Traitor (Human Commoner 10)

Traitor CR 8

XP 4,800
Human Commoner 10
CE Medium humanoid (human)
Init –1; Senses Perception +14

DEFENSE

AC 11, touch 9, flat-footed 11 (+2 armor, –1 Dex)
hp 55 (10d6+20)
Fort +6, Ref +4, Will +6
Immune detect thoughts, discern lies, alignment detection

OFFENSE

Speed 30 ft.
Melee light mace +4 (1d6–1)
Ranged splash weapon +4 (varies)

TACTICS

During Combat The traitor hides behind any available allies and throws alchemical items, fighting in melee only as a last resort.

STATISTICS

Str 9, Dex 8, Con 12, Int 12, Wis 12, Cha 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
Combat Gear 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



DESCRIPTION

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.


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.

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