Defenses
AC 19 (Flat Footed 17, Touch 12) (-2 vs improvised weapons)
CMD 18 (-2 vs dirty trick maneuvers)
HP 19
Saves (Fort +5, Refl +2, Will +0) (-2 reflex vs traps and hazards)
Speed 20’
Initiative +2
Skills
Handle Animal [2 rank +3 class +1 cha +2 racial] +6 (+2 with dogs, +4 with animal companions)
Survival [2 rank +3 class +2 racial] +7 (+1 for tracking)
Knowledge: Nature [2 rank +3 class +1 int] +6 (+2 for dogs)
Diplomacy [2 rank +3 class +1 cha +2 racial +1 trait] +7
Climb [2 rank +3 class +3 str -5 ACP] +3
Swim [2 rank +3 class +3 str -5 ACP] +3
Perception +0 (-2 vs being surprised)
Profession: Game Warden [2 rank +3 class] +5
ACP -5
Feats
Huntmaster
Coordinated Maneuvers
Abilities
Resist Acid, Cold and Electricity 5
Darkvision 60’
SLA (Summon Nature’s Ally II 1/day)
Scion of Humanity
Favored Class: 2 Skill Points
Order of the Dragon
Bestial Challenge 1/day (+2 damage, allies gain +1 attack if you are threatening the target, -2 AC vs other targets)
Hunting Pack (Dog)
Tactician Standard, 1/day (dogs gain Coordinated Maneuvers for 4 rounds)
Aid Allies (Aid Another Grants +3)
Traits
Celestial Tracker (tracks considered 24 hours fresher for following)
Noble Born (High Above)
Group Fighter (+1 attack when flanking)
Wanderlust (overland speed 10’ higher)
Drawbacks
Naive
Sentimental
Attack (BAB 2)
Whip +5 (1d3+3 nonlethal)
Sling +4 (1d4+3)
Armor Spikes +5 (1d6+3)
CMB +5
Gear
Whip
Heavy Wooden Shield
Spiked Scale Mail
Sling
10 Bullets
Ranger’s Kit (-1 ration)
Dagger
Dog’s Barding
Traveler’s Outfit
4 days animal feed
1125 gp
91.82 lbs (medium load)