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Dealer (Human Rogue 4)

Dealer
CR 3

XP 800
Male human rogue 4
N Medium humanoid (human)
Init +7; Senses Perception +8

DEFENSE

AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 21 (4d8)
Fort +1, Ref +7, Will +2
Defensive Abilities evasion, trap sense +1, uncanny dodge

OFFENSE

Speed 30 ft.
Melee mwk dagger +7 (1d4-1/19–20)
Ranged mwk light crossbow +7 (1d8/19–20)
Special Attacks sneak attack +2d6

Tactics
Before Combat He prefers to avoid combat whenever possible. If he cannot escape in disguise, he attempts to use his slow reactions ability and flee. He tries diplomacy first if he has even a few seconds to try to talk his opponents out of killing him.
During Combat If forced to fight, he tries to feint the opponent who looks physically strongest and then disable him with a sneak attack. he knows he cannot take many direct hits, so he fights defensively whenever attacking.
Morale He runs at the first opportunity unless it means abandoning his product. He tries his best to negotiate if his drugs are on the line, fleeing only if it becomes apparent that to stay would mean death. He is willing to offer some of his product, information, or services in exchange for his hide.

STATISTICS

Str 8, Dex 16, Con 10, Int 16, Wis 12, Cha 13
Base Atk +3; CMB +2; CMD 15
Feats Deceitful, Improved Initiative, Persuasive, Weapon Finesse
Skills Acrobatics +10, Appraise +10, Bluff +10, Diplomacy +10, Disable Device +10, Disguise +10, Intimidate +7, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +10, Linguistics +10, Perception +8, Sense Motive +8, Sleight of Hand +10, Stealth +9
Languages Common, Elven, Gnoll, Gnome, Halfling, three others
SQ rogue talents (finesse rogue, slow reactions), trapfinding +2
Combat Gear potion of cure light wounds; Other Gear +1 leather armor, masterwork light crossbow with 20 bolts, masterwork dagger, pieces of various disguises, 560 gp (mostly in the form of keif, if it is legal to carry)