Pagan

A scary tribal man, with a distaste for weakness.

Description:
Race: Human Age: 25
Class: Ranger Weight: 165 lbs
Looks: Male. Slim, muscular figure. A bony face with large intense eyes of a grey color. Has a signature headdress of a decorated hawk. Black clouds painted around his eyes and a black handprint over his left peck. Stands 5’11 Alignment: Chaotic Evil
Level: 3 Hit Dice: d8
HP: 22 BAB: +3
AC: 14 (Flat Footed: 10, Touch: 14) EXP: 300
Speed: 30ft. Init: +4
STR: 15 (2) DEX: 18 (4) CON: 13 (1)
INT: 12 (1) WIS: 11 (0) CHA: 6 (-2)
Fortitude: +4 Reflex: +7 Will: +1
Weapon: Attack Bonus: Damage:
Range: Critical Hit: Notes:
Weapon: Attack Bonus: Damage:
Range: Critical Hit: Notes:
Armor: AC Bonus: Max Dex:
Armor Check Penalty: Max Speed: Notes:
Shield: AC Bonus: Max Dex:
Armor Check Penalty: Max Speed: Notes:
Feats & Abilities:

Weapon & Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Favored Enemy (Human): 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.
Track: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.
Wild Empathy: 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.
Combat Style (Ranged) Ranger gains Rapid Shot as a bonus feat: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus.
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, to avoid nonlethal damage from a forced march, to hold your breath, to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and to resist damage from suffocation.
Notorious: You get a +5 circumstance bonus on all Intimidate checks when dealing with someone who has heard of your infamous deeds and unpleasant demeanor.
Stealthy: +2 on all stealth checks
Belongings:

8 bags of meat 3 molotov cocktails Magic Water Pants
Makeshift ‘fishing rod’ bow
Money: 0g
Bio:

A hunter for a tribe that was burned away by settlers. Pagan was the only survivor of the massacre since he was away on a hunt. He returned to find his mother crawling out of a burning hut. Pagan walked over to her and executed her, because she was weak. He renounced his name and took Pagan, as that is what everyone called him…

Pagan

Saving Seven Kingdoms ForgottenWriter pissykoala