Tam "Narwal" Tate CR 1
Male dwarf ranger (Freebooter) 2
NE Medium humanoid (Dwarf)
Init +2; Senses Darkvision 60ft, Perception +6
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex) (+2 dodge vs. creatures with the aquatic or water subtype)
hp 15 each (2d10+4)
Fort +5, Ref +5, Will +1; +2 vs. poison, spells, and spell-like abilities
OFFENSE
Speed 20 feet (slow and steady)
Melee cutlass* +4 (1d6+2/18–20) or dagger +4 (1d4+2/19–20) or sap +4 (1d6+2 nonlethal) or unarmed +4 (1d3+2 nonlethal)
Ranged dagger +4 (1d4+2/19–20) or throwing axe +4 (1d6+2)
Special Attacks Freebooter's Bane +1; +1 on attack rolls against creatures with the aquatic or water subtype
STATISTICS
Str 14, Dex 15, Con 15, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +4; CMD 16 (20 vs. overrun, 20 vs. trip)
Feats Athletic, Quickdraw(TWF Weaponstyle)
Skills Appraise +0 (+2 treasure in or under water); Climb +9; Intimidate +5; Perception +6; Profession (Sailor) +8; Stealth +7; Survival +1 (+1 Tracks, +2 at sea); Swim +9
Languages Common, Dwarven
SQ Wild Empathy +2
Other Gear throwing axe, cutlass*, dagger, sap, basic pirate clothes*, Bartringe, leather belt, lucky rabbit’s foot, Dreispitz.
* See Pirates of the Inner Sea.
Weapon and Armor Proficiency: Narwal is proficient with all simple and martial weapons as well as any weapon with the word “dwarven” in its name and with light armor, medium armor, and shields (except tower shields).
Freebooter's Bane (Ex) At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1. The freebooter’s bane lasts until the target dies or the freebooter selects a new target.