A trusted and respected pillar of his community, a traitor keeps a kind face and speaks honeyed words, all the while betraying his people for his own selfish gain. In the long run, he doesn’t care who gets hurt or killed by his devious plans, as long as he is able to profit from it in terms of status or wealth.
The traitor may have the village elder (commoner 8) under his thumb, or may keep several ruffians (commoners 7) at his beck and call. If allied with an evil cult, he may be able to get help from enforcers (adepts 5) or initiates (adepts 3) to enact his plans and
keep a cultist (adept 10) on a short leash or at a safe distance.
|Traitor CR 8|
Human Commoner 10
CE Medium humanoid (human)
Init -1; Senses Perception +14
|AC 11, touch 9, flat-footed 11 (+2 armor, -1 Dexterity)|
hp 55 (10d6+20)
Fort +6, Ref +4, Will +6
Immune detect thoughts, discern lies, alignment detection
|Speed 30 ft. |
Melee light mace +4 (1d6-1)
Ranged splash weapon +4 (varies)
|Strength 9, Dexterity 8, Constitution 12, Intelligence 12, Wisdom 12, Charisma 14|
Base Atk +5; CMB +4; CMD 13
Feats Great Fortitude, Iron Will, Lightning Reflexes, Skill Focus (Bluff, Sense Motive), Toughness
Skills Bluff +18, Diplomacy +8, Knowledge (geography) +3, Knowledge (history) +5, Knowledge (local) +6, Linguistics +3, Perception +14, Ride +5, Sense Motive +12
Languages Common, Dwarven, Elven, Halfling
|potion of cure moderate wounds, potion of gaseous form, potion of mage armor, acid (2), alchemist’s fire (2); Other Gear leather armor, light mace, ring of mind shielding, 875 gp|
During Combat The traitor hides behind any available allies and throws alchemical items, fighting in melee only as a last resort.
Section 15: Copyright Notice
Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds,
and Russ Taylor.