Wilmorn, human male

[sblock=MiniStats][SIZE=+1]Wilmorn[/SIZE] Human Ranger 1
Initiative: +2 Perception: +6
AC: 16 (12 touch; 14 flat-footed)
HP: 12 Current: 12
CMB: +5 CMD: 17 Fort: +3 Ref: +4 Will: +2
In Hand: Bardiche
Conditions: Poisoned, reduced strength (-2),
Medium Encumbrance (+3 dex max, -3 ACP, 20' move)
Favored Enemy:
Skills:
Acrobatics +7, Handle Animal +2, K(Dungeoneering) +5, K(Geography) +5, K(Nature)+5, Perception +6, Stealth +6, Survival +6, Survival(Track) +7
Notes for this trip:
Chain shirt (equipped; removed studded leather)
[/sblock]
Wilmorn stays a short distance away, watching for possible disturbances while following the groups' attempt to motivate these goblins to move away from the group's next destination. Kill them, and eliminate the uncertainty...
The young ranger shakes his head, as if to drive away the thought. Is that truly what Master Martin would have done? Suddenly, the woodsman shivers, realizing he did not know his master as well as he thought he did, given their years together.
Wilmorn walks over and stands by Erin. "So, um..." Flushed, he realizes he didn't have anything to say. So, the ranger stands awkwardly next to the tiefling, wondering whether to come up with something or to walk away.

[sblock=MiniStats][SIZE=+1]Wilmorn[/SIZE] Human Ranger 1
Initiative: +2 Perception: +6
AC: 16 (12 touch; 14 flat-footed)
HP: 12 Current: 12
CMB: +5 CMD: 17 Fort: +3 Ref: +4 Will: +2
In Hand: Bardiche
Conditions: Poisoned, reduced strength (-2),
Medium Encumbrance (+3 dex max, -3 ACP, 20' move)
Favored Enemy:
- Human +2
- Bluff, Knowledge, Perception, Sense Motive and Survival
- Weapon Attack and Damage
- May ID creature untrained (look, it's a human!)
Skills:
Acrobatics +7, Handle Animal +2, K(Dungeoneering) +5, K(Geography) +5, K(Nature)+5, Perception +6, Stealth +6, Survival +6, Survival(Track) +7
Notes for this trip:
Chain shirt (equipped; removed studded leather)
[/sblock]
Wilmorn stays a short distance away, watching for possible disturbances while following the groups' attempt to motivate these goblins to move away from the group's next destination. Kill them, and eliminate the uncertainty...
The young ranger shakes his head, as if to drive away the thought. Is that truly what Master Martin would have done? Suddenly, the woodsman shivers, realizing he did not know his master as well as he thought he did, given their years together.
Wilmorn walks over and stands by Erin. "So, um..." Flushed, he realizes he didn't have anything to say. So, the ranger stands awkwardly next to the tiefling, wondering whether to come up with something or to walk away.