Using their strength to bully others into submission, ruffians often work as bodyguards and enforcers for powerful criminals like charlatans and fences.
Recall Knowledge - Humanoid (Society): DC 16
Unspecific Lore: DC 14
Specific Lore: DC 11
Ruffian, Criminal 2
Source Gamemastery Guide pg. 209
Perception +8
Languages Common
Skills Athletics +7, Intimidation +6, Stealth +6
Str +3, Dex +2, Con +3, Int -1, Wis +2, Cha +0
Items club, sling (10 bullets), studded leather armor
AC 18; Fort +9, Ref +8, Will +6
HP 32
Attack of Opportunity
Speed 25 feet
Melee club +9 [+4/-1], Damage 1d6+5 bludgeoning
Ranged sling +8 [+3/-2] (propulsive, range increment 50 feet, reload 1), Damage 1d6+5 bludgeoning
Ranged club +8 [+3/-2] (thrown 10 feet), Damage 1d6+5 bludgeoning
Brutal Beating The ruffian's brutality shakes foes' confidence. When the ruffian deals damage on a critical hit, the target is frightened 1, and the ruffian can knock the target up to 10 feet away (this is forced movement).
Snagging Strike Trigger The ruffian has one hand free, and its target is within reach of that hand; Effect The ruffian makes a melee Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the start of the ruffian's next turn or until it leaves its reach, whichever comes first.
Sneak Attack The ruffian deals an extra 1d6 precision damage to flat-footed creatures.
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