Rider of the SteppeRider of the Steppe CR 13Source 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.)DefenseAC 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, sleepOffenseSpeed 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 elementsTacticsDuring Combat The paladin tries to remain out of melee range and attack enemies with her bow.StatisticsStr 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 TruemarkLeisair 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.
|