Lastwall Border Scout
Defense
AC: 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield)
HP: 38 (4d10+12)
Fort: +7 Ref: +6 Will: +2
Offense
Speed: 30 ft.
Melee: mwk longsword +7 (1d8+3/19–20)
Ranged: mwk composite longbow +8 (1d8+2/×3)
Special Attacks: favored enemy (orcs +2)
Spells Prepared: (CL 1st; concentration +2) 1st—longstrider
Statistics
Str: 15 Dex: 14 Con: 16 Int: 10 Wis: 12 Cha: 8
Base Atk: +4 CMB: +6 CMD: 18
Feats: Deadly Aim, Endurance, Far Shot, Improved Initiative, Weapon Focus (composite longbow)
Skills: Climb +8, Handle Animal +6, Heal +8, Intimidate +6, Knowledge (geography) +7, Perception +8, Stealth +8, Survival +8
SQ: favored terrain (plains +2), hunter’s bond (companions), track +2, wild empathy +3
Languages: Common
Combat Gear: potion of darkvision, +1 orc-bane arrows (5), alchemist’s fire (2), antitoxin, smokesticks (2)
Other Gear: mwk studded leather, light wooden shield, mwk composite longbow (+2 Str) with 20 arrows, mwk longsword, 49 gp
Description
Human ranger 4
During Combat: While scouting at night, a Lastwall border scout is sure to imbibe her potion of darkvision and stay close to her allies. In combat, she uses her bow to strike down foes from a great distance, taking to melee only as a last resort. Smokesticks allow the rangers to send signals to one another while split up, and alchemist’s fire ensures that they can make short work of any trolls or other nasty foes they encounter.
Morale: If pressed by a force they cannot hope to defeat alone, Lastwall border scouts do their best to evade and lose any enemies following them before returning to Castle Everstand or another nearby Lastwall border fort.
Travelers roaming the plains between Lastwall and Belkzen may accidentally encounter scouts from Everstand sent to watch the borderlands, though such border rangers are masters of stealth and are rarely seen unless they wish to be.
Source: Castles of the Inner Sea, p. 10
