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


Dwarven Arbalester

Dwarven Arbalester CR 15

Source NPC Codex pg. 91
XP 51,200
Dwarf fighter 16
NE Medium humanoid (dwarf)
Init +5; Senses Perception +20

Defense

AC 29, touch 16, flat-footed 24 (+9 armor, +1 deflection, +5 Dex, +4 natural)
hp 172 (16d10+80)
Fort +19, Ref +15, Will +12; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities bravery +4, defensive training (+4 dodge bonus to AC vs. giants)

Offense

Speed 20 ft.
Melee mwk dwarven waraxe +23/+18/+13/+8 (1d10+5/×3) or mwk warhammer +22/+17/+12/+7 (1d8+3/×3)
Ranged +3 unholy heavy crossbow +31 (1d10+11/17–20)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, weapon training (crossbows +3, axes +2, hammers +1)

Tactics

Before Combat The fighter applies oil of greater magic weapon to his heavy crossbow, then drinks potions of barkskin and heroism.
During Combat For as long as he can, the fighter stays mounted and takes shots from long range. He takes most shots with magical ammunition, tailoring the bolt to the foe. He uses Greater Vital Strike unless he has trouble hitting, in which case he switches to Pinpoint Targeting. He nearly always uses Deadly Aim.
Base Statistics Without greater magic weapon, barkskin, and heroism, the fighter’s statistics are Senses Perception +18; AC 25, flat-footed 20; Fort +17, Ref +13, Will +10; Melee mwk dwarven waraxe +21/+16/+11/+6 (1d10+5/×3) or mwk warhammer +20/+15/+10/+5 (1d8+3/×3); Ranged +1 unholy heavy crossbow +27 (1d10+8/17–20); CMB +18; Skills Perception +18 (+20 to notice unusual stonework), Ride +23.

Statistics

Str 14, Dex 20, Con 18, Int 10, Wis 14, Cha 6
Base Atk +16; CMB +20; CMD 34 (38 vs. bull rush or trip)
Feats Blinding Critical, Critical Focus, Deadly Aim, Greater Vital Strike, Greater Weapon Focus (heavy crossbow), Greater Weapon Specialization (heavy crossbow), Improved Critical (heavy crossbow), Improved Precise Shot, Improved Vital Strike, Mounted Combat, Pinpoint Targeting, Point-Blank Shot, Precise Shot, Rapid Reload (heavy crossbow), Vital Strike, Weapon Focus (heavy crossbow), Weapon Specialization (heavy crossbow)
Skills Perception +20 (+22 to notice unusual stonework), Ride +25
Languages Common, Dwarven
SQ armor training 4
Combat Gear +1 axiomatic bolts (5), +1 human-bane bolts (5), +1 merciful bolts (5), oil of greater magic weapon (CL 12th), potion of barkskin (CL 9th), potion of cure serious wounds, potion of heroism, adamantine bolts (15), cold iron bolts (10), silver bolts (10); Other Gear +2 banded mail, +1 unholy heavy crossbow with 50 bolts, masterwork dwarven waraxe, masterwork warhammer, belt of physical might +2 (Dex, Con), cloak of resistance +3, efficient quiver, eyes of the eagle, ring of protection +1, manacles (4), silk rope (100 ft.), bit and bridle, heavy horse (combat trained), manacles (4), masterwork chain shirt barding, military saddle, saddlebags, 118 gp

Dwarven arbalesters are usually employed by slavers and warlords to either incapacitate or kill at a distance.

Stigr Harrowstare

Exiled from the stronghold of his ancestors for slave trafficking with duergar, Stigr took his slaving to human lands instead. He fancies himself the deadliest shot with a crossbow ever born, and considers a battle decided by melee a personal failure. Stigr keeps losing horses in battle, and plans to trade sacrificial victims to the church of Asmodeus in exchange for a Nessian warhound.