By setting ambushes and traps in concealing countryside, such as forests and mountains, bandits waylay travelers and plunder their valuables before disappearing back to their wilderness hideouts. Many bandits seek only to steal and release their victims alive, though a few prefer to leave no witnesses.
Recall Knowledge - Humanoid (Society): DC 16
Unspecific Lore: DC 14
Specific Lore: DC 11
Bandit, Criminal 2
Source Gamemastery Guide pg. 208
Perception +6
Languages Common
Skills Athletics +6, Deception +5, Forest Lore +4, Intimidation +6, Stealth +8, Survival +6, Thievery +8
Str +3, Dex +3, Con +1, Int +0, Wis +2, Cha +1
Items hatchet, sling (10 bullets), studded leather armor
AC 19; Fort +7, Ref +9, Will +6
HP 30
Bandit's Ambush When the bandit rolls initiative using Deception or Stealth, they can attempt to Demoralize one creature as a free action.
Speed 25 feet
Melee hatchet +9 [+5/+1] (agile, sweep), Damage 1d6+5 slashing
Ranged sling +9 [+4/-1] (propulsive, range increment 50 feet, reload 1), Damage 1d6+3 bludgeoning
Ranged hatchet +9 [+5/+1] (agile, sweep, thrown 10 feet), Damage 1d6+5 slashing
Dread Striker Frightened creatures are flat-footed to the bandit.
Favored Terrain The bandit ignores the effects of non-magical difficult terrain in forests.
No comments:
Post a Comment