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Iconic Ranger 12

The Iconic Ranger is a gruff and driven dwarf, following a vow of justice to avenge his brother's death at the hands of giants. He prefers tea to ale, wanting to keep his senses sharp. 

Iconic Ranger 12 CR 12

XP 19,200
Male Dwarf Ranger 12
LN Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +17

DEFENSE

AC 26, touch 17, flat-footed 21 (+7 armor, +2 deflection, +5 Dex, +2 natural)
hp 106 (12d10+36)
Fort +13, Ref +16, Will +10; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), evasion

OFFENSE

Speed 20 ft.
Melee +2 battleaxe +16/+11/+6 (1d8+4/×3)
Ranged +3 flaming heavy crossbow +22 (1d10+3/17–20 plus 1d6 fire)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, favored enemy (fey +2, humanoids [giants] +6, humanoids [humans] +2), quarry
Ranger Spells Prepared (CL 9th; concentration +11)

TACTICS

During Combat The Iconic Ranger prefers fighting with his crossbow over his battleaxe but isn't afraid to get dirty in melee if the situation calls for it. His hatred for giants often motivates him to target creatures of that subtype to the exclusion of others, and to choose one as his quarry. If tracking a giant, he casts resist energy against an energy type that giant uses before engaging.

STATISTICS

Str 14, Dex 22, Con 16, Int 10, Wis 14, Cha 8
Base Atk +12; CMB +14; CMD 32 (36 vs. bull rush, 36 vs. trip)
Feats Endurance, Far Shot, Improved Critical (heavy crossbow), Improved Precise Shot, Iron Will, Pinpoint Targeting, Point-Blank Shot, Precise Shot, Rapid Reload, Weapon Focus (heavy crossbow)
Skills Handle Animal +14, Heal +17, Knowledge (geography, nature) +15, Perception +17 (+19 to notice unusual stonework), Stealth +21, Survival +17
Languages Common, Dwarven
SQ camouflage, evasion, favored terrain (forest +2, mountain +4), hunter's bond (animal, badger named Biter)*, swift tracker, track +6, wild empathy +11, woodland stride
Combat Gear seeking bolts (20), potions of pass without trace (2), wand of cure moderate wounds (35 charges), tanglefoot bag; Other Gear +4 studded leather, +2 battleaxe, +3 flaming heavy crossbow with 30 bolts, amulet of natural armor +2, belt of incredible dexterity +4, boots of speed, cloak of resistance +2, ring of protection +2, antitoxin, backpack, signal whistle, smokestick, tea pot, trail rations (4), 464 gp


Badger Animal Companion

Badger

Effective Druid Level 9

N Medium animal

Init +4; Senses low-light vision, scent; Perception +15

DEFENSE

AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural)
hp 76 (8d8+40)
Fort +10, Ref +10, Will +3; +4 on Will saves vs. enchantments
Defensive Abilities evasion

OFFENSE

Speed 30 ft., burrow 10 ft., climb 10 ft.
Melee bite +11/+6 (1d6+4), 2 claws +11 (1d4+4)
Special Attacks rage (as barbarian for 6 rounds per day)

STATISTICS

Str 18, Dex 18, Con 18, Int 2, Wis 12, Cha 10
Base Atk +6; CMB +10; CMD 24 (28 vs. trip)
Feats Skill Focus (Perception), Toughness, Weapon Focus (bite), Weapon Focus (claws)
Skills Climb +12, Perception +15

SQ tricks (attack [all creatures], come, defend, down, fetch, guard, heel, seek, stay)

Note: The badger's stat block does not include the adjustments from its rage ability.