Male Danpiru(Ustalavian) Ranger (Skirmisher) 10
N Medium Humanoid
Init +4; Senses Perception +8
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DEFENSE
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AC 17, touch 14, flat-footed 13. (+3 armor, +4 Dex)
hp 37 (6d10)
Fort +5, Ref +9, Will +2
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OFFENSE
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Spd 30 ft.
Melee +1 keen Longsword +9/4 (1d8+3/17-20/x2),masterwork Heavy Mace +9/4(1d8+3/20/x2), +1 mithril Dagger +9/4 (1d4+2/19-20x2,p/s)
Ranged Composite Longbow +9/4(1d8+7/20/x3)
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STATISTICS
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str:14, dex:18, con:10, int:13, wis:10, cha:14
Base Atk +6; CMB +8; CMD 22
Special Abilities:
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SPECIAL ABILITIES
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Deadly Aim: -2 to hit/+4 damage
Endurance: +4 bonus: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Favored Enemies: Human(+2 bonus), Undead(+4 bonus) (Ex) Bluff, Knowledge, perception, Sense Motive, Survival, to hit/damage
Favored Terrain: Underground(+2) (Ex) (initiative, Know:Geography, Perception, Stealth, and Survival) cannot be tracked unless so chooses
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot no penalty to shoot into melee combat
Rapid Shot extra shot at -2 to all
Tracking +2 bonus to survival checks to track.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Skills:
Skills Acrobatics +6, Appraise +1, Bluff +4, Climb +4, Craft (alchemy) +5, Craft (boyer/fletcher) +8(masterwork tools +2 included), Diplomacy +5, Disable Device +8, Disguise +4, Escape Artist +4, Fly +4, Handle Animal +7, Heal +4, Intimidate +6, Knowledge: Architecture/Engineering +0, Dungeon +5, Geography +5, History +0, Local +2, Nature +5, Religion +3(+4 more vs Undead), Linguistics +0, Perception +8, Perform: Dance +6, Perform: Sing +5, Ride +8, Sense Motive +6, Sleight of Hand +4, Stealth +12, Survival +7, Swim +6 Skill Modifiers +2 tracking (Survival), Favored Enemy: Human +2, Undead +4 not included; Favored Terrain: Underground(+2) (Ex)[/b] (initiative, Know:Geography, Perception, Stealth, and Survival) cannot be tracked unless so chooses
ASH CR 4
Male Dog
CG Tiny Fey (Augmented Animal)
Init +9; Senses Darkvision (60 feet), Low-Light Vision, Scent; Perception +10
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DEFENSE
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AC 24, touch 21, flat-footed 15. . (+9 Dex, +2 size, +3 natural)
hp 19 (+6)
Fort +5, Ref +12, Will +5
DR 5/cold iron; SR 15
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OFFENSE
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Spd 50 ft.
Melee Bite (Dog) +12 (1d3+4/20/x2) and
. . Unarmed Strike +12 (1+3/20/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks Death Curse (DC 13)
Spell-Like Abilities Charm Person (1/day), Faerie Fire (1/day)
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STATISTICS
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Str 13, Dex 29, Con 15, Int 16, Wis 18, Cha 14
Base Atk +2; CMB +9; CMD 20 (24 vs. Trip)
Feats Piranha Strike -1/+2, Weapon Finesse
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Defend [Trick], Down [Trick], Fighting [Trick], Heel [Trick], Perform [Trick], Stay [Trick]
Skills Acrobatics +15, Bluff +12, Diplomacy +8, Fly +13, Heal +7, Intimidate +5, Perception +10, Perform (Act) +5, Perform (Comedy) +5, Stealth +27 Modifiers +4 to Survival when tracking by Scent, Acrobatics (Jump) +4
Languages Aklo, Common, Sylvan, Varisian
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SPECIAL ABILITIES
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Acrobatics (Jump) +4 (Ex) You gain the specified bonus to acrobatics checks made to jump.
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Death Curse (DC 13) (Su) Slaying foe is cursed with stacking -2 to attack, saves, & checks (Will neg).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Piranha Strike -1/+2 You can subtract from your attack roll to add to your damage with light weapons.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spell Resistance (15) You have Spell Resistance.