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Merchant (Human Expert 6)


Merchant CR 4

XP 1,200
Male human expert 6
N Medium humanoid (human)
Init –1; Senses Perception +1

DEFENSE

AC 9, touch 9, flat-footed 9 (–1 Dex)
hp 27 (6d8)
Fort +2, Ref +1, Will +6

OFFENSE

Speed 30 ft.
Melee dagger +3 (1d4–1/19–20)

TACTICS


During Combat He avoids combat by hiding behind his bodyguards. If threatened directly, he tries to bribe his attacker or spill coins as a distraction so he can escape.
Morale He wants to die old and in bed and does whatever he can to avoid being murdered.

STATISTICS

Str 8, Dex 9, Con 10, Int 15, Wis 12, Cha 12
Base Atk +4; CMB +3; CMD 12
Feats Persuasive, Skill Focus (Appraise), Skill Focus (Sense Motive)
Skills Appraise +14, Bluff +10, Diplomacy +12, Intimidate
+12, Knowledge (geography) +11, Knowledge (history) +9,
Knowledge (local) +11, Knowledge (religion) +11, Profession
(merchant) +10, Ride +4, Sense Motive +13
Combat Gear potion of cure moderate wounds; Other Gear dagger, 3,150 gp (most of this money is tied up in investments; he usually carries no more than 100 gp on him)