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Desert Stalker

Desert Stalker CR 13

Source NPC Codex pg. 137
XP 25,600
Half-orc ranger 14
LE Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +19

Defense

AC 27, touch 14, flat-footed 25 (+6 armor, +2 deflection, +1 Dex, +1 dodge, +4 natural, +3 shield)
hp 130 (14d10+49)
Fort +14, Ref +12, Will +8
Defensive Abilities evasion, orc ferocity; Immune fire (120 points); Resist electricity 30

Offense

Speed 40 ft.
Melee +1 scimitar +18/+13/+8 (1d6+6/15–20), +2 light shield +21/+16 (1d3+7 plus bull rush)
Ranged mwk composite longbow +16/+11/+6 (1d8+5/×3)
Special Attacks favored enemy (animals +2, humans +4, magical beasts +4)
Ranger Spells Prepared (CL 11th; concentration +13)
4th—freedom of movement
3rd—neutralize poison
2nd—barkskin, protection from energy, wind wall
1st—endure elements, longstrider, pass without trace, resist energy

Tactics

Before Combat The ranger casts barkskin, endure elements, freedom of movement, longstrider, pass without trace, protection from energy (fire), and resist energy (electricity).
During Combat The ranger casts wind wall to separate foes, then uses Improved Shield Bash to manipulate positioning.
Base Statistics Without barkskin, longstrider, protection from energy, and resist energy, the ranger’s statistics are AC 23, touch 14, flat-footed 21; Immune none; Resist none; Speed 30 ft.; Skills Acrobatics +11.

Statistics

Str 20, Dex 13, Con 16, Int 10, Wis 14, Cha 8
Base Atk +14; CMB +19; CMD 33
Feats Blind-Fight, Dodge, Double Slice, Endurance, Improved Critical (scimitar), Improved Initiative, Improved Shield Bash, Improved Two-Weapon Fighting, Power Attack, Shield Master, Shield Slam, Two-Weapon Fighting
Skills Acrobatics +11 (+15 when jumping), Climb +13, Diplomacy +4, Handle Animal +7, Heal +10, Intimidate +1, Knowledge (geography) +8, Knowledge (nature) +13, Perception +19, Ride +9, Sense Motive +5, Stealth +18, Survival +15
Languages Common, Orc
SQ camouflage, favored terrain (desert +6, mountain +2, urban +2), hunter’s bond (companions), orc blood, quarry, swift tracker, track +7, weapon familiarity, wild empathy +13, woodland stride
Combat Gear potions of cure serious wounds (2), potion of fly, potion of haste, scrolls of neutralize poison (2), wand of cure moderate wounds (20 charges); Other Gear +2 chain shirt, +2 light wooden shield, +1 scimitar, masterwork composite longbow (+5 Str) with 20 arrows, belt of giant strength +2, cloak of resistance +2, ring of protection +2, 981 gp

The desert stalker snares his prey and bleeds it dry.

Arkesh

Arkesh loves the desert, its people, and their traditions, and hates those who would change or exploit any of these. He might let a water caravan run by foreigners pass, but would kill a similar group bringing exotic goods to tempt desert people into strange new ways.

Combat Encounters: Arkesh attacks the PCs for a perceived affront to his territory or traditions.

Roleplaying Suggestions: If PCs respect the desert, Arkesh might rescue them during a sandstorm, guide them past a dangerous monster, or explain in detail the hazards of the wilds.