Skirmishing Crusader
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)
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
Spells Prepared: (CL 1st; concentration +5) 1st—lesser restoration
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
SQ: aura, code of conduct, lay on hands (2d6, 6/day), mercy (fatigued)
Languages: Common, Gnome, Sylvan
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
Description
Gnome paladin of Erastil 4
During Combat: The paladin attempts to stay out of melee, preferring to use cover and attack with her bow.
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.
Source: NPC Codex, p. 113
