Description: Neophytos is quite a young cyclops, barely an adult, and hasn’t even reached large size yet. Despite this, he is regarded with the respect due an elder in his tribe. He is their greatest hunter, eclipsing even his father when it comes to taking down terrified halflings on the windblown plains. The halflings have become clever of late and hard to catch, fleeing their wagons and farms at the first site of attack. Neophytos’ mastery of the longbow, a brand new art for his clan, has leveled the playing field once more.

Tactics: Neophytos’ first love is the bow, and he prefers to rain arrows on his foes from a distance when he can. When hunting halflings, he typically uses his ability to peer into the future to launch a guaranteed critical hit arrow at his prey from a great distance. The stuff of halfling nightmares, these arrows seem to come from nowhere, thrown with the accuracy of a god.

In melee combat Neophytos fights proudly in the tradition of his people. If alone, he utilizes power attack and cleave frequently. If fighting with his tribe, he is fond of bull rushing opponents, causing the victim to provoke attacks from his allies. He also uses his Hunter’s Bond ability to grant his clanmates some of his skill.

Young Cyclops Ranger CR 8

XP 4,800

NE Medium humanoid (giant)

Init +3; Senses: low-light vision; Perception +11

Defense

AC 26, touch 14, flat-footed 23 (+5 armor, +2 shield, +3 dex, +1 deflection, +5 natural)

Hp 112 (14d8+46)

Fort +14, Ref +10, Will +6

Defensive Abilities: Ferocity

Offense

Speed: 20 ft.

Melee: +1 Short Spear +16/+11/+6 (1d6+5)

Ranged: +1 Composite Longbow +15/+10/+5 (1d8+4/20x3)

Space 5 ft.; Reach 5 ft.

Offensive Abilities: Favored Enemy (humanoid: halfling), Hunter’s Bond (companions)

Spells prepared (CL 2):

1st: Longstrider

STATISTICS

Str 19, Dex 16, Con 16, Int 10, Wis 15, Cha 6

Base Atk +11; CMB +15; CMD +28

Feats: Alertness, Cleave, Great Cleave, Improved Bull Rush, Power Attack, Greater Bull Rush, Endurance (b), Far Shot (b)

Skills: Intimidate +8, Perception +12, Profession (soothsayer) +11, Sense Motive +6, Survival +7 (+9 tracking), Climb +7, Handle Animal +5, Knowledge: Nature +7, Swim +7, Heal +9, Stealth +6

Racial Modifiers: +8 Perception

Languages: Common, Cyclops, Giant

SQ: Flash Of Insight, Ferocity, Favored Enemy (Humanoid: Halfling), Track, Wild Empathy, Favored Terrain (Plains), Hunter’s Bond (Companions)

Gear: +1 Short Spear, +1 Composite Longbow (+4), +1 Hide Armor, Masterwork Heavy Wooden Shield, Ring of Protection +1, 200 GP in jewelry

SPECIAL ABILITIES

Flash of Insight (Su): Once per day as an immediate action, a cyclops can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the cyclops only, and cannot be applied to the rolls of others.

Ferocity (Ex): A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

Ranger special abilities:

http://www.d20pfsrd.com/classes/core-classes/ranger