All

Alchemist | Antipaladin | Arcanist | Barbarian | Bard | Bloodrager | Brawler | Cavalier | Cleric | Druid | Fighter | Gunslinger | Hunter | Inquisitor | Investigator | Magus | Monk | Ninja | Oracle | Paladin | Ranger | Rogue | Samurai | Shaman | Skald | Slayer | Sorcerer | Summoner | Swashbuckler | Warpriest | Witch | Wizard

Adept | Aristocrat | Commoner | Expert | Warrior


Skirmishing Crusader

Skirmishing Crusader CR 3

Source NPC Codex pg. 113
XP 800
Gnome paladin of Erastil 4
LG Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +5
Aura courage (10 ft.)

Defense

AC 17, touch 12, flat-footed 16 (+4 armor, +1 Dex, +1 shield, +1 size)
hp 36 (4d10+10)
Fort +11, Ref +7, Will +8; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); Immune disease, fear

Offense

Speed 20 ft.
Melee mwk longsword +7 (1d6+1/19–20)
Ranged mwk longbow +8 (1d6/×3)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, channel positive energy (DC 16, 2d6), smite evil 2/day (+4 attack and AC, +4 damage)
Spell-Like Abilities (CL 4th; concentration +8)
At will—detect evil
1/day—dancing lights, ghost sound, prestidigitation, speak with animals
Paladin Spells Prepared (CL 1st; concentration +5)
1st—lesser restoration

Tactics

During Combat The paladin attempts to stay out of melee, preferring to use cover and attack with her bow.

Statistics

Str 12, Dex 12, Con 15, Int 10, Wis 8, Cha 18
Base Atk +4; CMB +4; CMD 15
Feats Point-Blank Shot, Weapon Focus (longbow)
Skills Diplomacy +8, Handle Animal +8, Perception +5, Stealth +6
Languages Common, Gnome, Sylvan
SQ aura, code of conduct, lay on hands (2d6, 6/day), mercy (fatigued)
Combat Gear potion of cure light wounds, potion of invisibility, holy water (2); Other Gear chain shirt, light wooden shield, masterwork longbow with 20 arrows, masterwork longsword, cloak of resistance +1, antitoxin, silver holy symbol, 131 gp

A skirmishing crusader often serves as a scout in the army of a noble, or roams the boundaries of civilization, working with rangers to hold the line against evil. She spends her life in the wilds, and as a result can often be awkward and crass.