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Horse Monk

Horse Monk CR 15

Source NPC Codex pg. 107
XP 51,200
Human monk 16
LN Medium humanoid (human)
Init +2; Senses Perception +21

Defense

AC 26, touch 22, flat-footed 23 (+4 armor, +2 deflection, +2 Dex, +1 dodge, +4 monk, +3 Wis)
hp 91 (16d8+16)
Fort +14, Ref +15, Will +16; +2 vs. enchantments
Defensive Abilities improved evasion; Immune disease, poison; SR 26

Offense

Speed 80 ft.
Melee +1 unarmed strike +17/+12/+7 (2d8+5) or +1 spear +17/+12/+7 (1d8+7/×3) or +1 unarmed strike flurry of blows +19/+19/+14/+14/+9/+9/+5 (2d8+5)
Ranged blowgun +15/+10/+5 (1d2)
Special Attacks flurry of blows, quivering palm (1/day, DC 21), stunning fist (16/day, DC 21)

Tactics

Before Combat The monk prefers to ambush foes, and uses his diamond body ability to poison either his spear or at least two javelins without risk to himself.
During Combat The monk prefers to fight from horseback, and uses Ride-By Attack and Lunge to hit foes so he faces little risk of retaliation. He often uses Stunning Fist on the first pass, and if successful follows with a Spirited Charge. Against other mounted foes, he uses Improved Trip to unhorse his opponents if possible.

Statistics

Str 18, Dex 14, Con 12, Int 10, Wis 16, Cha 12
Base Atk +12; CMB +20 (+22 trip); CMD 38 (40 vs. trip)
Feats Combat Reflexes, Deadly Aim, Deflect Arrows, Dodge, Improved Trip, Improved Unarmed Strike, Lunge, Mounted Combat, Point-Blank Shot, Power Attack, Precise Shot, Quick Draw, Ride-By Attack, Snatch Arrows, Spirited Charge, Stunning Fist
Skills Acrobatics +15 (+51 when jumping), Bluff +11, Climb +12, Diplomacy +5, Disguise +3, Handle Animal +5, Intimidate +12, Knowledge (arcana, geography) +1, Knowledge (local) +5, Perception +21, Ride +15, Sense Motive +13, Stealth +17, Survival +8, Swim +9
Languages Common
SQ abundant step, diamond body, diamond soul, fast movement, high jump, ki pool (11 points, adamantine, lawful, magic), maneuver training, purity of body, slow fall 80 ft., wholeness of body
Combat Gear potion of comprehend languages, potions of cure light wounds (2), potion of cure moderate wounds, potions of glibness (2), potion of invisibility, drow poison (2), giant wasp poison (2), medium spider venom (3); Other Gear +1 spear, blowgun with 20 blowgun darts, amulet of mighty fists +1, bag of holding (type I), belt of giant strength +2, boots of elvenkind, bracers of armor +4, cloak of resistance +3, eyes of the eagle, hat of disguise, headband of inspired wisdom +2, ring of protection +2, light horse (combat trained), 15 gp

These warriors are dangerous on or off their mounts.

Asim the Crimson Bandit

Asim’s family had a long tradition of robbing travelers, but he was determined to end that life, seeking out a monastery to remake himself. His riches went to the temple to fund good works, and he gave his expensive clothes to the poor. Yet when territorial changes found the monastery’s lands full of invaders, he found himself leading the resistance. Often this war requires robbing the supply trains of his enemies, and what Asim steals he splits between the poor and the war effort.

Combat Encounters: Asim is rarely without several fellow monks. He is always wary, and would rather question an incapacitated foe than fall for an enemy’s trap.

Roleplaying Suggestions: More than anything, Asim wants to return to the peaceful life of an ascetic.