Hobwose, 5th-Level Ranger

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Creature: Hobwose, 5th-Level Ranger
Size/Type Small/Humanoid (Hobwose)
Hit Dice 5d8 (40 HP)
Initiative +3
Speed 20 ft. ft.
Armor Class 21 (20 +3 Dex, + Natural, +6 (+2 Chain Shirt) Armor AC, +0 Shield AC), 13 Flat Footed, 13 Touch AC
Base Attack/Grapple +0
Attack Dagger (1d3+2 (Small)) or Shortsword (1d4+2 (Small)) or Longbow (Small) +4 ranged (1d6) - Two-Weapon Fighting -2/-2
Full Attack Dagger (1d3+2 (Small)) or Shortsword (1d4+2 (Small)) or Longbow (Small) +4 ranged (1d6) - Two-Weapon Fighting -2/-2
Space/Reach 5 ft./5 ft.
Special Attacks
Special Qualities Darkvision 60 ft.
Saves Fort +4, Ref +8, Will +3
Abilities STR 11, DEX 18, CON 11, INT 12, WIS 14, CHA 9
Skills Climb 1, Concentration 3, Hide 15, Jump 4, Knowledge - Dungeoneering 4, Listen 11, Move Silently 13, Search 3, Spot 9, Survival 10, Swim 5, Use Rope 4
Feats Armor Proficiency Light, Endurance, Martial Weapon Proficiency, Point Blank Shot, Shield Proficiency, Simple Weapon Proficiency, Track, Weapon Focus, Two-Weapon Fighting
Environment Any

challenge-rating=1/2

Organization Solitary or Pack (5-8)
Challenge Rating {{{challenge-rating}}}
Treasure Standard
Alignment Any
Advancement By Character Class
Level Adjustment
Notes Track

A ranger gains Track as a bonus feat.

Wild Empathy (Ex) A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Combat Style (Ex) At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Endurance A ranger gains Endurance as a bonus feat at 3rd level.

Animal Companion (Ex) At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Spells Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).

Alarm: Wards an area for 2 hours/level.