Guild Master (Human Rogue 11)

To Medieval Characters

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Nicolaes Pietersz. Berchem (1621/1622–1683) Title Merchant Receiving a Moor in the Harbour. Nicolaes Pietersz. Berchem (1621/1622–1683) Title Merchant Receiving a Moor in the Harbour.

[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]

Source: Pathfinder d20pfsrd.com

Guild Master CR 10
XP 9,600
Human rogue 11
N Medium humanoid
Init +5; Senses Perception +15
DEFENSE
AC 22, touch 15, flat-footed 17 (+5 armor, +5 Dexterity, +2 shield)
hp 60 (11d8+11)
Fort +5, Ref +13, Will +8
Defensive Abilities evasion, improved uncanny dodge, trap sense +3
OFFENSE
Speed 30 ft.
Melee +1 rapier +14/+9 (1d6/18–20) or sap +13/+8 (1d6–1 nonlethal)
Ranged +1 light crossbow +14/+9 (1d8+1/19–20)
Special Attacks sneak attack +6d6 plus 6 bleed
STATISTICS
Strength 8, Dexterity 20, Constitution 12, Intelligence 10, Wisdom 14, Charisma 14
Base Atk +8; CMB +7; CMD 22
Feats Agile Maneuvers, Deadly Aim, Deceitful, Iron Will, Rapid Reload, Stealthy, Vital Strike, Weapon Finesse
Skills Acrobatics +19, Bluff +20, Diplomacy +15, Disable Device +30, Disguise +22, Escape Artist +22, Intimidate +10, Knowledge (local) +10, Linguistics +5, Perception +15 (+20 to find traps), Sense Motive +15, Sleight of Hand +10, Stealth +23
Languages Common, Halfling, Undercommon
SQ rogue talent (bleeding attack, finesse rogue, resiliency, slippery mind, trap spotter), trapfinding +5
Combat Gear feather token (whip); Other Gear +1 mithral chain shirt, +1 buckler, +1 light crossbow with 10 bolts, +1 rapier, sap, belt of incredible dexterity +2, cloak of resistance +1, elixir of truth, goggles of minute seeing, Disguise kit, masterwork thieves’ tools
Boon A guild master can arrange to smuggle people or items into or out of secured areas, can command a robbery, break-in, or assault on a target, or can arrange to buy or sell illegal items (treat gp limit as that of a community one size category larger).

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DESCRIPTION

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Guild masters are crime lords par excellence. They are masters of every criminal art and have worked their way up from being common hoods to become cunning masterminds of their own organization. Guild masters can serve as spies, assassins, or master safecrackers, or as bandit lords or shady merchant princes.

A guild master often keeps a slayer or two as bodyguards and enforcers (CR 11 or 12), but some with more flamboyance prefer to keep a gladiatorial champion and sellsword (CR 12) or half a dozen sellswords (CR 13). A guild master may also be found in the company of a pair of nobles or merchant princes of uncertain morals (CR 11).

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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