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Marius
Son of Mars, Aasimar, Azata Blooded; Guide/Skirmisher Level 6
N toward C Medium Human, Age:24, Height 6'3", Weight 179lbs.
Skyblue Pupil, Dark Hair.
Init +6; Senses darkvision 60 ft.; Perception +11
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DEFENSE
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 Armor)
HP: 50 (6d10+12)
Saves: Fort +7, Ref +10, Will +5
Resist to Acid, Cold, Electricity 5
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OFFENSE
Speed: 30 ft.
Melee: Falchion +8/+3 (2d4+3/18-20x2)
Range: Magic Composite Longbow +12/+7 (1d8+3/x3)
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STATISTICS
Str 14, Dex 18, Con 12, Int 12, Wis 14, Cha 14
Base Atk +6; CMB +9; CMD 22
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Racial Abilities:
Azata-Blooded
Tactic Domain from Mars
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: Azata-Blooded have a +2 racial bonus on Diplomacy and Perform checks.
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Scion of Humanity Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
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Class Abilities:
Weapon and Armor Proficiency
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Ranger’s Focus (Ex)
At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the Ranger designates a new focus, whichever occurs first. The Ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2.
At 4th level, and every 3 levels thereafter, the Ranger can use this ability one additional time per day.
This ability replaces favored enemy.
Terrain Bond (Ex)
At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the Ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the Ranger’s allies leave no trail and can’t be tracked. The Ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires.
This ability replaces hunter’s bond.
Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). 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.
To use wild empathy, the ranger and the animal 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.
Favored Terrain (Ex) (Water)
At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Hunter’s Tricks
At 5th level, a skirmisher Ranger learns the use of hunter’s tricks, which typically grant a boon or bonus to the Ranger or a nearby ally. At 5th level, the Ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A Ranger can use these tricks a total number of times per day equal to 1/2 his Ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. A Ranger cannot select an individual trick more than once.
Skill Sage (Ex): As a free action, the Ranger can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.
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Traits:
Reactionary: gain a +2 trait bonus on initiative checks.
Ease of Faith: gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
World Traveler: gain a +1 bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Pride (Drawback): When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
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Feats:
Ranger Style: Rapid Shot
Ranger Style: Manyshot
Ranger Bonus: Endurance
Lv1 Deadly Aim
Lv3 Precise Shot
Lv5 Weapon Focus(Longbow)
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Skills (42pt)
Climb: Rank 1, +3 Class, +2 Str, -1 Armor = +5
Swim: Rank 1, +3 Class, +2 Str, -1 Armor = +5
Ride: Rank 1, +3 Class, +4 Dex, -1 Armor = +7
Stealth: Rank 4, +3 Class, +4 Dex, -1 Armor = +10
Knowledge(Dungeoneering): Rank 1, +3 Class, +1 Int = +5
Knowledge(Geography): Rank 1, +3 Class, +1 Int = +5
Knowledge(Nature): Rank 1, +3 Class, +1 Int = +5
Heal: Rank 1, +3 Class, +2 Wis = +6
Perception: Rank 6, +3 Class, +2 Wis = +11
Profession(Soldier): Rank 6, +3 Class, +2 Wis = +11
Profession(Sailor): Rank 1, +3 Class, +2 Wis = +6
Sense Motive: Rank 4, +3 Class, +2 Wis, +1 Trait = +10
Survival: Rank 5, +3 Class, +2 Wis, +3 Rgr = +13
Diplomacy: Rank 6, +3 Class, +2 Cha, +1 Trait, +2 Rac = +14
Intimidate: Rank 1, +3 Class, +2 Cha = +6
Handle Animal: Rank 1, +3 Class, +2 Cha = +6
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Equipments
Wealth: 5250gp
2600gp Composite Longbow (+2)
75gp Falchion
1250gp Chain shirt +1
1000gp Cloak of Resistance +1
Left: 325gp
Standard Adventure Gears
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