REG MAZNIF CR 7

XP 3 200

Mâle halfling ranger 6

CG Small humanoid (halfling)

Init +10; Senses Perception +13

DEFENSE

AC 23, touch 18, flat-footed 17 (+5 armor, +1 deflection, +6 Dex, +1 size)

hp 59 (6d10+19)
Fort +6, Ref +13, Will +6, +2 vs. fear

OFFENSE
Speed 20 ft.
Ranged small darkwood longbow +1 +15/+10  (1d6+1/x3)
Ranged acid (flask) +12/+7  (1d6)
Ranged alchemist's fire (flask) +12/+7  (1d6)
Melee masterwork small longsword +8/+3  (1d6/19-20)
Melee masterwork buckler (small) +3/-2  (1d2)
Ranged sling (small) +14/+9  (1d3)

Space 5 ft.; Reach 5 ft.

Special Attacks fleet charge, humanoid (human) +4, outsider (evil) +2

Wayfinder Spell-Like Abilities: light (at will)

Ranger Spells Prepared (CL 6th, concentration +5):

1st—endure elements (2)

STATISTICS
Str 10, Dex 24, Con 10, Int 12, Wis 14, Cha 10
Base Atk +6; CMB +5; CMD 23

Feats Deadly Aim, Deadly Aim (Mythic), Endurance, Improved Precise Shot, Point-Blank Shot, Precise Shot, Rapid Shot, Rapid Shot (Mythic)

Skills Acrobatics +9 , Acrobatics (Jump) +5 , Climb +6 , Diplomacy +1 , Disable Device +10 , Escape Artist +13 , Handle Animal +9 , Heal +6 , Knowledge (Dungeoneering) +5 , Knowledge (Geography) +5 , Knowledge (Local) +2 , Knowledge (Planes) +2 , Perception +13 , Profession (Cook) +6 , Ride +11 , Sense Motive +9 , Spellcraft +5 , Stealth +20 , Survival +8 , Survival (Follow or identify tracks) +11 , Swim +4

Languages Common, Halfling, Kelish

SQ amazing initiative, animal companion, champion, combat style feat, display of dexterity, favored terrain (urban) +2, fearless, halfling luck, hard to kill, keen senses, mythic power, mythic spellcasting, mythic surge, mythic tier 01, mythic tier 02, mythic tier 03, precision, recuperation, sure-footed, track +3, weapon familiarity, wild empathy +6

Combat Gear acid (flask), alchemist's fire (flask) (2), smokestick, antitoxin (vial), vermin repellent (2), tracking powder, scroll (jump), potion of spider climb; Other Gear +1 mithral shirt (small), small darkwood longbow +1, acid (flask), alchemist's fire (flask) (2), masterwork small longsword, masterwork buckler (small), sling (small), ring of protection +1, belt of incredible dexterity +2, wand of read magic, handy haversack, wand of detect magic, wand of cure light wounds, wand of endure elements, wayfinder, wand of entangle, outfit (explorer's/small), thieves' tools (masterwork), paper (sheet) (5), ink (1 oz. vial), flint and steel, inkpen, rope (hemp/50 ft.), waterskin (filled) (small), climber's kit (small), bullet, sling (small) (5), arrows (20/small/cold iron) (2), healer's kit, grappling hook, common, crowbar, arrow (blunt) (small) (14), arrow (small/cold iron/ghost blanch) (2), arrow (small/cold iron) (3), pouch (belt) (small)

SPECIAL ABILITIES

Amazing Initiative (Ex) At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Animal Companion (Ex)

Champion Unparalleled in combat, the champion stands triumphant on the battlefield, surrounded by bruised and broken foes. The abilities of the champion allow him to deliver strikes more accurately, perform astounding combat maneuvers, and move effortlessly around the battlefield. Characters with a high Strength score will find this path extremely useful, as will those with a high Constitution score. The path of the champion is suitable for characters who rely on martial arms and combat maneuvers.

Combat Style Feat (Ex) At 2nd level, a ranger must select one of two combat styles to pursue: archery or two weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list. If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two- Weapon Rend to the list. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Current Prestige Points (16x) The character has 16 current prestige points.

Display of Dexterity (Su) As a free action, you can expend one use of mythic power to attempt a feat of Dexterity, gaining a +20 circumstance bonus on one Dexterity-based skill check or Dexterity ability check.

Fame (28x) The character has accumulated 28 Fame. He has a +2 to Diplomacy with members of his faction. Maximum Item Cost: 329000 gp

Favored Terrain (Urban) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in urban terrain (buildings, streets, and sewers). Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.

Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.

Fleet Charge As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.

Hard to Kill (Ex) Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Humanoid (Human) (Ex) You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Indomitable Faith You were born in a region where your faith was not popular, yet you never abandoned it. You gain a +1 trait bonus on Will saves as a result.

Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.

Mythic Level 03

Mythic Level Tracker

Mythic Power (Su) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. [Currently at 9/day]

Mythic Spellcasting (Ex) You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional mythic spell whenever you gain a tier.

Mythic Surge (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

Mythic Tier 01 You have reached Mythic Tier 1

Mythic Tier 02 You have reached Mythic Tier 2

Mythic Tier 03 You have reached Mythic Tier 3

No Racial Subtype You have chosen no racial subtype.

Outsider (Evil) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against evil outsiders. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Precision (Ex) Your deadly attacks are far more likely to hit their target than those of others. Whenever you make a full attack, your attack bonus on the additional attacks you gain by having a high base attack bonus is 5 higher. This ability can't give any of these attacks a higher attack bonus than your base attack bonus. For example, a 12th-level fighter normally has a base attack bonus of +12/+7/+2; with this ability, his base attack bonus is +12/+12/+7. This ability doesn't reduce the penalties from two-weapon fighting or other situational penalties on attack rolls (such as Combat Expertise, Power Attack, fighting defensively, or harmful conditions). You can select this ability more than once. Each time you select it, the attack bonus on additional attacks increases by another 5.

Free purchase up to 750 gp (6x) Free purchase up to 750 gp (2 PP)

Recuperation (Ex) At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Sure-Footed (Ex) Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

Track (Ex) You gain +3 to Survival checks made to follow tracks.

Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

Whistleblower (Liberty's Edge Faction) You are wise to the schemes of liars, thieves, and cheats, granting you a +1 bonus on Sense Motive checks, and that skill becomes a class skill for you.

Wild Empathy

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+6 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.