Paladin: Nura as-Siqilli (CR 5)

## Nura as-Siqilli      CR 5

XP 1,600

Human paladin 6

LG Medium humanoid (human)

Init +0; Senses Perception +0

Aura courage (10 ft.)

Defense

AC 21, touch 10, flat-footed 21 (+9 armor, +2 shield)

hp 53 (6d10+18)

Fort +9, Ref +4, Will +7

Immune disease, fear

Offense

Speed 30 ft. (20 ft. in armor)

Melee mwk lance +11/+6 (1d8+6/×3) or

   scimitar +10/+5 (1d6+4/18-20)

Ranged longbow +6/+1 (1d8/×3)

Space 5 ft.; Reach 5 ft. (10 ft. with masterwork lance)

Special Attacks channel positive energy 2/day (DC 15, 3d6), smite evil 2/day (+2 attack and AC, +6 damage)

Paladin Spell-Like Abilities (CL 6th; concentration +8)

   At will—detect evil

Paladin Spells Prepared (CL 3rd; concentration +5)

   1st—magic weapon, lesser restoration

Statistics

Str 18, Dex 10, Con 14, Int 13, Wis 10, Cha 14

Base Atk +6; CMB +10; CMD 20

Feats Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge

Skills Acrobatics -8 (-12 to jump), Diplomacy +11, Handle Animal +6, Heal +4, Ride +1 (+3 to stay in the saddle), Sense Motive +9, Spellcraft +8

Languages Celestial, Common

SQ divine bond (mount), lay on hands 5/day (3d6), mercies (fatigued, shaken)

Other Gear full plate, heavy wooden shield, arrows (20), longbow, mwk lance, scimitar, backpack, belt pouch, chalk, everburning torch, silk rope (50 ft.), silver holy symbol of Iomedae, 302 gp, 3 sp, 9 cp

Special Abilities

Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.

Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.

Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).

Immunity to Disease You are immune to diseases.

Immunity to Fear (Ex) You are immune to all fear effects.

Lay on Hands (3d6 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.

Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.

Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.

Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.

Paladin Channel Positive Energy 3d6 (2/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Ride-By Attack You can move - attack - move when charging mounted.

Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.

Smite Evil (2/day) (Su) +2 to hit, +6 to damage, +2 deflection bonus to AC when used.

Spirited Charge Double damage when making a mounted charge (triple with a lance).

### Bariq      CR –

Camel

N Large animal

Init +4; Senses low-light vision, scent; Perception +4

Defense

AC 18, touch 13, flat-footed 14 (+4 Dex, +5 natural, -1 size)

hp 43 (6d8+18)

Fort +8, Ref +9, Will +2 (+4 morale bonus vs. enchantment effects)

Defensive Abilities evasion

Offense

Speed 65 ft.

Melee bite +9 (1d4+9)

Space 10 ft.; Reach 5 ft.

Special Attacks spit

Statistics

Str 23, Dex 18, Con 16, Int 6, Wis 11, Cha 4

Base Atk +4; CMB +11; CMD 25 (29 vs. trip)

Feats Fleet, Fleet, Fleet

Tricks Attack, Combat Riding, Come, Defend, Down, Fetch, Guard, Heel, Stay

Skills Acrobatics +8 (+20 to jump), Perception +4, Stealth +4, Survival +1, Swim +10

SQ combat riding, devotion, fetch, stay

Other Gear bedroll, crowbar, feed (per day) (10), manacles, military saddle, saddlebags

Special Abilities

Combat Riding [Trick] The animal has been trained to bear a rider into combat.

Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.

Evasion (Ex) No damage on successful reflex save.

Fetch [Trick] The animal will get a specific object.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

Spit (1/hour, DC 16) (Ex) Ranged touch attack vs. foe in 10 ft sickens 1d4 rds (Fort neg).

Stay [Trick] The animal will stay where it is.

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