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Source: Pathfinder d20pfsrd.com
|Bandit Lord CR 11|
Human fighter 8/rogue 4
CN Medium humanoid
Init +6; Senses Perception +10
|AC 25, touch 18,
flat-footed 18 (+5 armor, +1 deflection, +6 Dexterity, +1 Dodge,
hp 74 (12 HD; 8d10+4d8+12)
Fort +9, Ref +13, Will +4; +2 vs. fear
Defensive Abilities bravery +2, evasion, trap sense +1, uncanny dodge
|Speed 30 ft.
Melee +1 frost keen rapier +20/+15/+10 (1d6+6/1520 plus 1d6 cold) or sap +17/+12/+7 (1d6+2 nonlethal)
Ranged mwk composite longbow +18/+13/+8 (1d8+2/x3)
Special Attacks rogue talent (bleeding attack), sneak attack +2d6, weapon training (light blades +1)
14, Dexterity 22, Constitution 13, Intelligence 8, Wisdom 10, Charisma 12
Base Atk +11; CMB +13; CMD 31
Feats Bleeding Critical, Blind-Fight, Critical Focus, Dazzling Display, Dodge, Improved Critical (rapier), Mobility, Shatter Defenses, Spring Attack, Vital Strike, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier)
Skills Acrobatics +18, Appraise +3, Bluff +8, Climb +6, Diplomacy +5, Disable Device +10, Escape Artist +10, Handle Animal +5, Intimidate +10, Knowledge (local) +3, Perception +8 (+10 to find traps), Ride +10, Sense Motive +5, Stealth +20, Survival +4
SQ armor training 2, rogue talent (finesse rogue), trapfinding +2
Combat Gear potion of Disguise Self; Other Gear +1 chain shirt, +1 buckler, +1 frost keen rapier, masterwork composite longbow (+2 Strength) with 20 arrows, sap, belt of incredible dexterity +2, boots of striding and springing, cloak of resistance +1, ring of protection +1, light horse (combat trained) with saddle, thieves' tools
Boon Bandit lords can grant safe passage from bandit attacks for the PCs and their allies for up to 3 days. They can also arrange the purchase or sale of goods as if the gp limit was for a community one size larger.
Bandit lords are the daring
masterminds of entire gangs of bandits, often ruling over camps in the centers
of trackless woods or the equally trackless warrens of a slum or sewer inside
a great city. Some hide their identity behind disguises or a nom de guerre,
while others strive for fame or infamy. Bandit lords can be used as assassins,
duelists, or royal swordmasters. Bandit lords may have a pair of sellswords
as bodyguards and sparring partners (CR 12), or may travel with a battle
and a gang of eight bandits (CR 12).
Section 15: Copyright Notice - Pathfinder RPG GameMastery Guide
Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC;
Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
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