Lynxra<br/>mineral warrior catfolk scout 4 mystic ranger 8<br/>Medium Humanoid (earth, feline)<br/>Hit Dice: 12d8+36 (93 hp)<br/>Initiative: +6 (10)<br/>Speed: 50 ft., burrow 25 ft.<br/>Armor Class: 30 (+8 Dex, +8 armor, +4 natural), touch 18, flat-footed 22<br/>Base Attack/Grapple: +11/+14<br/>Attack: +1 comp. longbow 22 ranged (1d8+4/x3) or mw greatsword 15 (2d6+4/19-20)<br/>Full Attack: +1 comp. longbow 22/17/12 or 20/20/15/10 or 16/16/16 ranged (1d8+4/x3) or mw spear 15/10/5 (1d8+4/x3)<br/>Space/Reach: 5 ft./5 ft.<br/>Special Attacks: distracting attack, earth strike (1/day: +3 atk, +12 dmg), favored enemies (constructs +4, undead +2), ranger spells 3/4/4/3/1, skirmish (3d6, +3 AC)<br/>Special Qualities: battle fortitude +1, damage reduction 8/adamantine, darkvision 60', low light vision, swift tracker, trackless step, trapfinding, uncanny dodge, woodland stride, wild empathy +8<br/>Saves: Fort +11 (13), Reflex +16 (20), Will +5 (8)<br/>Abilities: Str 16, Dex 23 (27), Con 16, Int 12, Wis 14 (16), Cha 8<br/>Feats: Catfolk Pounce, Endurance, Greater Manyshot, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Swift Hunter, Track, Weapon Focus (longbow)<br/>Skills: Hide 23, Knowledge (dungeoneering) 6, Knowledge (geography) 3, Knowledge (nature) 8, Listen 19, Move Silently 25, Search 6, Spot 23, Survival 17, Tumble 23<br/>(synergies: +2 survival underground from dungeoneering, +2 survival to avoid hazards or getting lost from geography, +2 survival aboveground natural from nature, +2 survival following tracks from search, +2 nature from wild survival, +2 wild empathy from nature)<br/>Skill tricks: back on your feet, clarity of vision, collector of stories, listen to this, point it out, spot the weak spot<br/>Alignment: Neutral Good<br/>Languages: Common, Elven, Feline, Sylvan<br/><br/>Typical ranger spells prepared (4/4/4/3/1 per day):<br/>0th- create water, know direction, light, purify food and drink<br/>1st- arrow mind, entangle, guided shot, longstrider<br/>2nd- briar web, prot. energy, spike growth, sna II<br/>3rd- forestfold, safe clearing, tremorsense<br/>4th- freedom of movement<br/><br/>Possessions:<br/>+1 splitting composite longbow (Str +3) (32,700 gp)<br/>(weapons are cold iron unless nonmetallic or noted as silver:)<br/>400 arrows, 100 silver arrows, 80 shuriken, 20 silver shuriken<br/>mw spear, morningstar, sap, dagger, sling and 40 bullets, 10 javelins, 10 daggers<br/>celestial armor (22,400 gp)<br/>gloves of dexterity +4 (16,000 gp)<br/>bracers of archery, lesser (5000 gp)<br/>vest of resistance +2 (4000 gp)<br/>periapt of wis +2 (4000 gp)<br/>handy haversack (2000 gp)<br/>wand of cure light wounds, 40 charges (600 gp)<br/>grappling hook and 100' of silk rope, thin bedroll and rain tarp, three tendays of rations, flint and tinder, 3 sunrods, two scout's outfits, one silk aristocratic gown, map of Faerun, canteen, bedroll. The weapons are kept in the quiver, the other things in the haversack.<br/>900 gp<br/><br/><br/>Distracting Attack – When you hit an enemy with a melee or ranged weapon attack, the enemy is considered Flanked by you for the purpose of adjudicating your<br/>allies’ attacks. This allows you to grant a Rogue his/her Sneak Attack with a ranged attack or a Spring Attack. The effect lasts until one of your allies attacks or<br/>the start of your next turn. Does not affect creatures that cannot be Flanked<br/><br/>Sources: Complete Adventurer: scout class; Complete Scoundrel: skill tricks, Swift Hunter feat; Dragon Mag - mystic ranger; Races of the Wild - catfolk race, Catfolk Pounce feat; Underdark Guide - mineral warrior<br/>