Init: +3. Senses: low-light vision; Perception +14. Ac: 20, touch 15, flat-footed 16 (+4 armor, +3 Dex, +1 dodge, +1 shield, +1 size).
Hp: 72 (8d10+24).
Fortitude: +9. Reflex: +10. Will: +4.
Speed: 30 ft.. Melee: +1 two-bladed sword +9/+4 (1d3+4/19-20), mwk two-bladed sword +9/+4 (1d6+1/19-20). Ranged: +1 composite longbow +13/+8 (1d6+3/×3). Special Attacks: combat style (two-weapon), favored enemy (animals +2, humans +4), swarming. Strength: 14. Dexterity: 16. Constitution: 14. Intelligence: 12. Wisdom: 12. Charisma: 8.
Base Attack: +8. Cmb: +9. Cmd: 23.
Feats: Dodge, Endurance, Exotic Weapon Proficiency (two-bladed sword), Improved Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (two-bladed sword).
Skills: Climb +9, Craft (alchemy) +3, Handle Animal +6, Heal +8, Knowledge (dungeoneering, geography, nature) +8, Perception +14, Ride +10, Spellcraft +6, Stealth +18, Survival +12, Swim +7.
Languages: Common, Gnoll. Special Qualities: favored terrain (desert +4, urban +2), hunter's bond (companions), surface sprinter*, swift tracker, track +4, wild empathy +7, woodland stride. Combat Gear: oil of magic weapon, potion of cure serious wounds. Other Gear: mithral chain shirt, +1 composite longbow (+2 Str) with 20 arrows, +1/mwk two-bladed sword, cloak of resistance +1, 149 gp.
ranger spells prepared: (CL 5th; concentration +6)
2nd-barkskin
1st-endure elements, longstrider
Magic is most useful to the warren when it provides insight, so diviners are held in high regard. Though the ratfolk sage prepares some offensive spells in case of attack—it's always good to be ready for danger—such things can be duplicated with alchemy and weaponry.