Master Scourge

Rogue 2, Fighter 2

Description:

Master Scourge CR 3
XP 800
Male human fighter 2/rogue 2
NE Medium humanoid (human)
Init 7; Senses Perception +1
DEFENSE
AC 15, touch 13, flat-footed 12 (
2 armor, 3 Dex)
hp 32 (4 HD; 2d10
2d8+8)
Fort 5, Ref +6, Will +3; +1 vs. fear
Defensive Abilities bravery +1, evasion
OFFENSE
Speed 30 feet
Melee whip +6 (1d3 nonlethal
2) or
mwk handaxe 7 (1d62/×3) or
punching dagger 6 (1d42/×3 plus black adder venom)
Ranged shortbow +6 (1d6/×3)
Special Attacks sneak attack +1d6
TACTICS
During Combat Scourge prefers intimidating opponents
to fighting them. Once in combat, he attempts to attack
from behind, flanking with his allies.
Morale If reduced to 10 hit points or fewer, Scourge flees
and tries to make good his escape. A man who bears
a grudge, Scourge is certain to try to slip dark reaver
powder or oil of taggit into the meal or drink of anyone
who humiliates or injures him when the chance comes.
STATISTICS
Str 14, Dex 16, Con 15, Int 10, Wis 12, Cha 8
Base Atk +3; CMB +5; CMD 18
Feats Exotic Weapon Proficiency (whip), Improved Initiative,
Intimidating Prowess, Iron Will, Weapon Finesse
Skills Acrobatics +8, Bluff +6, Climb +9, Disable Device +8,
Intimidate +8, Profession (sailor) +8, Sense Motive +6,
Sleight of Hand +8, Stealth +8
Languages Common
SQ rogue talents (bleeding attack +1), trapfinding +1
Combat Gear potion of blur, potion of cure light wounds, black
adder venom (on punching dagger); Other Gear leather
armor, punching dagger, masterwork handaxe carved
with notches for kills, shortbow with 12 arrows in leather
quiver with a buttoned shutter to protect them from the
elements, whip, boatswain’s call, corked dark green bottle
containing 8 doses of oil of taggit, six gold teeth worth
5 gp each, hefty waxed coat with many hidden pockets,
leather snuff box with a diamond stud worth 100 gp
containing 1 dose of dark reaver powder, silver wedding
ring worth 25 gp, 14 pp, 29 gp

Bio:

Master Scourge

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