12 (+ 1)<br/>Intelligence: 12 (+ 1)<br/>Wisdom: 12 (+ 1)<br/>Charisma: 12 (+ 1)<br/><br/>Hit Points: 29<br/>Initiative: +2 (2 dex + 0 misc)<br/><br/>Armor Class: 16 (10 + 4 armor + 0 shield + 2 dex + 0 dodge + 0 size + 0 natural + 0 misc)<br/>Touch Armor Class: 12 (10 + 2 dex + 0 dodge + 0 size + 0 misc)<br/>Flat-footed Armor Class: 14 (10 + 4 armor + 0 shield + 0 size + 0 natural + 0 misc)<br/><br/>Fort Save: +4 (3 base + 1 con + 0 misc)<br/>Ref Save: +8 (6 base + 2 dex + 0 misc)<br/>will Save: +2 (1 base + 1 wis + 0 misc)<br/><br/>Base Attack Bonus: +4<br/>Grapple: +4 (4 bab + 0 str + 0 size + 0 misc)<br/>Melee Attacks: +4 (4 bab + 0 str + 0 misc)<br/>Ranged Attacks: +6 (4 bab + 2 dex + 0 misc)<br/><br/><br/>Skills:<br/>Skills: 60 (7 per ranger level, 9 per rogue level)<br/>Appraise: +1 (+1 int)<br/>Balance: +5 (+1 rank +2 dex +2 misc)<br/>Bluff: +4 (+3 ranks +1 cha), +2 against humans<br/>Climb: +0 (+0 str)<br/>Concentration: +1 (+1 con)<br/>Craft (Other): +1 (+1 int)<br/>Diplomacy: +6 (+3 ranks +1 cha +2 misc)<br/>Disguise: +1 (+1 cha)<br/>Escape Artist: +2 (+2 dex)<br/>Forgery: +1 (+1 int)<br/>Gather Information: +6 (+3 ranks +1 cha +2 misc)<br/>Handle Animal: +6 (+5 ranks +1 cha)<br/>Heal: +1 (+1 wis)<br/>Hide: +5 (+3 ranks +2 dex)<br/>Intimidate: +1 (+1 cha)<br/>Jump: +2 (+0 str +2 misc)<br/>Knowledge (Geography): +6 (+5 ranks +1 int)<br/>Knowledge (Nature): +8 (+5 ranks +1 int +2 misc)<br/>Listen: +6 (+4 ranks +1 wis +1 misc), +2 against humans<br/>Move Silently: +5 (+3 ranks +2 dex)<br/>Perform (Other): +1 (+1 cha)<br/>Profession (Bounty Hunter): +5 (+4 ranks +1 wis)<br/>Ride: +5 (+3 dex +2 misc)<br/>Search: +2 (+1 int +1 misc)<br/>Sense Motive: +4 (+3 ranks +1 wis), +2 against humans<br/>Spot: +6 (+4 ranks +1 wis +1 misc), +2 against humans<br/>Survival: +7 (+6 ranks +1 wis), +2 to keep from getting lost or for avoiding hazards, +2 in aboveground natural environments, +2 against humans<br/>Swim: +0 (+0 str)<br/>Tumble: +7 (+5 ranks +2 dex)<br/>Use Rope: +5 (+3 ranks +2 dex), +2 with silk rope<br/><br/>Wild Empathy: +6 (+3 level +1 cha +2 misc)<br/><br/>Languages: 3 (2 base + 1 int + 0 ranks)<br/>Common<br/>Elven<br/>Draconic<br/><br/>Feats:<br/>Improved Unarmed Combat<br/>Diehard<br/><br/>Racial Abilities:<br/>• Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.<br/>• Half-elf base land speed is 30 feet.<br/>• Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.<br/>• Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.<br/>• +1 racial bonus on Listen, Search, and Spot checks.<br/>• +2 racial bonus on Diplomacy and Gather Information checks.<br/>• Elven Blood: For all effects related to race, a half-elf is considered an elf.<br/>• Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).<br/>• Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.<br/><br/>Class Abilities:<br/>Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).<br/>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.<br/>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.<br/>Track: A ranger gains Track as a bonus feat.<br/>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 bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.<br/>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.<br/>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.<br/>Combat Style (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.<br/>If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.<br/>If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.<br/>The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.<br/>Endurance: A ranger gains Endurance as a bonus feat at 3rd level.<br/>Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.<br/>The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.<br/>Ranged attacks can count as sneak attacks only if the target is within 30 feet.<br/>With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.<br/>A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.<br/>Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.<br/>Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br/>Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.<br/>A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.<br/>Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.<br/><br/>Favored Enemy: Humans<br/>Combat Style: Ranged<br/><br/>Weight Allowance: 33 light, 66 medium, 100 heavy, 200 lift, 500 push/drag<br/>Money: 44 gold, 8 silver, 0 copper<br/><br/>Gear:<br/>Mithral Shirt<br/>Shortsword<br/>Light Hammer<br/>Handaxe<br/>Composite Longbow (masterwork)<br/>60 arrows<br/>Noble's Outfit<br/>Signet Ring<br/>Backpack, empty<br/>Bedroll<br/>Chalk, 6 pieces<br/>Flint and Steel<br/>Grappling Hook<br/>Manacles<br/>Mirror, small steel<br/>Pouch, belt<br/>Tent<br/>Trail rations, 6 days<br/>Rope, Silk (50 foot)<br/>Waterskin, 3<br/>Whetstone, 2<br/>Sunrod, 4<br/><br/><br/>Note:<br/>"Layana"<br/>1st level Half Elven female Druid (purchased for 200gp)<br/>STR 8,DEX 15,CON 14, INT 10,WIS 13,CHA 12<br/>Skills: Heal 4 ranks +5, Knowledge (nature) 2 ranks +2, Survival 4 ranks +5, Spot 3 ranks +4, Listen 3 ranks +4<br/>Feats: Endurance<br/>Spells: 3 (0 level), 2 (1st level)<br/>Normal Spell List: Create Water, Purify Food and Drink, Know Direction (0 level); Entangle, Obscuring Mist (1st level)<br/>Animal Companion: Wolf<br/>Leather armor, sling with 90 stones, shortspear, scimitar, signet ring, belt pouch, bedroll, backpack, Healer's Kit, Holly and Mistletoe, 6 days trail rations, 2 waterskin.