XP 400 Human expert 2 N Medium humanoid (human) Init +0; Senses Perception +0
DEFENSE
AC 10, touch 10, flat-footed 10 hp 9 (2d8) Fort +0, Ref +0, Will +3
OFFENSE
Speed 30 ft. Melee dagger +0 (1d4-1) Ranged dagger +1 (1d4-1)
Tactics Before Combat Fights are bad for business, so carnies generally try to keep clear of them, although if forced they attempt to restrain opponents or fight unarmed. During Combat If a carny feels overly threatened, he fights armed and calls for the assistance of other nearby carnies who come quickly (usually about 1d4 per round, depending on availability). Morale Carnies hate dying, and back down or flee when faced with significant odds or displays of force on behalf of an attacker
STATISTICS
Str 8, Dex 11, Con 10, Int 10, Wis 9, Cha 12 Base Atk +1; CMB +0; CMD 11 Feats Improved Unarmed Strike, Deft Hands, Skill Focus (Bluff) Skills Acrobatics +5, Bluff +8, Climb +4, Diplomacy +5, Disable Device +6, Escape Artist +4, Perform +6, Sleight of Hand +7 Language Common Gear dagger or club, plus 50% chance of item (determined by rolling 1d8: 1. 20-foot rope; 2. hammer and 10 iron spikes; 3. bucket; 4. 10-foot pole; 5. crowbar; 6. 10-foot ladder; 7. sledgehammer; 8. Shovel) |