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Mammoth Rider

Mammoth Rider CR 14

Source Inner Sea NPC Codex pg. 36
XP 38,400
Human barbarian 3/druid 6/mammoth rider 6
CN Medium humanoid (human)
Init +1; Senses Perception +3

Defense

AC 20, touch 12, flat-footed 18 (+6 armor, +1 Dex, +1 dodge, +2 shield)
hp 112 (15 HD; 3d12+6d8+6d12+21)
Fort +16, Ref +10 (+1 vs. traps), Will +13; +2 vs. arcane spells, +4 vs. fey and plant–targeted effects
Defensive Abilities mistrust of magic, uncanny dodge

Offense

Speed 30 ft.
Melee +2 returning spear +20/+15/+10 (1d8+9/×3) or mwk battleaxe +19/+14/+9 (1d8+5/×3)
Ranged +2 returning spear +22 (1d8+7/×3)
Special Attacks colossus hunter, rage (9 rounds/day), rage powers (ferocious mountAPG), wild shape 2/day
Druid Spells Prepared (CL 6th; concentration +9)
3rd—call lightning (DC 16), greater magic fang, protection from energy
2nd—aspect of the bearAPG, bear’s endurance, cat’s grace, resist energy
1st—keen sensesAPG, obscuring mist, pass without trace, speak with animals
0 (at will)— flare (DC 13), guidance, resistance, stabilize

Statistics

Str 20, Dex 13, Con 12, Int 8, Wis 16, Cha 10
Base Atk +13; CMB +18; CMD 30
Feats Animal Affinity, Deadly Aim, Dodge, Great Fortitude, Lightning Reflexes, Mobility, Mounted Archery, Mounted Combat, Ride-By Attack, Spirited Charge, Trample
Skills Handle Animal +22, Intimidate +12, Knowledge (nature) +9, Ride +21, Spellcraft +8, Survival +18
Languages Common, Druidic, Hallit, Sylvan
SQ fast movement, hunter’s instinct, nature bond (animal companion), nature sense, rapid straddle, steed, trackless step, trap sense +1, undaunted, wild coercion, wild empathy +12, woodland stride
Combat Gear potion of barkskin (CL 6th), potion of bull’s strength, potions of cure serious wounds (2), scrolls of reduce animal (2), wand of endure elements (40 charges); Other Gear +2 hide armor, +1 light wooden shield, +2 returning spear, mwk battleaxe, cloak of resistance +2, lesser belt of mighty hurlingUE, holly and mistletoe, exotic military saddle, 10 gp

Special Abilities

Colossus Hunter (Ex) The mammoth rider gains a +1 bonus on weapon attack and damage rolls against Large and Huge creatures, and a +2 bonus on weapon attack and damage rolls against Gargantuan and Colossal creatures.

Hunter’s Instinct (Ex) A mammoth rider gains the quarry class ability; this is exactly like the ranger ability of the same name. She can use this ability on any creature, not just a favored enemy.

Mistrust of Magic (Ex) As long as she doesn’t possess any levels in a class that grants her the ability to cast arcane spells, the mammoth rider gains a +2 morale bonus on saving throws against arcane spells.

Rapid Straddle (Ex) A mammoth rider can attempt Ride checks to fast mount or fast dismount her steed even if it’s more than one size category larger than her, provided she still has a move action available that round.

Steed (Ex) A mammoth lord treats levels in the mammoth lord prestige class as druid levels for the purpose of determining the advancement of her animal companion.

Undaunted (Ex) A mammoth rider adds her Strength bonus to the DC of Intimidate checks made against her. Additionally, creatures attempting to intimidate her don’t gain a bonus for being larger than her.

Wild Coercion (Ex) A mammoth rider’s prestige class levels stack with her druid levels for the purposes of determining the effects of her wild empathy class feature. In addition, a mammoth rider can use her wild empathy to demoralize an animal or magical beast, or force it to be friendly to her, as if using Intimidate rather than Diplomacy. She adds her Strength modifier to these checks in addition to her Charisma modifier.

Mammoth Steed

Mastodon animal companion (Pathfinder RPG Bestiary 128)
N Huge animal
Init +2; Senses low-light vision, scent; Perception +15

Defense

AC 25, touch 10, flat-footed 23 (+2 Dex, +15 natural, –2 size)
hp 115 (10d8+70)
Fort +13, Ref +9, Will +7 (+4 vs. enchantments); +4 vs. charm, compulsion, and fear
Defensive Abilities evasion

Offense

Speed 40 ft.
Melee gore +16 (2d8+11), slam +16 (2d6+11)
Space 15 ft.; Reach 10 ft.
Special Attacks trample (2d8+16, DC 26)

Statistics

Str 32, Dex 14, Con 22, Int 2, Wis 14, Cha 7
Base Atk +7; CMB +20; CMD 32 (36 vs. trip)
Feats Diehard, Endurance, Iron Will, Power Attack, Toughness
Skills Perception +15
SQ tricks (attack [all creatures], come, defend, down, fetch, guard, heel, perform, stay, work)

In the Realm of the Mammoth Lords, strength is the key to survival, and there’s no greater symbol of that strength than a powerful Kellid warrior astride one of the massive beasts that roam those untamed lands. Though these warrior’s massive mounts are not always mammoths, the rest of the Inner Sea region has long been captivated by this romantic (and terrifying) image, leading to the name of the Mammoth Lords and their followers.

Mammoth riders are fierce hunters and defenders of the lands they call home. Whether part of a “following”—a loose affiliation of individual Kellid families and tribes united under a powerful leader—or loners traveling the wilds with only their gigantic steeds for company, mammoth riders are as much forces of nature as the winds that blast across the Ginji Mesa.

While it might be hard for citizens of southern nations to imagine who in their right minds would challenge a man or woman atop thousands of pounds of fur and tusk, mammoth riders do in fact face numerous foes, ranging from other dangerous megafauna to the giant tribes of the Tusk and Kodar Mountains to demonic forces from the Worldwound to the east. Orcs from Belkzen to the south are also a problem, as the warring tribes also see the value in using megafauna as terrible weapons in battle, and they frequently lead raiding parties into mammoth warrior lands in order to capture the giant creatures. Along the southern borders of their land, most mammoth warriors have a particular hatred for Belkzen invaders, as the orcs’ use of mammoths and other megafauna as engines of war tends to be crude, wasteful, and unnecessarily cruel to the animals, creating a dark parody of the mammoth riders themselves.

Along these same lines, mammoths are more than just beasts of burden for their riders. The ability to acquire and train a mammoth is far from universal, and many riders come to value their mounts as friends or even totem animals. A mammoth is a symbol of its rider’s strength of will and prowess in battle, and as such it’s common for riders to decorate their mounts with dyes and warpaint that matches their own, or to pierce or wrap their tusks with rings of metal. Some tribes even engage in elaborate scrimshaw, carving the life stories of each creature’s riders into its tusks.

Mammoth riders can be powerful allies in the rugged lands just south of the Crown of the World. Their survival skills, strength in battle, and strong connection to nature spirits allow them to protect themselves and others against the dangers of the wild. But these same abilities can make them dangerous enemies, and they grow even more dangerous if other tribes add their strength to that of a powerful and respected leader. Further, most mammoth riders are suspicious of outsiders and deeply superstitious about magic, especially when the latter comes from arcane sources. Travelers making their way through the Realm of the Mammoth Lords are wise to enlist local guides to help them placate local rulers and negotiate taboos, lest they find themselves in the path of a stampeding beast or the set spear of a charging rider.