XP 6,400
Halfling Ranger 10
NE Small humanoid (halfling)
Init +4; Senses Perception +17
DEFENSE
AC 25, touch 17, flat-footed 20 (+4 armor, +1 deflection, +4 Dex, +1 dodge, +3 natural, +1 shield, +1 size)
hp 69 (10d10+10)
Fort +10, Ref +13, Will +7; +2 vs. fear
Defensive Abilities evasion; Resist fire 20
OFFENSE
Speed 30 ft.
Melee +1 rapier +14/+9 (1d4+3/17–20), mwk handaxe +14/+9 (1d4+1/×3)
Ranged mwk light crossbow +16 (1d6/19–20)
Special Attacks favored enemy (aquatic humanoids +4, humans +4, magical beasts +2)
Ranger Spells Prepared (CL 7th; concentration +9)
TACTICS
Before Combat The ranger casts barkskin, endure elements, longstrider, and resist energy (fire).
During Combat The ranger prefers melee, using Mobility and Spring Attack to engage the enemy leader while her pirate allies deal with underlings.
Base Statistics
Without barkskin, longstrider, and resist energy, the ranger's statistics are AC 22, touch 17, flat-footed 17; Resist none; Speed 20 ft.
STATISTICS
Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 10
Base Atk +10; CMB +11; CMD 27
Feats Dodge, Endurance, Improved Two-Weapon Fighting, Mobility, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Vital Strike, Weapon Finesse
Skills Acrobatics +11, Climb +17, Knowledge (geography, nature) +8, Perception +17, Profession (sailor) +10, Stealth +21, Survival +15, Swim +15
Languages Common, Halfling
SQ favored terrain (urban +2, water +4), hunter's bond (companions), swift tracker, track +5, wild empathy +10, woodland stride
Combat Gear potion of cure moderate wounds; Other Gear +1 studded leather, +1 rapier, masterwork handaxe, masterwork light crossbow with 20 bolts, belt of incredible dexterity +2, cloak of resistance +1, feather token (swan boat), ring of protection +1, 863 gp