Goblin Ranger _____ CR 7Edit

Goblin ranger 7
NE Small humanoid
Init +4; Senses darkvision 60 ft; Listen +2, Spot +14
Languages Goblin

AC 19, touch 15, flat-footed 15
hp 49 (7 HD)
Fort +7, Ref +9, Will +4

Spd 30 ft
Melee +1 morningstar +9/+4 (1d6+1)
Ranged +1 longbow +13/+8 (1d6+1/x3) or

+1 longbow +11/+6/+11 (1d6+1/x3) or
+1 longbow within 30 ft +14/+9 (1d6+1/x3)

Base Atk +7; Grp +3
Atk Options Manyshot
Combat Gear potion of cure moderate wounds, Quaal’s feather token (bird)
Special Atk favored enemy (human) +4, favored enemy (dwarf) +2
Spells Prepared (CL 3rd): 1st—entangle (DC 13), pass without trace

Abilities Str 10, Dex 19, Con 14, Int 10, Wis 14, Cha 8
SQ wild empathy +6, woodland stride
Feats Alertness, Endurance (B), Manyshot (B), Mounted Combat, Point Blank Shot, Track (B), Rapid Shot (B),
Skills Hide +18, Knowledge (Geography) +5, Knowledge (Nature) +5, Listen +2, Move Silently +18, Ride +18, Spot +14, Survival +12
Possessions +1 morningstar, +1 longbow, 10 +1 human bane arrows, 20 arrows, 70 gp

Wild Empathy (Ex) The goblin ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person.
Woodland Stride (Ex) The goblin ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Author's note: With his high ranks in Ride and Mounted Combat feat, this ranger is designed for hit-and-run attacks (at which he excels). When I used him in my campaign, I mounted him on a half-red dragon worg (CR5) for an EL8 encounter, and he gave my PCs fits.