Tunnel Rat
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)
Spells Prepared: (CL 3rd; concentration +4) 1st—alarm, delay poison
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
SQ: favored terrain (underground +2), hunter’s bond (companion), track +3, wild empathy +6
Languages: Common, Gnome, Sylvan
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
Description
Gnome ranger 6
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.
A tunnel rat patrols twisting passages underground.
Source: NPC Codex, p. 130
