Rat Trap
Ranger 13
CG Small Humanoid (Halfling)
Init +5;
Senses Perception +25
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Defense
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AC 22, touch 17, flat-footed 15 (5 Armor +5 Dex +1 size +1 Deflect)
hp 138 (13d10+52)
Fort +14,
Ref+16,
Will+12, +2 vs fear
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Offense
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Speed 20 ft.
Melee Short Sword +15/+10 (1d4/19-20/x2)
Ranged +2 Composite Longbow +22/+17/+12 (1d6+2/19-20/x3) Rapid Shot +20/+20/+15/+10
Rapid/Deadly +16/+16/+11/+6 (1d6+10/19-20/x3)
Ranger Spells Known (CL10, Concentration +13)
3rd(2/day)
Instant Enemy, Strong Jaw
2nd(3/day)
Barkskin, Barkskin, Barkskin
1st(4/day)
Longstrider, Longstrider, Longstrider, Longstrider
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Statistics
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Str 10,
Dex 20/18,
Con 14,
Int14,
Wis 16/14,
Cha 12
Base Atk +13;
CMB +12;
CMD27
Traits Vigilante Witch Hunter, Trapfinder
Feats Point Blank Shot, Precise Shot, Endurance, Toughness, Rapid Shot, Boon Companion, Manyshot, Deadly Aim, Improved Critical(Longbow), Pinpoint Targetting, Improved Precise Shot, Wingclipper
Skills Bluff +3, Climb +5, Disable Device +21, Handle Animal +7, Know(Dungeoneering) +18, Know(Geography) +18, Knowledge(Nature) +18, Perception +26, Sleight of Hand +18, Sense Motive +18, Stealth +16, Survival +20, Swim +5
Languages Common, Halfling, Sylvan, Giant
SQ
Other Gear +2 Longbow, Arrows(20), Thieve's Tools, Rope(Hemp),Torches, Ranger's Kit, Heavy Steel Shield, Wand of CLW(4), +1 Mithral Shirt, Eyes of the Eagle, Headband of Wisdom +2, Belt of Dexterity +2, Bracers of Archery(Lesser), Pearl of Power 2, Eyes of the Eagle. 3000
Deep Pockets Money: 600 gold
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Special Abilities
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Shiftless: Halflings have a reputation for larceny and guile—and sometimes it's well deserved. Halflings with this racial trait gain a +2 racial bonus on Bluff and Sleight of Hand checks, and Sleight of Hand is always a class skill for them. This racial trait replaces sure-footed.
Wild Empathy +11
Favored Enemy(Giant)+6: Hobbes gains a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +4 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track: +5
Combat Style Archery
Favored Terrain(Cold) +4 Hobbes gains a +4 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Hunter's Bond(Animal Companion: Hobbes has a Winter Wolf named Hila.
Favored Enemy(Magical Beasts) +2: Hobbes gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Woodland Stride: Hobbes may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
Favored Terrain(Underground) +2 Hobbes gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Swift Tracker: Hobbes can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Evasion: Hobbes can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor.
Favored Enemy(Human)+2: Hobbes gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Quarry: Hobbes can as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature’s type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.
Camouflage: Hobbes can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn’t grant cover or concealment.
Favored Terrain(Urban) +2 Hobbes gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).