Rangers
Init: +3. Senses: low-light vision; Perception +10. Ac: 16, touch 13, flat-footed 13 (+3 armor, +3 Dex).
Hp: 12 (1d10+2).
Fortitude: +3. Reflex: +5. Will: +1; +2 vs. enchantments. Immune: sleep.
Speed: 30 ft.. Melee: longsword +3 (1d8+3/19–20) or shortspear +3 (1d6+2). Ranged: longbow +4 (1d8/×3). Special Attacks: favored enemy (orcs +2). Strength: 14. Dexterity: 17. Constitution: 12. Intelligence: 10. Wisdom: 13. Charisma: 8.
Base Attack: +1. Cmb: +3. Cmd: 16.
Feats: Point-Blank Shot, Skill Focus (Perception).
Skills: Climb +6, Knowledge (local) +1, Knowledge (nature) +4, Perception +10, Stealth +7, Survival +5.
Languages: Common, Elven. Special Qualities: elf blood, track +1, wild empathy +0. Combat Gear: potion of cure light wounds, alchemist's fire, masterwork arrows (3), smokestick. Other Gear: masterwork studded leather, longbow with 20 arrows, longsword, shortspear, 15 gp.
Tactics
During Combat The ranger ambushes her target from stealth or takes cover in tree branches. If she has allies, she attacks enemies that her allies have injured. She uses a smokestick to signal trouble or cover her retreat.
The novice scout is alert and eager to prove her worth.
Atanya
Atanya is gruff but shrewd, more concerned about doing a good job than getting along with anyone. Secretly she hopes she has what it takes to be a hero and leader.
Combat Encounters
Atanya fires an arrow to wound a tough-looking PC, then demands surrender.
Roleplaying Suggestions
Atanya calls out a warning that the PCs are surrounded, hoping to bluff her way out of a lethal conflict.
Town Watcher
Init: +3. Senses: Perception +8. Ac: 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size).
Hp: 15 (2d10).
Fortitude: +4. Reflex: +7. Will: +2; +2 vs. fear.
Speed: 20 ft.. Melee: short sword +4 (1d4+1/19–20). Ranged: mwk shortbow +7 (1d4/×3). Special Attacks: favored enemy (fey +2). Strength: 12. Dexterity: 17. Constitution: 10. Intelligence: 13. Wisdom: 12. Charisma: 10.
Base Attack: +2. Cmb: +2. Cmd: 15.
Feats: Point-Blank Shot, Precise Shot.
Skills: Acrobatics +7 (+3 when jumping), Climb +8, Diplomacy +1, Intimidate +4, Knowledge (geography, nature) +5, Knowledge (local) +2, Perception +8, Stealth +12, Survival +6, Swim +5.
Languages: Common, Halfling. Special Qualities: track +1, wild empathy +2. Combat Gear: potion of cure light wounds, tanglefoot bags (2), thunderstone. Other Gear: masterwork studded leather, masterwork shortbow with 20 arrows, short sword, 84 gp.
Tactics
During Combat The ranger shoots at opponents who attempt to harm innocents or his allies. If trying to capture someone alive, he uses a tanglefoot bag. If trying to disperse a hostile crowd, he throws a thunderstone.
The town watcher protects a settlement from hostile creatures.
Colin Fletcher
Colin vigilantly guards his town, and is quick to respond if any visitors start fights or cause trouble with locals.
Combat Encounters
Colin fires a warning shot from a rooftop to distract unruly adventurers in town, or uses a tanglefoot bag on a PC who's obviously drunk, raging, or out of control.
Roleplaying Suggestions
Colin is the eyes and ears for his town, and is a source of valuable information about the comings and goings of strangers.
Init: +1. Senses: Perception +7. Ac: 14, touch 11, flat-footed 13 (+3 armor, +1 Dex).
Hp: 30 (3d10+9).
Fortitude: +5. Reflex: +4. Will: +2.
Speed: 30 ft.. Melee: 2 mwk handaxes +6 (1d6+3/×3). Ranged: mwk heavy crossbow +5 (1d10/19–20). Special Attacks: favored enemy (animals +2). Strength: 17. Dexterity: 12. Constitution: 14. Intelligence: 10. Wisdom: 13. Charisma: 8.
Base Attack: +3. Cmb: +6. Cmd: 17.
Feats: Double Slice, Endurance, Quick Draw, Two-Weapon Fighting, Weapon Focus (handaxe).
Skills: Climb +9, Intimidate +4, Knowledge (geography) +5, Knowledge (local) +2, Knowledge (nature) +6, Perception +7, Stealth +7, Survival +7.
Languages: Common. Special Qualities: favored terrain (forest +2), track +1, wild empathy +2. Combat Gear: potion of bull's strength, potions of cure light wounds (2), potion of hide from animals. Other Gear: masterwork studded leather, masterwork handaxes (2), masterwork heavy crossbow with 20 bolts, 63 gp.
Tactics
Before Combat If hunting an animal, the ranger drinks his potion of hide from animals.
During Combat The ranger sneaks close, then charges into melee. If his target is more powerful than expected, he retreats and drinks his potion of bull's strength.
Poachers hunt animals for meat or trophies in areas where hunting is forbidden.
Brayvek the Butcher
Brayvek is a sadist who enjoys cutting up animals; selling the meat, horns, and tusks is merely a side benefit.
Init: +4. Senses: darkvision 60 ft.; Perception +8. Ac: 18, touch 14, flat-footed 14 (+4 armor, +4 Dex).
Hp: 30 (4d10+4).
Fortitude: +5. Reflex: +8. Will: +2. Defensive Abilities: orc ferocity. Resist: fire 10.
Speed: 30 ft.. Melee: mwk falchion +7 (2d4+3/18–20). Ranged: mwk composite longbow +9 (1d8+2/×3). Special Attacks: favored enemy (elves +2). Strength: 14. Dexterity: 18. Constitution: 12. Intelligence: 10. Wisdom: 13. Charisma: 8.
Base Attack: +4. Cmb: +6. Cmd: 20.
Feats: Endurance, Point-Blank Shot, Precise Shot, Rapid Shot.
Skills: Climb +8, Intimidate +8, Knowledge (geography) +5, Knowledge (local) +2, Knowledge (nature) +7, Perception +8, Stealth +10, Survival +8.
Languages: Common, Orc. Special Qualities: favored terrain (plains +2), hunter's bond (companions), orc blood, track +2, weapon familiarity, wild empathy +3. Combat Gear: +1 flaming arrows (3), potion of cure moderate wounds, potion of divine favor, potion of shield of faith. Other Gear: masterwork chain shirt, masterwork composite longbow (+2 Str) with 20 arrows, masterwork falchion, elixir of hiding, 26 gp.
ranger spells prepared: (CL 1st; concentration +2)
1st-resist energy
Tactics
Before Combat The ranger casts resist energy (fire).
During Combat The ranger keeps her foes as far away as possible.
Base Statistics Without resist energy, the ranger's statistics are
Resist none.
A border guard protects the lands of her tribe.
Vardeeka
Vardeeka considers it an insult to her ancestors if an intruder gets past her.
Init: +7. Senses: Perception +9. Ac: 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 shield).
Hp: 42 (5d10+10).
Fortitude: +7. Reflex: +8. Will: +3. Resist: fire 10.
Speed: 30 ft.. Melee: mwk scimitar +8 (1d6+2/18–20) or
lance +7 (1d8+2/×3)
. Ranged: mwk composite shortbow +10 (1d6+2/×3). Space: 5 ft.. Reach: 5 ft. (10 ft. with lance). Special Attacks: favored enemy (animals +2, humans +4). Strength: 15. Dexterity: 16. Constitution: 14. Intelligence: 10. Wisdom: 12. Charisma: 8.Base Attack: +5. Cmb: +7. Cmd: 20.
Feats: Endurance, Improved Initiative, Mounted Archery, Mounted Combat, Point-Blank Shot, Weapon Focus (composite shortbow).
Skills: Handle Animal +7, Heal +9, Knowledge (geography, nature) +8, Perception +9, Ride +9, Stealth +9, Survival +9.
Languages: Common. Special Qualities: favored terrain (desert +2), hunter's bond (companions), track +2, wild empathy +4. Combat Gear: oil of magic weapon, potion of blur, potion of cure moderate wounds, potion of invisibility. Other Gear: masterwork chain shirt, masterwork heavy wooden shield, lance, masterwork composite shortbow (+2 Str) with 20 arrows, masterwork scimitar, cloak of resistance +1, combat-trained horse, riding saddle, 72 gp.
ranger spells prepared: (CL 2nd; concentration +3)
1st-endure elements, resist energy
Tactics
Before Combat The ranger casts endure elements and resist energy (fire).
During Combat The ranger shoots from horseback. When fighting dangerous opponents, she uses oil of magic weapon on her bow and drinks her potion of blur.
Base Statistics Without resist energy, the ranger's statistics are
Resist none.
The mounted archer fires deadly arrows from horseback.
Zarishen
This bandit leader spares merchants and porters if they surrender so they may return again later with more cargo.
Init: +3. Senses: low-light vision; Perception +12. Ac: 19, touch 15, flat-footed 15 (+4 armor, +3 Dex, +1 dodge, +1 size).
Hp: 49 (6d10+12).
Fortitude: +6. Reflex: +8. Will: +3; +2 vs. illusions. Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants). Immune: poison.
Speed: 20 ft.. Melee: mwk dagger +9/+4 (1d3+1/19–20). Ranged: +1 light crossbow +12 (1d6+1/19–20) or
mwk dagger +11/+6 (1d3+1/19–20)
. Special Attacks: +1 on attack rolls against goblinoid and reptilian humanoids, favored enemy (elves +2, goblinoids +4). Strength: 12. Dexterity: 16. Constitution: 12. Intelligence: 12. Wisdom: 13. Charisma: 10.Base Attack: +6. Cmb: +6. Cmd: 20.
Feats: Dodge, Endurance, Point-Blank Shot, Precise Shot, Rapid Reload, Weapon Focus (light crossbow).
Skills: Acrobatics +8 (+4 when jumping), Climb +6, Knowledge (dungeoneering, nature) +10, Knowledge (engineering) +4, Perception +12, Stealth +15, Survival +10.
Languages: Common, Gnome, Sylvan. Special Qualities: favored terrain (underground +2), hunter's bond (companion), track +3, wild empathy +6. Combat Gear: +1 flaming arrows (6), potion of barkskin, potion of cure moderate wounds, smokesticks (2). Other Gear: masterwork chain shirt, +1 light crossbow with 20 bolts, masterwork dagger, 167 gp.
ranger spells prepared: (CL 3rd; concentration +4)
1st-alarm, delay poison
Tactics
Before Combat The ranger casts delay poison.
During Combat The ranger uses Precise Shot to help allies in melee.
Base Statistics Without delay poison, the ranger's statistics are
Immune none.
A tunnel rat patrols twisting passages underground.
Init: +2. Senses: Perception +12. Ac: 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield).
Hp: 59 (7d10+16).
Fortitude: +8. Reflex: +8. Will: +5; +2 vs. poison, spells, and spell-like abilities. Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants). Resist: fire 10.
Speed: 30 ft.. Melee: +1 warhammer +9/+4 (1d8+6/×3), mwk heavy shield +9/+4 (1d4+5 plus bull rush). Ranged: mwk heavy crossbow +10 (1d10/19–20). Special Attacks: +1 on attack rolls against goblinoid and orc humanoids, favored enemy (giants +2, humans +4). Strength: 20. Dexterity: 14. Constitution: 14. Intelligence: 10. Wisdom: 15. Charisma: 6.
Base Attack: +7. Cmb: +12. Cmd: 24 (28 vs. bull rush or trip).
Feats: Double Slice, Endurance, Improved Shield Bash, Improved Two-Weapon Fighting, Power Attack, Shield Slam, Two-Weapon Fighting.
Skills: Climb +11, Knowledge (dungeoneering, geography, nature) +8, Perception +12 (+14 to notice unusual stonework), Profession (miner) +8, Stealth +6, Survival +10, Swim +9.
Languages: Common, Dwarven. Special Qualities: favored terrain (mountain +2), hunter's bond (companions), track +3, wild empathy +5, woodland stride. Combat Gear: potion of bull's strength, potion of cure moderate wounds. Other Gear: +1 breastplate, masterwork heavy wooden shield, +1 warhammer, masterwork heavy crossbow with 20 bolts, cloak of resistance +1, 229 gp.
ranger spells prepared: (CL 4th; concentration +6)
2nd-spike growth
1st-longstrider, resist energy
Tactics
Before Combat The ranger casts longstrider and resist energy (fire), then drinks his potion of bull's strength.
During Combat The ranger uses Shield Slam to push opponents into difficult terrain, off cliffs, or into the area of spike growth.
Base Statistics Without bull's strength, longstrider, and resist energy, the ranger's statistics are
Resist none
Speed 20 ft.
Melee +1 warhammer +7/+2 (1d8+4/×3), mwk heavy shield +7/+2 (1d4+3 plus bull rush)
Str 16
CMB +10
CMD 22 (26 vs. bull rush or trip)
Skills Climb +9, Swim +7.
Orc slayer
Init: +6. Senses: low-light vision; Perception +14. Ac: 22, touch 15, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, +2 natural).
Hp: 62 (8d10+14).
Fortitude: +8. Reflex: +13. Will: +4; +2 vs. enchantments. Resist: fire 10. Immune: sleep.
Speed: 30 ft.. Melee: mwk elven curve blade +15/+10 (1d10+1/18–20). Ranged: +1 longbow +15/+10 (1d8+1/×3). Special Attacks: favored enemy (animals +2, orcs +4). Strength: 13. Dexterity: 23. Constitution: 12. Intelligence: 12. Wisdom: 12. Charisma: 8.
Base Attack: +8. Cmb: +9. Cmd: 26.
Feats: Combat Reflexes, Deadly Aim, Endurance, Point-Blank Shot, Power Attack, Precise Shot, Weapon Finesse.
Skills: Acrobatics +13, Climb +9, Heal +8, Knowledge (dungeoneering, geography) +6, Knowledge (nature) +8, Perception +14, Ride +12, Stealth +16, Survival +12, Swim +7.
Languages: Common, Elven, Orc. Special Qualities: elven magic, favored terrain (forest +4, plains +2), hunter's bond (companions), swift tracker, track +4, weapon familiarity, wild empathy +7, woodland stride. Combat Gear: potion of cure moderate wounds. Other Gear: +1 chain shirt, +1 longbow with 20 arrows, masterwork elven curve blade, cloak of resistance +1, ring of protection +1, 194 gp.
ranger spells prepared: (CL 5th; concentration +6)
1st-entangle, resist energy
Tactics
Before Combat The ranger casts barkskin, cat's grace, and resist energy (fire).
During Combat If ranger acts in the surprise round, she casts entangle. She prefers to attack at range and from cover.
Base Statistics Without barkskin, cat's grace, and resist energy, the ranger's statistics are
Init +4
AC 20, touch 15, flat-footed 16
Ref +11
Melee mwk elven curve blade +13/+8 (1d10+1/18-20)
Ranged +1 longbow +13/+8 (1d8+1/×3)
Dex 19
CMD +24
Skills Acrobatics +11, Ride +10, Stealth +14.
The orc slayer is driven by vengeance to kill all orcs.
Init: +1. Senses: low-light vision; Perception +16. Ac: 19, touch 12, flat-footed 18 (+4 armor, +1 deflection, +1 Dex, +3 natural).
Hp: 81 (9d10+27).
Fortitude: +8. Reflex: +7. Will: +5; +2 vs. enchantments. Defensive Abilities: evasion. Immune: sleep.
Speed: 30 ft.. Melee: mwk spiked chain +14/+9 (2d4+6). Ranged: +1 composite longbow +12/+7 (1d8+5/19–20/×3). Special Attacks: favored enemy (aquatic humanoids +4, humans +2). Strength: 18. Dexterity: 12. Constitution: 14. Intelligence: 10. Wisdom: 14. Charisma: 8.
Base Attack: +9. Cmb: +13. Cmd: 25.
Feats: Deadly Aim, Endurance, Exotic Weapon Proficiency (spiked chain), Improved Critical (composite longbow), Point-Blank Shot, Rapid Shot, Skill Focus (Stealth), Vital Strike, Weapon Focus (composite longbow).
Skills: Climb +12, Handle Animal +6, Knowledge (nature) +12, Perception +16, Stealth +16, Survival +14, Swim +16.
Languages: Common, Elven. Special Qualities: elf blood, favored terrain (forest +2, swamp +4), hunter's bond (companions), swift tracker, track +4, wild empathy +8, woodland stride. Combat Gear: +1 frost arrows (5), +1 human-bane arrows (5); potion of cure moderate wounds, potion of haste, potion of water breathing. Other Gear: +1 studded leather, +1 composite longbow (+4 Str) with 20 arrows, masterwork spiked chain, ring of protection +1, 290 gp.
ranger spells prepared: (CL 6th; concentration +8)
1st-pass without trace, speak with animals (2)
Tactics
Before Combat The ranger casts barkskin and pass without trace.
During Combat The ranger attacks from stealth using his bow. He might drag a Small opponent underwater, relying on Endurance to outlast his drowning foe (though he has his potion of water breathing just in case).
Base Statistics Without barkskin, the ranger's statistics are
AC 16, touch 12, flat-footed 15.
The swampwalker is a savage predator of the stinking marsh. He is familiar with its threats and uses them as tools to defeat his opponents.
Cullen Theoren
Cullen is a savage survivor in an environment that constantly threatens death from exposure, disease or predators. He hunts any creature that intrudes on his territory, and has little tolerance for weakness or mercy.
Combat Encounters
Cullen strikes at the PCs from the water or from an elevated branch, slipping away before they can approach before returning to harass them again and again. He may also try to lure the PCs into environmental threats such as deep water or quicksand to make them easier prey.
Roleplaying Suggestions
Init: +4. Senses: Perception +17. 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).
Fortitude: +10. Reflex: +13. Will: +7; +2 vs. fear. Defensive Abilities: evasion. Resist: fire 20.
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). Strength: 14. Dexterity: 18. Constitution: 12. Intelligence: 10. Wisdom: 14. Charisma: 10.
Base Attack: +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. Special Qualities: 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.
ranger spells prepared: (CL 7th; concentration +9)
2nd-barkskin, wind wall
1st-endure elements, longstrider, resist energy