Thug (Human Rogue 2)

This thug wears black garb and tattered rags that conceal his myriad small blades and reveal runic tattoos.

Thug CR 1

XP 400
Male human rogue 2
LE Medium humanoid (human)
Init +3; Senses Perception +6

DEFENSE

AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 18 (2d8+6)
Fort +2, Ref +6, Will +1
Defensive Abilities evasion

OFFENSE

Speed 30 ft.
Melee mwk short sword +3 (1d6+1/19–20) or dagger +2 (1d4+1/19–20)
Ranged dagger +4 (1d4+1/19–20)
Special Attacks sneak attack +1d6

STATISTICS

Str 13, Dex 17, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 15
Feats Agile Maneuvers, Combat Reflexes
Skills Acrobatics +8, Bluff +4, Climb +6, Disable Device +8, Escape Artist +8, Intimidate +4, Perception +6, Sleight of Hand +8, Stealth +8
Languages Common, +1 additional
SQ rogue talents (bleeding attack +1), trapfinding +1

ECOLOGY

Environment any
Organization solitary, pair, or gang (3–12)
Treasure NPC Gear (masterwork padded armor, daggers (3), masterwork short sword, masterwork thieves’ tools, other treasure)

Thugs constantly prowl civilized areas in search of easily bamboozled merchants, travelers, and aristocrats to prey upon. Numerous gangs each possesses its own illicit specialty as well as a clearly defined turf.

Thugs are not usually needlessly violent, and prefer to concentrate their efforts on crimes that will make them the most money rather than spill the most blood. Thugs tend toward swindles and illicit trade instead of rape or murder, leaving such brutal acts of violence to sociopaths and unscrupulous thieves’ guilds.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Magnimar, City of Monuments, © 2012, Paizo Publishing, LLC; Authors: Adam Daigle and James Jacobs.

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