Here's a quick one...
Goblin Archer, 6th-Level Ranger
Small Humanoid (Goblinoid)
Hit Dice: 6d8+12 (39 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 size, +4 Dex, +2 leather armor), touch 15, flat-footed 13
Base Attack/Grapple: +6/+2
Attack: Morningstar +7 melee (1d6) or masterwork shortbow +13 ranged (1d4/x3)
Full Attack: Morningstar +7/+2 melee (1d6) or masterwork shortbow +13/+8 ranged (1d4/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Favored enemy (Humanoid [elf] +2, Humanoid [human] +1), improved combat style (archery) , spells
Special Qualities: Animal companion, darkvision 60 ft. wild empathy
Saves: Fort +7, Ref +9, Will +3
Abilities: Str 10, Dex 18, Con 14, Int 10, Wis 13, Cha 6
Skills: Hide +17, Listen +10, Move Silently +17, Ride +17, Spot +10, Survival +10
Feats: Endurance (B), Manyshot (B), Point Blank Shot, Precise Shot, Rapid Shot (B), Track (B), Weapon Focus (shortbow)
Environment: Temperate plains
Organization: Gang (4–9)
Challenge Rating: 6
Treasure: Standard (includes masterwork shortbow and 40 arrows)
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +0
Ranger Spells Prepared: (Caster level 3rd, save DC = 11 + spell level)
1st—longstrider, summon nature's ally I.
Skills: Goblins have a +4 racial bonus on Move Silently and Ride checks.
The goblin archer presented here had the following ability scores before racial adjustments and 4th-level increase: Str 12, Dex 15, Con 14, Int 10, Wis 13, Cha 8.