Rangers

Novice Scout CR 1/2

XP 200

Half-elf ranger 1

LN Medium humanoid (elf, human)

Init +3; Senses low-light vision; Perception +10

Defense

AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)

hp 12 (1d10+2)

Fort +3, Ref +5, Will +1; +2 vs. enchantments

Immune sleep

Offense

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)

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.

Statistics

Str 14, Dex 17, Con 12, Int 10, Wis 13, Cha 8

Base Atk +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

SQ elf blood, track +1, wild empathy +0

Combat Gearpotion of cure light wounds, alchemist's fire, masterwork arrows (3), smokestick; Other Gear masterwork studded leather, longbow with 20 arrows, longsword, shortspear, 15 gp

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 CR 1

XP 400

Halfling ranger 2

LN Small humanoid (halfling)

Init +3; Senses Perception +8

Defense

AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)

hp 15 (2d10)

Fort +4, Ref +7, Will +2; +2 vs. fear

Offense

Speed 20 ft.

Melee short sword +4 (1d4+1/19–20)

Ranged mwk shortbow +7 (1d4/×3)

Special Attacks favored enemy (fey +2)

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.

Statistics

Str 12, Dex 17, Con 10, Int 13, Wis 12, Cha 10

Base Atk +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

SQ track +1, wild empathy +2

Combat Gearpotion of cure light wounds, tanglefoot bags (2), thunderstone; Other Gear masterwork studded leather, masterwork shortbow with 20 arrows, short sword, 84 gp

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.

Poacher CR 2

XP 600

Human ranger 3

CE Medium humanoid (human)

Init +1; Senses Perception +7

Defense

AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)

hp 30 (3d10+9)

Fort +5, Ref +4, Will +2

Offense

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)

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.

Statistics

Str 17, Dex 12, Con 14, Int 10, Wis 13, Cha 8

Base Atk +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

SQ favored terrain (forest +2), track +1, wild empathy +2

Combat Gearpotion 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

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.

Border Guard CR 3

XP 800

Half-orc ranger 4

NE Medium humanoid (human, orc)

Init +4; Senses darkvision 60 ft.; Perception +8

Defense

AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)

hp 30 (4d10+4)

Fort +5, Ref +8, Will +2

Defensive Abilities orc ferocity; Resist fire 10

Offense

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)

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.

Statistics

Str 14, Dex 18, Con 12, Int 10, Wis 13, Cha 8

Base Atk +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

SQ 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

A border guard protects the lands of her tribe.

Vardeeka

Vardeeka considers it an insult to her ancestors if an intruder gets past her.

Mounted Archer CR 4

XP 1,200

Human ranger 5

NE Medium humanoid (human)

Init +7; Senses Perception +9

Defense

AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 shield)

hp 42 (5d10+10)

Fort +7, Ref +8, Will +3

Resist fire 10

Offense

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)

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.

Statistics

Str 15, Dex 16, Con 14, Int 10, Wis 12, Cha 8

Base Atk +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

SQ favored terrain (desert +2), hunter's bond (companions), track +2, wild empathy +4

Combat Gearoil 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

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.

Tunnel Rat CR 5

XP 1,600

Gnome ranger 6

N Small humanoid (gnome)

Init +3; Senses low-light vision; Perception +12

Defense

AC 19, touch 15, flat-footed 15 (+4 armor, +3 Dex, +1 dodge, +1 size)

hp 49 (6d10+12)

Fort +6, Ref +8, Will +3; +2 vs. illusions

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); Immune poison

Offense

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)

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.

Statistics

Str 12, Dex 16, Con 12, Int 12, Wis 13, Cha 10

Base Atk +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

SQ 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

A tunnel rat patrols twisting passages underground.

Mountaineer CR 6

XP 2,400

Dwarf ranger 7

LE Medium humanoid (dwarf)

Init +2; Senses Perception +12

Defense

AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield)

hp 59 (7d10+16)

Fort +8, Ref +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

Offense

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)

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; Speed20 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.

Statistics

Str 20, Dex 14, Con 14, Int 10, Wis 15, Cha 6

Base Atk +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

SQ favored terrain (mountain +2), hunter's bond (companions), track +3, wild empathy +5, woodland stride

Combat Gearpotion 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

Orc slayer CR 7

XP 3,200

Elf ranger 8

CN Medium humanoid (elf)

Init +6; Senses low-light vision; Perception +14

Defense

AC 22, touch 15, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, +2 natural)

hp 62 (8d10+14)

Fort +8, Ref +13, Will +4; +2 vs. enchantments

Immune sleep; Resist fire 10

Offense

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)

Ranger Spells Prepared (CL 5th; concentration +6)

2nd—barkskin, cat's grace

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.

Statistics

Str 13, Dex 23, Con 12, Int 12, Wis 12, Cha 8

Base Atk +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

SQ elven magic, favored terrain (forest +4, plains +2), hunter's bond (companions), swift tracker, track +4, weapon familiarity, wild empathy +7, woodland stride

Combat Gearpotion 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

The orc slayer is driven by vengeance to kill all orcs.

Swampwalker CR 8

XP 4,800

Half-elf ranger 9

CE Medium humanoid (elf, human)

Init +1; Senses low-light vision; Perception +16

Defense

AC 19, touch 12, flat-footed 18 (+4 armor, +1 deflection, +1 Dex, +3 natural)

hp 81 (9d10+27)

Fort +8, Ref +7, Will +5; +2 vs. enchantments

Defensive Abilities evasion; Immune sleep

Offense

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)

Ranger Spells Prepared (CL 6th; concentration +8)

2nd—barkskin, snare

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.

Statistics

Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 8

Base Atk +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

SQ 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

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: If Cullen observes the PCs navigating his swamp with ease or defeating a dangerous monster, he may offer his services as a guide, or trade information with them.

Pirate Queen CR 9

XP 6,400

Halfling ranger 10

NE Small humanoid (halfling)

Init +4; Senses Perception +17

Defense

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)

Fort +10, Ref +13, Will +7; +2 vs. fear

Defensive Abilities evasion; Resist fire 20

Offense

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)

Ranger Spells Prepared (CL 7th; concentration +9)

2nd—barkskin, wind wall

1st—endure elements, longstrider, resist energy

Tactics

Before Combat The ranger casts barkskin, endure elements, longstrider, and resist energy (fire).

During Combat The ranger prefers melee, using Mobility and Spring Attack to engage the enemy leader while her pirate allies deal with underlings.

Base Statistics Without barkskin, longstrider, and resist energy, the ranger's statistics are AC 22, touch 17, flat-footed 17; Resist none; Speed 20 ft.

Statistics

Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 10

Base Atk +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

SQ favored terrain (urban +2, water +4), hunter's bond (companions), swift tracker, track +5, wild empathy +10, woodland stride

Combat Gearpotion 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

The pirate queen is a deadly foe, whether she's encountered in a scummy port town or out on the high seas, flying the black flag. She keeps a full crew of unruly, vicious buccaneers in line, and rewards them with the treasure and carnage they crave.

Pialoosa

Cocky and self-assured from years of experience on the water, Pialoosa expects nothing but the best from her crew, and rewards them generously when they show great bravery or skill. She is especially greedy—even for a pirate—and pursues any rumors, maps, or historical fables that might lead to treasure hoards hidden by long-dead pirates.

Combat Encounters:Pialoosa pursues a ship the PCs are on, demanding they surrender their treasure or be tossed in the briny deep. If encountered on land, she might start a massive brawl in a tavern, possibly after playing a game of cards and losing a good share of the booty she acquired most recently.

Roleplaying Suggestions: Pialoosa could be hired as a trustworthy (if black-hearted) ship captain to guide the PCs through dangerous waters. She relies on her reputation to keep other pirates away, and flies a special red flag with a black image of a foot on it to indicate she's aboard a ship. Anyone who attacks her ship risks death beneath her blade, even if it's an old friend.

Giant-Killer CR 10

XP 9,600

Gnome ranger 11

NE Small humanoid (gnome)

Init +2; Senses low-light vision; Perception +18

Defense

AC 24, touch 15, flat-footed 21 (+6 armor, +1 deflection, +2 Dex, +1 dodge, +3 natural, +1 size)

hp 116 (11d10+51)

Fort +12, Ref +10, Will +6; +2 vs. illusions

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), evasion; Immune poison; Resist fire 20

Offense

Speed 20 ft.

Melee+1 gnome hooked hammer +13/+8/+3 (1d6+3/19–20/×3), mwk gnome hooked hammer +13 (1d4+2/19–20/×4) or

mwk longspear +15/+10/+5 (1d6+3/×3)

Ranged mwk composite longbow +15/+10/+5 (1d6+2/×3)

Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, favored enemy (earth outsiders +2, giants +6, oozes +2)

Ranger Spells Prepared (CL 8th; concentration +10)

3rd—cure moderate wounds

2nd—barkskin, bear's endurance

1st—delay poison, entangle, resist energy

Tactics

Before Combat The ranger casts barkskin, bear's endurance, delay poison, and resist energy (fire).

During Combat If facing multiple opponents with reach, the ranger uses Lunge.

Base Statistics Without barkskin, bear's endurance, delay poison, and resist energy, the ranger's statistics are hp 94; Fort +10; AC 21, touch 15, flat-footed 18;Immune none; Resist none; Con 14.

Statistics

Str 14, Dex 14, Con 18, Int 10, Wis 14, Cha 10

Base Atk +11; CMB +12; CMD 26

Feats Dodge, Double Slice, Endurance, Improved Critical (gnome hooked hammer), Lunge, Mobility, Power Attack, Two-Weapon Fighting, Two-Weapon Rend, Vital Strike

Skills Acrobatics +17 (+13 when jumping), Climb +8, Knowledge (dungeoneering, local) +5, Knowledge (geography, nature) +8, Linguistics +1, Perception +18, Stealth +19, Survival +16, Swim +8

Languages Common, Giant, Gnome

SQ favored terrain (mountain +2, underground +4), hunter's bond (companions), quarry, swift tracker, track +5, wild empathy +11, woodland stride

Combat Gearpotion of invisibility, scroll of cure serious wounds; Other Gear+2 chain shirt, +1/masterwork gnome hooked hammer, masterwork composite longbow (+3 Str) with 20 arrows, boots of elvenkind, cloak of resistance +1, ring of protection +1, 630 gp

The giant-killer is trained to kill monsters many times her size, using speed, specialized weapons, and time honored techniques to bring down even the most daunting foes.

Mirshi Knee-Splitter

Feisty and fearless, Mirshi is good at slaying giants—and she makes sure that everyone else knows it. If a town is menaced by her favored prey, she swaggers in and demands an outrageous price for her services. Once the townsfolk agree, she murders the giants, claims her wages, and leaves the town impoverished. She's been fighting giants since she came of age, and she wants to collect at least one head from each type of giant to display in her trophy room.

Combat Encounters: Mirshi might attack the PCs to prevent them from stealing her glory or depriving her of a bounty from a nearby village. If giants are involved in a fight, she fights them no matter how much she might despise the other combatants involved. When she misses in combat against a Medium or Small creature, she claims it's because she's so used to fighting much larger opponents (mostly just to protect her pride).

Roleplaying Suggestions: Mirshi loves it when others laud her achievements. She quickly becomes friendly toward a bard PC if she thinks the bard might write ballads, songs, epic poems, or plays about her giant-slaying adventures. The tales Mirshiri tells about herself are highly exaggerated, but she never lies when counting up the number of giants that she's killed.

Bounty Hunter CR 11

XP 12,800

Human ranger 12

LN Medium humanoid (human)

Init +8; Senses Perception +16

Defense

AC 25, touch 16, flat-footed 20 (+5 armor, +1 deflection, +4 Dex, +1 dodge, +4 natural)

hp 94 (12d10+24)

Fort +11, Ref +13, Will +6

Defensive Abilities evasion; Immune poison; Resist fire 20

Offense

Speed 40 ft.

Melee+1 kukri +16/+11/+6 (1d4+5/18–20), +1 kukri +16/+11 (1d4+5/18–20)

Ranged mwk composite longbow +17/+12/+7 (1d8+4/×3)

Special Attacks favored enemy (animals +2, humans +6, orcs +2)

Ranger Spells Prepared (CL 9th; concentration +10)

2nd—barkskin, cat's grace, wind wall

1st—delay poison, longstrider, resist energy

Tactics

Before Combat The ranger casts barkskin, cat's grace, delay poison, longstrider, and resist energy (fire).

During Combat The ranger attacks with his bow using Deadly Aim. In melee, he uses his kukris or attempts to grapple.

Base Statistics Without barkskin, cat's grace, delay poison, longstrider, and resist energy, the ranger's statistics are Init +6; Senses normal; AC 20, touch 14, flat-footed 17; Ref +11; Immune none; Resist none; Speed 30 ft.; Ranged mwk longbow +15/+10/+5 (1d8+4/×3); Dex 14; CMD 30 (32 vs. grapple); Skills Acrobatics +12, Stealth +17.

Statistics

Str 19, Dex 18, Con 14, Int 10, Wis 12, Cha 10

Base Atk +12; CMB +16 (+18 grapple); CMD 32 (34 vs. grapple)

Feats Deadly Aim, Dodge, Double Slice, Endurance, Improved Grapple, Improved Initiative, Improved Two-Weapon Fighting, Improved Unarmed Strike, Point-Blank Shot, Two-Weapon Fighting, Weapon Focus (kukri)

Skills Acrobatics +14 (+18 when jumping), Bluff +10, Climb +12, Disguise +7, Knowledge (geography, nature) +8, Knowledge (local) +5, Linguistics +2, Perception +16, Sense Motive +11, Stealth +19, Survival +16, Swim +10

Languages Common, Elven, Orc

SQ camouflage, favored terrain (plains +2, urban +4), hunter's bond (companions), quarry, swift tracker, track +6, wild empathy +12, woodland stride

Combat Gearpotions of cure serious wounds (2), smokesticks (2), tanglefoot bags (2); Other Gear+2 studded leather, +1 kukris (2), masterwork composite longbow (+4 Str) with 20 arrows, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, ring of protection +1, 793 gp

A bounty hunter brings back his targets dead or alive.

Alec Renatus

Alec hunts people to bring them to justice, not because he enjoys killing. He uses deadly force only if he must to protect himself or others. He tries to learn as much as possible about his target before starting his pursuit, and selects potions and other items based on the best tactics for capturing that person.

Combat Encounters:Alec generally does work only for legitimate and lawful governments, but might attempt to capture a PC if he was deceived into believing that PC has broken the law.

Roleplaying Suggestions: Alec could approach the PCs to gain their help in capturing a particularly difficult target.

Fiendslayer CR 12

XP 19,200

Half-elf ranger 13

N Medium humanoid (elf, human)

Init +5; Senses low-light vision; Perception +26

Defense

AC 28, touch 16, flat-footed 22 (+8 armor, +5 Dex, +1 dodge, +4 natural)

hp 125 (13d10+49)

Fort +12, Ref +14, Will +7; +2 vs. enchantments

Defensive Abilities evasion; Immune fire (120 points), poison, sleep; Resist electricity 20

Offense

Speed 40 ft.

Melee+1 cold iron rapier +17/+12/+7 (1d6+3/15–20), +1 silver dagger +17/+12/+7 (1d4+2/19–20)

Ranged+1 light crossbow +19 (1d8+1/19–20)

Special Attacks favored enemy (evil outsiders +6, magical beasts +2, undead +2)

Ranger Spells Prepared (CL 10th; concentration +12)

3rd—cure moderate wounds

2nd—barkskin, bear's endurance, protection from energy

1st—delay poison, longstrider, resist energy (2)

Tactics

Before Combat The ranger casts barkskin, bear's endurance, delay poison, longstrider, protection from energy (fire), and resist energy (electricity).

During Combat If fighting demons or devils, the ranger applies oil of bless weapon to one weapon and drinks her potion of heroism.

Base Statistics Without barkskin, bear's endurance, delay poison, longstrider, protection from energy, and resist energy, the ranger's statistics are AC 24, touch 16, flat-footed 18; hp 99; Fort +10; Immune sleep; Resist none; Speed 30; Con 12; Skills Acrobatics +15.

Statistics

Str 14, Dex 21, Con 16, Int 10, Wis 14, Cha 8

Base Atk +13; CMB +15; CMD 31

Feats Dodge, Double Slice, Endurance, Greater Two-Weapon Fighting, Improved Critical (rapier), Improved Two-Weapon Fighting, Improved Vital Strike, Skill Focus (Perception), Two-Weapon Fighting, Two-Weapon Rend, Vital Strike, Weapon Finesse

Skills Acrobatics +15 (+19 when jumping), Knowledge (nature) +13, Knowledge (planes) +10, Linguistics +3, Perception +26, Ride +12, Stealth +21, Survival +18, Swim +10

Languages Abyssal, Celestial, Common, Elven, Infernal

SQ camouflage, elf blood, favored terrain (Abyss +4, underground +4, urban +2), hunter's bond (companions), quarry, swift tracker, track +6, wild empathy +12, woodland stride

Combat Gearoil of bless weapon (2), potions of cure serious wounds (2), potion of heroism, potions of invisibility (2), +1 evil outsider-bane bolts (5), holy water (4); Other Gear+2 mithral breastplate, +1 cold iron rapier, +1 light crossbow with 15 bolts, +1 silver dagger, belt of incredible dexterity +2, cloak of resistance +1, 772 gp

The fiendslayer's ultimate goal is to rid the mortal world of evil outsiders.

Elizaveta Oriones

Trained by a church, Elizaveta sees killing demons and devils as a sacred duty. In villages plagued by fiends, she questions locals to determine what kind of threat she faces. If foolish dabblers called the fiends, she turns them in. If the summoning was deliberate, she kills those who were responsible.

Combat Encounters:Eliza might confront the PCs if she hears rumors that one is a conjurer or summoner.

Roleplaying Suggestions: Eliza volunteers her help only if PCs are hunting demons, devils, or fiendish cults.

Desert Stalker CR 13

XP 25,600

Half-orc ranger 14

LE Medium humanoid (human, orc)

Init +5; Senses darkvision 60 ft.; Perception +19

Defense

AC 27, touch 14, flat-footed 25 (+6 armor, +2 deflection, +1 Dex, +1 dodge, +4 natural, +3 shield)

hp 130 (14d10+49)

Fort +14, Ref +12, Will +8

Defensive Abilities evasion, orc ferocity; Immune fire (120 points); Resist electricity 30

Offense

Speed 40 ft.

Melee+1 scimitar +18/+13/+8 (1d6+6/15–20), +2 light shield +21/+16 (1d3+7 plus bull rush)

Ranged mwk composite longbow +16/+11/+6 (1d8+5/×3)

Special Attacks favored enemy (animals +2, humans +4, magical beasts +4)

Ranger Spells Prepared (CL 11th; concentration +13)

4th—freedom of movement

3rd—neutralize poison

2nd—barkskin, protection from energy, wind wall

1st—endure elements, longstrider, pass without trace, resist energy

Tactics

Before Combat The ranger casts barkskin, endure elements, freedom of movement, longstrider, pass without trace, protection from energy (fire), and resist energy (electricity).

During Combat The ranger casts wind wall to separate foes, then uses Improved Shield Bash to manipulate positioning.

Base Statistics Without barkskin, longstrider, protection from energy, and resist energy, the ranger's statistics are AC 23, touch 14, flat-footed 21; Immune none; Resist none; Speed 30 ft.; Skills Acrobatics +11.

Statistics

Str 20, Dex 13, Con 16, Int 10, Wis 14, Cha 8

Base Atk +14; CMB +19; CMD 33

Feats Blind-Fight, Dodge, Double Slice, Endurance, Improved Critical (scimitar), Improved Initiative, Improved Shield Bash, Improved Two-Weapon Fighting, Power Attack, Shield Master, Shield Slam, Two-Weapon Fighting

Skills Acrobatics +11 (+15 when jumping), Climb +13, Diplomacy +4, Handle Animal +7, Heal +10, Intimidate +1, Knowledge (geography) +8, Knowledge (nature) +13, Perception +19, Ride +9, Sense Motive +5, Stealth +18, Survival +15

Languages Common, Orc

SQ camouflage, favored terrain (desert +6, mountain +2, urban +2), hunter's bond (companions), orc blood, quarry, swift tracker, track +7, weapon familiarity, wild empathy +13, woodland stride

Combat Gearpotions of cure serious wounds (2), potion of fly, potion of haste, scrolls of neutralize poison (2), wand of cure moderate wounds (20 charges); Other Gear+2 chain shirt, +2 light wooden shield, +1 scimitar, masterwork composite longbow (+5 Str) with 20 arrows, belt of giant strength +2, cloak of resistance +2, ring of protection +2, 981 gp

The desert stalker snares his prey and bleeds it dry.

Arkesh

Arkesh loves the desert, its people, and their traditions, and hates those who would change or exploit any of these. He might let a water caravan run by foreigners pass, but would kill a similar group bringing exotic goods to tempt desert people into strange new ways.

Combat Encounters:Arkesh attacks the PCs for a perceived affront to his territory or traditions.

Roleplaying Suggestions: If PCs respect the desert, Arkesh might rescue them during a sandstorm, guide them past a dangerous monster, or explain in detail the hazards of the wilds.

Angel Slayer CR 14

XP 38,400

Half-orc ranger 15

CE Medium humanoid (human, orc)

Init +7; Senses darkvision 60 ft.; Perception +20

Defense

AC 26, touch 14, flat-footed 23 (+6 armor, +1 deflection, +3 Dex, +5 natural, +1 shield)

hp 112 (15d10+25)

Fort +13, Ref +17, Will +12

Defensive Abilities evasion, orc ferocity; Immune cold (120 points); Resist electricity 30, fire 30

Offense

Speed 40 ft.

Melee+1 good outsider-bane orc double axe +21/+16/+11 (1d8+7/19–20/×3), +1 orc double axe +21/+16/+11 (1d8+7/19–20/×3)

Ranged mwk composite longbow +19/+14/+9 (1d8+6/×3)

Special Attacks favored enemy (elves +2, good outsiders +8, humans +2, magical beasts +2)

Ranger Spells Prepared (CL 12th; concentration +14)

4th—freedom of movement

3rd—cure moderate wounds, neutralize poison

2nd—barkskin, cat's grace, protection from energy

1st—longstrider, pass without trace, resist energy (2)

Tactics

Before Combat The ranger casts barkskin, cat's grace, freedom of movement, longstrider, pass without trace, protection from energy (cold), and resist energy (electricity, fire).

During Combat The ranger uses her bow against flying targets, but prefers melee and uses a potion of fly if her prey won't land.

Base Statistics Without barkskin, cat's grace, longstrider, protection from energy, and resist energy, the ranger's statistics are Init +5; AC 19, touch 12, flat-footed 18; Ref +15; Immune none; Resist none; Speed 30 ft.; Ranged mwk composite longbow +17/+12/+7 (1d8+6/×3); Dex 13; CMD 33; Skills Ride +8, Stealth +18.

Statistics

Str 22, Dex 17, Con 12, Int 10, Wis 14, Cha 8

Base Atk +15; CMB +21; CMD 35

Feats Double Slice, Endurance, Greater Two-Weapon Fighting, Improved Critical (orc double axe), Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Lightning Reflexes, Point-Blank Shot, Power Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (orc double axe)

Skills Bluff +7, Climb +18, Intimidate +1, Knowledge (nature) +13, Knowledge (planes) +10, Linguistics +2, Perception +20, Ride +10, Stealth +20, Survival +15, Swim +18

Languages Abyssal, Celestial, Common, Orc

SQ camouflage, favored terrain (Heaven +6, mountain +2, urban +2), hunter's bond (companions), orc blood, quarry, swift tracker, track +7, weapon familiarity, wild empathy +14, woodland stride

Combat Gear+1 good outsider-bane arrows (10), potions of cure serious wounds (2), potions of fly (2), potions of restoration (2), ring of feather falling, wand of cure light wounds (50 charges); Other Gear+3 studded leather, +1 good outsider-bane/+1 orc double axe, masterwork composite longbow (+6 Str) with 10 arrows, belt of giant strength +2, cloak of resistance +3, ring of protection +1, 895 gp

An angel slayer decries false gods and their messengers.

Wrathack

Wrathack doesn't tolerate preaching about goodness or the benign nature of the gods. She decorates her clothing with bloody feathers from angel wings as a warning to any who dare speak lies about hope, kindness, and salvation.

Undead Slayer CR 15

XP 51,200

Human ranger 16

LG Medium humanoid (human)

Init +2; Senses Perception +21

Defense

AC 25, touch 14, flat-footed 23 (+6 armor, +2 deflection, +2 Dex, +5 natural)

hp 132 (16d10+40)

Fort +17, Ref +15, Will +10

Defensive Abilities improved evasion; Immune cold (120 points), fire (120 points), poison; Resist electricity 30

Offense

Speed 40 ft.

Melee+1 holy scimitar +21/+16/+11/+6 (1d6+6/18–20), +1 undead-bane light hammer +21/+16/+11 (1d4+6)

Ranged mwk composite longbow +19/+14/+9/+4 (1d8+5/×3)

Special Attacks favored enemy (aberrations +2, evil outsiders +2, humans +2, undead +8)

Ranger Spells Prepared (CL 13th; concentration +15)

4th—freedom of movement

3rd—remove disease (2)

2nd—barkskin, owl's wisdom, protection from energy (2)

1st—calm animals, delay poison, longstrider, resist energy

Tactics

Before Combat The ranger casts barkskin, delay poison, freedom of movement, longstrider, protection from energy (cold, fire), and resist energy (electricity).

During Combat The ranger allows herself to be surrounded by weak undead so she can use Great Cleave and Power Attack.

Base Statistics Without barkskin, delay poison, longstrider, protection from energy, and resist energy, the ranger's statistics are AC 20, touch 14, flat-footed 18; Immune none; Resist none; Speed 30 ft.; Skills Acrobatics +17.

Statistics

Str 20, Dex 14, Con 14, Int 10, Wis 14, Cha 8

Base Atk +16; CMB +21; CMD 35

Feats Cleave, Double Slice, Endurance, Great Fortitude, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Improved Vital Strike, Point-Blank Shot, Power Attack, Two-Weapon Fighting, Two-Weapon Rend, Vital Strike, Weapon Focus (light hammer, scimitar)

Skills Acrobatics +17 (+21 when jumping), Climb +13, Heal +15, Knowledge (dungeoneering) +8, Knowledge (local, planes) +5, Knowledge (nature) +6, Knowledge (religion) +15, Perception +21, Perform (string) +1, Ride +10, Spellcraft +13, Stealth +21, Survival +15, Swim +13

Languages Common

SQ camouflage, favored terrain (forest +2, underground +4, urban +4), hunter's bond (companions), quarry, swift tracker, track +8, wild empathy +15, woodland stride

Combat Gearnecklace of fireballs (type I), potion of blur, potion of bull's strength, potions of cure serious wounds (2), potions of hide from undead (5), potions of lesser restoration (2), silversheen, alchemical silver arrows (20), holy water (4); Other Gear+2 chain shirt, +1 holy scimitar, +1 undead-bane light hammer, masterwork composite longbow (+5 Str) with 20 arrows, belt of mighty constitution +2, cloak of resistance +3, ring of protection +2, 743 gp

An undead slayer's sole purpose is to destroy undead.

Seijal Nightbane

With a combination of relentless determination and cold efficiency, Seijal seeks out places where undead are known to lurk, attracts their attention, then destroys any that crawl forth.

Daredevil Hunter CR 16

XP 76,800

Elf ranger 17

CN Medium humanoid (elf)

Init +7; Senses darkvision 60 ft., low-light vision; Perception +21

Defense

AC 33, touch 19, flat-footed 26 (+9 armor, +2 deflection, +6 Dex, +1 dodge, +5 natural)

hp 142 (17d10+44)

Fort +15, Ref +20, Will +9; +2 vs. enchantments

Defensive Abilities improved evasion; Immune poison, sleep

Offense

Speed 40 ft.

Melee+1 elven curve blade +20/+15/+10/+5 (1d10+4/18–20)

Ranged+2 composite longbow +26/+21/+16/+11 (1d8+4/19–20/×3)

Special Attacks favored enemy (animals +2, dragons +4, giants +4, magical beasts +4)

Ranger Spells Prepared (CL 14th; concentration +15)

3rd—darkvision, neutralize poison

2nd—barkskin, bear's endurance, protection from energy, snare

1st—delay poison, hide from animals, longstrider, pass without trace, resist energy

Tactics

Before Combat The ranger casts barkskin, bear's endurance, darkvision, delay poison, longstrider, and pass without trace.

During Combat The ranger prefers ranged combat. He uses Deadly Aim with Rapid Shot, hoping to also use Tiring Critical.

Base Statistics Without barkskin, bear's endurance, darkvision, delay poison, and longstrider, the ranger's statistics are Senses low-light vision; AC 28, touch 19, flat-footed 21; hp 108; Fort +13; Immune sleep; Speed 30 ft.; Con 11; Skills Acrobatics +23.

Statistics

Str 14, Dex 24, Con 15, Int 10, Wis 13, Cha 10

Base Atk +17; CMB +19; CMD 39

Feats Critical Focus, Deadly Aim, Dodge, Endurance, Improved Critical (composite longbow), Manyshot, Mobility, Point-Blank Shot, Power Attack, Precise Shot, Rapid Shot, Shot on the Run, Spring Attack, Tiring Critical

Skills Acrobatics +23 (+27 when jumping), Climb +9, Handle Animal +8, Knowledge (arcana, local) +10, Knowledge (nature) +13, Perception +21, Ride +11, Stealth +26, Survival +21, Swim +5

Languages Common, Elven

SQ camouflage, elven magic, favored terrain (forest +2, mountain +4, plains +4), hide in plain sight, hunter's bond (companions), quarry, swift tracker, track +8, weapon familiarity, wild empathy +17, woodland stride

Combat Gear+1 dragon-bane arrows (5), +1 giant-bane arrows (5), +1 magical beast-bane arrows (5); potions of displacement (2), potions of fly (2), potions of haste (2), scroll of commune with nature, wand of cure moderate wounds (20 charges); Other Gear+3 mithral breastplate, +1 elven curve blade, +2 composite longbow (+2 Str) with 60 arrows, belt of incredible dexterity +4, boots of elvenkind, cloak of resistance +3, efficient quiver, ring of feather falling, ring of protection +2, 1,380 gp

The daredevil hunter seeks the largest and most dangerouscreatures for trophy kills.

Thalion Skytale

Thalion thinks of himself as the world's greatest big game hunter. He spends days—even weeks—tracking creatures he intends to slay, and sometimes hires his services to areas plagued by marauding giants or dragons. If he mistakenly attacks an animal companion or eidolon, he apologizes and asks to duel the creature to test his skills.

Golem-Breaker CR 17

XP 102,400

Dwarf ranger 18

LN Medium humanoid (dwarf)

Init +6; Senses darkvision 60 ft.; Perception +20

Defense

AC 31, touch 16, flat-footed 28 (+10 armor, +3 deflection, +2 Dex, +1 dodge, +5 natural)

hp 203 (18d10+100)

Fort +18, Ref +15, Will +10; +2 vs. poison, spells, and spell-like abilities

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), improved evasion; Immune fire (120 points), poison; Resist electricity 30

Offense

Speed 30 ft.

Melee+2 dwarven urgrosh +25/+20/+15/+10 (1d8+8/19–20/×3), +2 dwarven urgrosh +25/+20/+15 (1d6+8/19–20/×3)

Ranged+1 heavy crossbow +21 (1d10+1/19–20)

Special Attacks +1 on attack rolls against goblinoid and orc humanoids, favored enemy (constructs +8, elves +2, goblinoids +2, oozes +2)

Ranger Spells Prepared (CL 15th; concentration +17)

4th—cure serious wounds, freedom of movement

3rd—cure moderate wounds, water walk

2nd—barkskin, bear's endurance, protection from energy, wind wall

1st—delay poison, detect snares and pits (2), longstrider, resist energy

Tactics

Before Combat The ranger casts barkskin, bear's endurance, delay poison, longstrider, protection from energy (fire), and resist energy (electricity).

During Combat The ranger uses Mobility and Spring Attack to overcome enemy reach, and Greater Vital Strike to make devastating single blows.

Base Statistics Without barkskin, bear's endurance, delay poison, freedom of movement, longstrider, protection from energy, and resist energy, the ranger's statistics are AC 26, touch 16, flat-footed 23; hp 167; Fort +16; Immune none; Resist none; Speed 20 ft.; Con 16.

Statistics

Str 22, Dex 14, Con 20, Int 10, Wis 14, Cha 6

Base Atk +18; CMB +24; CMD 40 (44 vs. bull rush or trip)

Feats Dodge, Double Slice, Endurance, Greater Two-Weapon Fighting, Greater Vital Strike, Improved Critical (dwarven urgrosh), Improved Initiative, Improved Two-Weapon Fighting, Improved Vital Strike, Mobility, Spring Attack, Two-Weapon Fighting, Two-Weapon Rend, Vital Strike, Weapon Focus (dwarven urgrosh)

Skills Acrobatics +19, Climb +14, Heal +10, Knowledge (arcana) +15, Knowledge (dungeoneering) +18, Knowledge (engineering) +10, Knowledge (geography, nature) +8, Perception +20 (+22 to notice unusual stonework), Stealth +12, Survival +15, Swim +9

Languages Common, Dwarven

SQ camouflage, favored terrain (forest +2, mountain +4, underground +4, urban +4), hide in plain sight, hunter's bond (companions), quarry, swift tracker, track +9, wild empathy +16, woodland stride

Combat Gearboots of speed; Other Gear+4 mithral breastplate, +2/+2 dwarven urgrosh, +1 heavy crossbow with 10 bolts, bag of holding (type I), belt of giant strength +4, cloak of resistance +2, golembane scarab, ring of protection +3, 1,600 gp

A golem-breaker makes a ruin of constructs, clockworks, and complex devices.

Esheyna

Esheyna has always had a knack for spotting the weak points in structures, a talent she has long put to use to sabotage enemy siege engines. Now a legendary mercenary, she enjoys bashing apart teams of iron golems just to see how they're supposed to fit together.

Combat Encounters: Esheyna might battle the PCs for control of an ancient juggernaut just so she has bragging rights about destroying it.

Roleplaying Suggestions: Esheyna offers advice and assistance to the PCs about ancient war machines or clockwork invaders from another plane.

Mage Hunter CR 18

XP 153,600

Human ranger 19

CE Medium humanoid (human)

Init +11; Senses darkvision 60 ft.; Perception +24

Defense

AC 34, touch 19, flat-footed 28 (+10 armor, +3 deflection, +5 Dex, +1 dodge, +5 natural)

hp 195 (19d10+86)

Fort +19, Ref +24, Will +14

Defensive Abilities improved evasion, nondetection; Immune electricity (120 points), fire (120 points), poison; Resist cold 30, electricity 30, fire 30

Offense

Speed 40 ft.

Melee+1 greataxe +21/+16/+11/+6 (1d12+2/×3)

Ranged+1 frost longbow +27/+22/+17/+12 (1d8+1/19–20/×3 plus 1d6 cold)

Special Attacks favored enemy (elves +6, gnomes +2, humans +4, magical beasts +2)

Ranger Spells Prepared (CL 16th; concentration +18)

4th—freedom of movement, nondetection

3rd—darkvision, neutralize poison, repel vermin

2nd—barkskin, bear's endurance, protection from energy (2)

1st—delay poison, longstrider, resist energy (3)

Tactics

Before Combat The ranger casts barkskin, bear's endurance, darkvision, delay poison, freedom of movement, longstrider, nondetection, protection from energy (electricity, fire), and resist energy (cold, electricity, fire).

During Combat The ranger slays spellcasters with bane arrows. He rings his chime of interruption to hamper spellcasting.

Base Statistics Without barkskin, bear's endurance, darkvision, longstrider, nondetection, protection from energy, and resist energy, the ranger's statistics are Senses normal; hp 157; Fort +17; Defensive Abilities improved evasion; Immune none; Resist none; Speed 30 ft.; Con 14; Skills Acrobatics +22.

Statistics

Str 12, Dex 24, Con 18, Int 10, Wis 14, Cha 8

Base Atk +19; CMB +20; CMD 41

Feats Critical Focus, Deadly Aim, Dodge, Endurance, Improved Critical (longbow), Improved Initiative, Improved Iron Will, Improved Precise Shot, Iron Will, Lightning Reflexes, Manyshot, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Staggering Critical, Stunning Critical

Skills Acrobatics +22 (+26 when jumping), Climb +14, Handle Animal +7, Heal +10, Knowledge (arcana, local) +10, Knowledge (dungeoneering, geography) +8, Knowledge (history) +5, Knowledge (nature) +7, Linguistics +1, Perception +24, Ride +14, Spellcraft +13, Stealth +29, Survival +15, Swim +9

Languages Common, Draconic

SQ camouflage, favored terrain (forest +4, plains +2, underground +2, urban +6), hide in plain sight, hunter's bond (companions), improved quarry, swift tracker, track +9, wild empathy +18, woodland stride

Combat Gear+1 elf-bane arrows (5), +1 flaming arrows (5), +1 gnome-bane arrows (5), +1 human-bane arrows (10), +1 shock arrows (5), chime of interruption, potions of invisibility (2), wand of cure serious wounds (20 charges); Other Gear+4 mithral breastplate, +1 frost longbow with 20 arrows, +1 greataxe, bag of holding (type I), belt of incredible dexterity +4, cloak of resistance +4, ring of protection +3, diamond dust for nondetection (worth 50 gp), 2,574 gp

A mage hunter thrills at killing sorcerers and wizards. Knowing how to circumvent their hated spells, he casts nondetection every day to deter pursuit and scrying.

Supreme Hunter CR 19

XP 204,800

Human ranger 20

CE Medium humanoid (human)

Init +9; Senses darkvision 60 ft.; Perception +25

Defense

AC 31, touch 18, flat-footed 26 (+8 armor, +3 deflection, +4 Dex, +1 dodge, +5 natural)

hp 184 (20d10+70)

Fort +20, Ref +22, Will +13

Defensive Abilities improved evasion; Immune fire (120 points), poison; Resist cold 30

Offense

Speed 40 ft.

Melee+2 longsword +28/+23/+18/+13 (1d8+11/19–20)

Rangedoathbow +28/+23/+18/+13 (1d8+8/19–20/×3)

Special Attacks favored enemy (dwarves +4, elves +4, gnomes +2, humans +6, orcs +2)

Ranger Spells Prepared (CL 17th; concentration +19)

4th—commune with nature, freedom of movement, tree stride

3rd—darkvision, neutralize poison, remove disease

2nd—barkskin, bear's endurance, protection from energy, snare, spike growth

1st—alarm, endure elements, longstrider, pass without trace, resist energy

Tactics

Before Combat The ranger casts barkskin, bear's endurance, darkvision, freedom of movement, longstrider, pass without trace, protection from energy (fire), resist energy (cold), and tree stride.

During Combat The ranger swears to kill one target with his oathbow, using his boots of speed and feats to gain extra attacks. Against dangerous foes, he uses poison.

Base Statistics Without barkskin, bear's endurance, darkvision, longstrider, protection from energy, and resist energy, the ranger's statistics are Senses normal; AC 26, touch 18, flat-footed 21; hp 144; Fort +18; Immune none; Resist none; Speed 30 ft.; Con 12; SkillsAcrobatics +15.

Statistics

Str 22, Dex 20, Con 16, Int 11, Wis 14, Cha 8

Base Atk +20; CMB +26; CMD 45

Feats Bleeding Critical, Blinding Critical, Combat Reflexes, Critical Focus, Deadly Aim, Dodge, Endurance, Improved Critical (composite longbow), Improved Initiative, Improved Precise Shot, Manyshot, Point-Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Shot, Weapon Focus (composite longbow)

Skills Acrobatics +15 (+19 when jumping), Climb +19, Handle Animal +12,Heal +15, Knowledge (dungeoneering) +8, Knowledge (geography) +13, Knowledge (nature) +18, Knowledge (planes) +5, Perception +25, Ride +18, Stealth +28, Survival +25, Swim +14

Languages Common

SQ camouflage, favored terrain (desert +2, forest +2, mountain +4, plains +6), hide in plain sight, hunter's bond (companions), improved quarry, swift tracker, track +10, wild empathy +19, woodland stride

Combat Gear+1 anarchic arrows (5), boots of speed, +1 flaming arrows (5), +1 frost arrows (5), +1 shock arrows (5), +1 unholy arrows (5), potions of cure serious wounds (2), potions of delay poison (2), scroll of neutralize poison, adamantine arrows (5), purple worm poison (2), smokesticks (5), tanglefoot bags (5); Other Gear+4 mithral chain shirt, +2 longsword, oathbow (+6 Str) with 30 arrows, belt of physical might +4 (Str, Dex), cloak of resistance +5, efficient quiver, ring of protection +3, ring of sustenance, 4,195 gp

Supreme hunters stalk and kill anything they choose. Most of them are so skilled they need to keep looking for tougher targets just to feel challenged.