Ranger: Jax, Bandit Captain (CR 6)

## Jax, Bandit Captain      CR 6

XP 2,400

Half-orc ranger 7

CE Medium humanoid (human, orc)

Init +2; Senses darkvision 60 ft.; Perception +12

Defense

AC 27, touch 12, flat-footed 25 (+8 armor, +2 Dex, +2 natural, +5 shield)

hp 86 (7d10+28)

Fort +7, Ref +7, Will +4

Defensive Abilities orc ferocity

Offense

Speed 30 ft.

Melee +1 unholy light flail +14/+9 (2d6+6 plus 2d6 vs. good)

Special Attacks combat style (weapon and shield[APG]), favored enemies (humans +4, orcs +2)

Ranger Spells Prepared (CL 4th; concentration +6)

   2nd—effortless armor[UC]

   1st—alarm, lead blades[APG]

Statistics

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

Base Atk +7; CMB +12; CMD 24

Feats Endurance, Improved Natural Armor, Ironhide[APG], Shield Focus, Shield Master, Toughness, Weapon Focus (light flail)

Skills Acrobatics +1, Appraise +3, Bluff +2, Climb +7, Handle Animal +8, Intimidate +12, Perception +12, Stealth +9, Survival +12; Racial Modifiers +2 Intimidate

Languages Common, Orc

SQ favored terrain (urban +2), hunter's bond (dire rat named Pappa Bub), orc blood, track +3, wild empathy +7, woodland stride

Other Gear +2 breastplate, +2 heavy wooden shield, +1 unholy light flail

Special Abilities

Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.

Darkvision (60 feet) You can see in the dark (black and white only).

Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.

Favored Enemy (Humans +4) (Ex) +4 to rolls vs. humans foes.

Favored Enemy (Orcs +2) (Ex) +2 to rolls vs. orcs foes.

Favored Terrain (Urban +2) (Ex) +2 to rolls when in urban terrain.

Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.

Orc Blood Half-orcs count as both humans and orcs for any effect related to race.

Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.

Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.

Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.

Track +3 Add the listed bonus to Survival checks made to track.

Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Woodland Stride (Ex) Move through undergrowth at normal speed.

### Papa Bub      (Jax’s Animal Companion)

Dire rat (Pathfinder RPG Bestiary 232)

N Small animal

Init +4; Senses low-light vision, scent; Perception +1

Defense

AC 19, touch 16, flat-footed 14 (+4 Dex, +1 dodge, +3 natural, +1 size)

hp 44 (4d8+12)

Fort +6, Ref +8, Will +2

Defensive Abilities evasion

Offense

Speed 40 ft., climb 20 ft., swim 20 ft.

Melee bite +6 (1d4+3 plus disease)

Special Attacks filth fever

Statistics

Str 14, Dex 18, Con 14, Int 2, Wis 12, Cha 4

Base Atk +3; CMB +4; CMD 19 (23 vs. trip)

Feats Dodge, Toughness

Tricks Attack, Defend, Down, Fighting, Guard, Heel, Perform, Stay, Work

Skills Acrobatics +4 (+8 to jump), Climb +12, Stealth +15, Swim +12

SQ defend, fighting, guard, heel, perform, work

Special Abilities

Climb (20 feet) You have a Climb speed.

Defend [Trick] The animal will defend you.

Disease (DC 14) Filth Fever: Bite—injury; save Fort DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex and 1d3 Con; cure 2 consecutive saves. The save DC is Constitution-based.

Evasion (Ex) No damage on successful reflex save.

Fighting [Trick] The animal has been trained to fight.

Guard [Trick] The animal stays in place and prevents others from approaching.

Heel [Trick] The animal will follow you.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Perform [Trick] The animal will perform tricks.

Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

Swim (20 feet) You have a Swim speed.

Work [Trick] The animal pulls or pushes a medium or heavy load.