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Rider of the Steppe

Rider of the Steppe CR 13

Source NPC Codex pg. 121
XP 25,600
Half-elf paladin 14
LG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +9
Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.)

Defense

AC 23, touch 14, flat-footed 20 (+8 armor, +1 deflection, +3 Dex, +1 natural)
hp 95 (14d10+14)
Fort +13, Ref +13, Will +11; +2 vs. enchantments
Immune charm, disease, fear, sleep

Offense

Speed 30 ft.
Melee +1 longsword +17/+12/+7 (1d8+3/19–20)
Ranged +2 composite longbow +22/+17/+12 (1d8+4/×3)
Special Attacks channel positive energy (DC 18, 7d6), smite evil 5/day (+1 attack and AC, +14 damage)
Spell-Like Abilities (CL 14th; concentration +15)
At will—detect evil
Paladin Spells Prepared (CL 11th; concentration +12)
3rd—heal mount
2nd—eagle’s splendor, resist energy
1st—create water, divine favor (2), endure elements

Tactics

During Combat The paladin tries to remain out of melee range and attack enemies with her bow.

Statistics

Str 14, Dex 22, Con 12, Int 10, Wis 8, Cha 13
Base Atk +14; CMB +16; CMD 33
Feats Improved Precise Shot, Manyshot, Mounted Archery, Mounted Combat, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Perception)
Skills Heal +5, Intimidate +6, Knowledge (geography, local) +5, Perception +9, Ride +10, Stealth +13, Survival +4
Languages Common, Elven, Goblin
SQ aura, code of conduct, divine bond (mount), elf blood, lay on hands (7d6, 8/day), mercies (blinded, cursed, diseased, fatigued),
Combat Gear +1 evil outsider-bane arrows (5), +1 magical beast-bane arrows (5), potion of haste, potion of invisibility; Other Gear +2 mithral breastplate, +2 composite longbow (+2 Str) with 30 arrows, +1 longsword, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, ring of protection +1, 823 gp

A rider of the steppe works individually or in a group to bring safety and law to the wild and arid flatlands, often protecting caravans and traveling dignitaries.

Leisair Truemark

Leisair traveled to the steppes in search of peace and tranquility. Instead, she found a place where raiders hunted caravans with impunity, and she decided that this place needed her far more than her homeland. She travels the wastes, often latching on to caravans as a scout.

Combat Encounters: An encounter with Leisair typically begins with warning shots. She is not opposed to opening a dialogue with a group, but even then she shouts from far away rather than risk approaching strangers.

Roleplaying Suggestions: To her friends and the people she protects, Leisair is both friendly and kind, but if she has any reason to suspect the intentions of unknown folks, she can be cold and haughty.