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Monastic Sniper

Monastic Sniper CR 12

Source NPC Codex pg. 104
XP 19,200
Elf monk 13
LN Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +19

Defense

AC 24, touch 22, flat-footed 20 (+2 armor, +1 deflection, +3 Dex, +1 dodge, +3 monk, +4 Wis)
hp 85 (13d8+23)
Fort +11, Ref +13, Will +14; +4 vs. enchantments
Defensive Abilities improved evasion; Immune disease, poison, sleep; SR 23

Offense

Speed 70 ft.
Melee +1 rapier +12/+7 (1d6+3/15–20) or unarmed strike +11/+6 (2d6+2) or unarmed strike flurry of blows +13/+13/+8/+8/+3 (2d6+2)
Ranged mwk composite longbow +13/+8 (1d8+2/×3) or mwk shuriken +13/+8 (1d2+2) or mwk shuriken flurry of blows +14/+14/+9/+9/+4 (1d2+2)
Special Attacks flurry of blows, stunning fist (13/day, DC 20)

Tactics

Before Combat The monk tries to find cover from which to snipe at his enemies, using abundant step in conjunction with Stealth to make enemies think they face multiple attackers.
During Combat If the monk must enter melee, he uses Stunning Fist against flat-footed or disadvantaged opponents. If successful, he then uses his rapier in conjunction with Power Attack and Vital Strike. If he’s outnumbered, the monk uses Spring Attack and Vital Strike to whittle down his foes.

Statistics

Str 14, Dex 16, Con 12, Int 11, Wis 18, Cha 10
Base Atk +9; CMB +15 (+17 disarm); CMD 33 (35 vs. disarm)
Feats Combat Reflexes, Deadly Aim, Dodge, Improved Critical (rapier), Improved Disarm, Improved Unarmed Strike, Point-Blank Shot, Power Attack, Precise Shot, Quick Draw, Spring Attack, Stunning Fist, Vital Strike
Skills Acrobatics +15 (+44 when jumping), Bluff +5, Climb +8, Diplomacy +10, Knowledge (history, religion) +5, Linguistics +2, Perception +19, Sense Motive +15, Stealth +15
Languages Common, Dwarven, Elven, Sylvan
SQ abundant step, diamond body, diamond soul, elven magic, fast movement, high jump, ki pool (10 points, lawful, magic), maneuver training, purity of body, slow fall 60 ft., weapon familiarity, wholeness of body
Combat Gear elixir of truth, potion of blur, potions of comprehend languages (2), potions of cure moderate wounds (2), potion of cure serious wounds, potion of glibness; Other Gear +1 rapier, masterwork composite longbow (+2 Str) with 20 arrows, masterwork shuriken (50), belt of incredible dexterity +2, boots of elvenkind, bracers of armor +2, cloak of resistance +2, headband of inspired wisdom +2, ring of protection +1, 179 gp

Both archers and diplomats, monastic snipers consider a well-placed warning shot the ideal method to open the channels of diplomacy from a position of power.

Tourindall Andarael

Many elves defend their enclaves with both well-placed arrows and honeyed words. Tourindall uses those same tactics to defend his fellow monks and their home. When strangers enter his order’s lands, Tourindall is sent to spy on them and possibly warn them away.

Combat Encounters: Tourindall negotiates his way out of a fight if he can. If battle breaks out but negotiation still seems feasible, he disarms a single foe then offers to parley, or gets away to drink his potion of glibnessbefore returning to talk.

Roleplaying Suggestions: Tourindall is proud of his knowledge of both history and religion, and comes off as overly academic. He often weaves into his negotiations proverbs and myths from a variety of religions.