Cautious, he likes the benefit of steady coin and has a particular distain of 'dungeon crawling' equating it to 'breaking and entering'. He'd rather make money in more practical ways, usually involving helping care for pack animals and get merchants and caravans in travels or as a stable hand where he finds himself.
Special Skills
Armed and unarmed combat, Swim, Jump, Climb, Ride, Handel Animal, Survival, Use Rope, Heal, Concentration Listen/Spot[From Tome], Move-Silently/Hide[From Tome]
Special Abilities
Fast Movement
Rage 2/day
Uncanny Dodge/Improved Uncanny Dodge
Trap Sense +2
Damage reduction 1/—
Favored enemy: Animal, Plant, Dragon (Note: This is more for Survival Bonuses, and being something that is every-day useful for hunting and handeling animals and plants, and even caring for draconic mounts/familiars.)
Track
wild empathy
Combat style (to Mastery): Two Weapon Fighting (including Two-Weapon Defense)
Endurance
Animal companion (Dog: Snoke)
Woodland stride
Swift tracker
Evasion
Ranger Spells: 3rd level
Base Attack Bonus: +20/+15/+10/+5 – +18/+18/+13/+13/+8/+8 (subract 2 if off hand has heavy weapon)
Saves: Fort:+12/Ref:+10/Will:+7
Weapon Finesse
Run
Combat Expertise
Dodge
Mobility
Spring Attack
Whirlwind Attack
Half-Elves:
Half-elf base land speed is 30 feet.
Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
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.
+1 racial bonus on Listen, Search, and Spot checks.
+2 racial bonus on Diplomacy and Gather Information checks.
Elven Blood: For all effects related to race, a half-elf is considered an elf.
Automatic Languages: Common and Elven. Bonus Languages: Any
Favored Class: Any