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


Chernasardo Sniper

Chernasardo Sniper CR 3

Source Inner Sea NPC Codex pg. 15
XP 800
Human ranger 2/rogue (sniper) 2
CG Medium humanoid (human)
Init +4; Senses Perception +8

Defense

AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 32 (4 HD; 2d10+2d8+8)
Fort +5, Ref +10, Will +1
Defensive Abilities evasion

Offense

Speed 30 ft.
Melee mwk handaxe +5 (1d6+1/×3)
Ranged mwk composite longbow +8 (1d8+1/×3)
Special Attacks favored enemy (humans +2), sneak attack +1d6, accuracy

Statistics

Str 12, Dex 18, Con 14, Int 10, Wis 13, Cha 8
Base Atk +3; CMB +4; CMD 18
Feats Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Stealth)
Skills Acrobatics +11, Climb +8, Disguise +6, Knowledge (geography) +7, Knowledge (nature) +7, Perception +8, Stealth +14, Survival +8, Swim +6
Languages Common
SQ rogue talents (fast stealth), track +1, wild empathy +1
Combat Gear +1 seeking arrows (2), sleep arrows (4), elixir of hiding, potion of cat’s grace, potions of cure light wounds (2), potion of pass without trace, acid (2); Other Gear leather armor, mwk composite longbow (+1 Str) with 20 arrows, mwk handaxe, 3 gp

In 4648 AR, just 16 years after gaining their independence from the empire of Cheliax and while still reeling in the wake of Aroden’s death, the people of Nirmathas once again struggled for their freedom, this time from their new liege nation, Molthune. Their militaristic overlords offered little to the freedom-loving forest-dwellers of Nirmathas that Imperial Cheliax hadn’t, and so, led by a skilled half-elven ranger named Irgal Nirmath, the people of the Fangwood rebelled against their Molthuni oppressors. After 7 hard-fought years at war and a number of victorious skirmishes, Nirmathas at last prevailed and earned its freedom.

Now, nearly 60 years later, the war for Nirmathi independence is over, but violent conflict between the nations of Molthune and Nirmathas continues. In the dense woods of the southern Fangwood, a region known as the Chernasardo, Molthuni armies constantly seek to regain territory lost in the prior war and in skirmishes since its official end, marching garrisons of troops into various parts of the Fangwood on a nearly daily basis. But the highly regimented, heavily armored soldiers of Molthune are not well equipped for maneuvers in the deep forest, and the people of the Chernasardo use this to their advantage.

The woodsmen of Nirmathas continue the hit-and-run tactics that worked so well for their fledgling nation’s namesake. Generally working in teams of six or fewer, these elite snipers, trappers, and scouts are both stealthy and prudent enough to ambush large contingents of Molthuni soldiers and escape without ever being spotted. Each sniper is usually equipped with a number of specialty arrows designed for use in specific situations. This makes the snipers both unpredictable and deadly, a combination that never ceases to frustrate the commanders of Molthune’s army as they attempt to bring the people of Nirmathas—whom they still see as rebellious citizens of Molthune rather than foreign nationals—to heel.