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g A M t surprise their opponents, get what they want quickly, and leave without being followed. They know they can't win a battle of attrition, and avoid extended combat.

Given that the Syndicate's primary targets are travelers and small villages, most raids go according to plan. If a target turns out to be more powerful than expected — if, for example, the travelers are in fact adventurers — the gang retreats. Often it returns at a more advantageous time with reinforcements, but sometimes it doesn't return at all. Some of the nobles would rather let spoils go than be forced to share them with another household.

Syndicate Noble, 7th-Level A.RistocRat/4th-Leve1 Rogue Male Human: CR 10; Medium humanoid (human); HD 7d8+4d6+11, hp 60; Init +4; Spd 30 ft.; AC 21, touch 16, flat-footed 17; Base Atk +8; Grp +10; Atk +12 melee (1d6+4/19-20, short sword); Full Atk +12/+7 (1 d6+4/19—20, short sword) or +12/+7 ranged (1d6+2/x3, composite shortbow); SA backstab +2d6; SQ evasion, sprint, trapfinding, uncanny dodge, human traits; AL NE; SV Fort +8, Ref +14, Will +14; Str 15 (13), Agy 19, Sta 12 (10), Int 15, Spt 18 (16), Cha 17.

Languages Spoken: Common, Low Common and Orcish.

Skills: Appraise +16, Bluff +20, Climb +5, Diplomacy +25, Disguise +7, Escape Artist +7, Forgery +12, Gather Information +9, Handle Animal +3, Intimidate +9, Knowledge (local) +6, Knowledge (nobility) +14, Listen +8, Ride +14, Sense Motive +14, Stealth +8

Feats: Dodge, Leadership, Mobility, Skill Focus (bluff), Spring Attack.

Possessions: +2 defending short sword, composite shortbow (+2), +2 councilor's studded leather of the whale, cloak of resistance +4, gauntlets of ogre Strength +2, ring of protection +2, 2,230 gp.

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