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Guild Master (Human Rogue 11)


Guild Master CR 10

XP 9,600
Human rogue 11
N Medium humanoid
Init +5; Senses Perception +15

DEFENSE

AC 22, touch 15, flat-footed 17 (+5 armor, +5 Dex, +2 shield)
hp 60 (11d8+11)
Fort +5, Ref +13, Will +8
Defensive Abilities evasion, improved uncanny dodge, trap sense +3

OFFENSE

Speed 30 ft.
Melee +1 rapier +14/+9 (1d6/18–20) or sap +13/+8 (1d6–1 nonlethal)
Ranged +1 light crossbow +14/+9 (1d8+1/19–20)
Special Attacks sneak attack +6d6 plus 6 bleed

STATISTICS

Str 8, Dex 20, Con 12, Int 10, Wis 14, Cha 14
Base Atk +8; CMB +7; CMD 22
Feats Agile Maneuvers, Deadly Aim, Deceitful, Iron Will, Rapid Reload, Stealthy, Vital Strike, Weapon Finesse
Skills Acrobatics +19, Bluff +20, Diplomacy +15, Disable Device +30, Disguise +22, Escape Artist +22, Intimidate +10, Knowledge (local) +10, Linguistics +5, Perception +15 (+20 to find traps), Sense Motive +15, Sleight of Hand +10, Stealth +23
Languages Common, Halfling, Undercommon
SQ rogue talent (bleeding attack, finesse rogue, resiliency, slippery mind, trap spotter), trapfinding +5
Combat Gear feather token (whip); Other Gear +1 mithral chain shirt, +1 buckler, +1 light crossbow with 10 bolts, +1 rapier, sap, belt of incredible dexterity +2, cloak of resistance +1, elixir of truth, goggles of minute seeing, disguise kit, masterwork thieves’ tools
Boon A guild master can arrange to smuggle people or items into or out of secured areas, can command a robbery, break-in, or assault on a target, or can arrange to buy or sell illegal items (treat gp limit as that of a community one size category larger).