Senath is an archer on top of his Nightmare, using the mount's "free" movement to his advantage when it comes to Skirmishing. Senath was made using a dice roll system, with above average treasure/power. You might want to count him Cr11 in weaker campaigns.
Note: Errata for Complete Scout has since stated that skirmish can not be used when mounted, which somewhat defeats the point of this build...
Senath _____ CR 10Edit
Male human scout 10
N Medium humanoid
Init +8; Senses Listen +1, Spot +14
AC 23, touch 18, flatfooted 19; uncanny dodge
hp 60 (10 HD)
Fort +7, Ref +15, Wis +6; evasion
Spd 40 ft.
Melee +1 shortsword +9/+4 (1d6+2/19-20)
Ranged +2 composite shortbow (+1 str) +15/+10 (1d6+3/x3) or
Ranged Rapid Shot +2 composite shortbow (+1 str) +13/+13/+8 (1d6+3/x3)
Base Atk +7; Grp +8
Atk Options skirmish (+3d6 dmg, +2 AC)
Combat Gear potion of cure light wounds
Abilities Str 18, Dex 22, Con 16, Int 8, Wis 12, Cha 12
SQ battle fortitude +2, camouflage, fast movement +10, flawless stride, trackless step, trapfinding
Feats Point Blank Shot, Far Shot, Mounted Combat, Mounted Archery, Rapid Shot
Skills Hide +19, Survival +14, Move Silently +19, Knowledge (Warfare or Nature) +12, Ride +19, Spot +14, Search +12
Possessions combat gear, +2 composite shortbow (+1 str), +1 shortsword, amulet of natural armor +1, cloak of resistance +2, gloves of dexterity +4, ring of protection +2, vest of mage armor, Nightmare mount (as per the Monster's Manual)
If Senath moves more then 10 ft., and is within 30 ft. of the enemy, he has the following attack: +16/+10 ranged (1d6+4+3d6 skirmish).