Thug CR 2

XP 600
Human rogue 3
CE Medium humanoid (human)
Init +2; Senses Perception +7


AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 26 (3d8+9)
Fort +3, Ref +5, Will +2; +1 vs. traps
Defensive Abilities evasion


Speed 30 ft.
Melee mwk sap +5 (1d6+2 nonlethal) or mwk short sword +5 (1d6+2/19-20)
Ranged mwk hand crossbow +5 (1d4/19-20)
Special Attacks sneak attack +2d6 (+3d6 when flanking with another One Source Thug)


Motivation Thugs often attempt to kidnap PCs or close NPC allies of PCs.

During Combat Thugs favor saps in battle.

Morale A thug fights to the death.


Str 15, Dex 15, Con 14, Int 10, Wis 12, Cha 8
Base Atk +2; CMB +4; CMD 16
Feats Combat Reflexes, Precise Strike, Stealthy, Outflank B
Skills Acrobatics +8, Climb +8, Disable Device +9, Escape Artist +10, Intimidate +5, Knowledge (Local) +6, Perception +7, Sleight of Hand +8, Stealth +10
Languages Common, +1 additional
SQ rogue talents (combat trick)
Combat Gear potion of cure moderate wounds; Other Gear masterwork studded leather armor, masterwork short sword, masterwork sap, masterwork hand crossbow with 10 bolts, masterwork thieves’ tools, two small flawed rubies worth 250 gp each

Section 15: Copyright Notice

Pathfinder 21: The Jackal’s Price. Copyright 2009, Paizo Publishing, LLC; Author: Darrin Drader.

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