Seascale Ruffian

SEASCALE RUFFIAN 

CR 13

Male Lizardfolk Humanoid 2 / Rogue 13

NE Medium humanoid (reptilian)

Init +6; Senses Perception +2,

DEFENSE
AC 30, touch 18, flat-footed 24 (+6 armor, +1 *Amulet of Natural Armor +1, +6 Dex, +2 deflection, +6 natural, ), Combat Expertise

hp 178 (2d8)+(13d8)+58

Fort +12, Ref +14, Will +6, +4 Reflex to avoid traps

Defensive Abilities Evasion, Trap Sense +4,

Spell Resistance 13

OFFENSE
Speed 30 ft. Swim 15 ft.

Ranged crossbow +2 (heavy) +18/+13 (1d10+2/19-20)

Melee claw +17 (1d4+7)

Melee bite +14 (1d4+7)

Melee dagger +1 +18/+13 (1d4+8/19-20)

Ranged dagger +1 (thrown) +17/+12 (1d4+8/19-20)

Melee quarterstaff +2;- (shock;-) (two handed) +19/+14 ((two handed) 1d6+12)

Ranged tanglefoot bag +16/+11 (/none/x0)

Special Attacks Befuddling Strike, Crippling Strike, Sneak Attack 7d6,

STATISTICS
Str 24, Dex 22, Con 16, Int 14, Wis 14, Cha 12

Base Atk +10; CMB +17 (+19 disarm); CMD 35 (37 vs. disarm)

Feats  Butterfly's Sting, Combat Expertise, Gang Up, Greater Steal, Great Fortitude, Improved Disarm, Improved Steal, Outflank, Shadow Strike

Skills  Acrobatics +28, Appraise +2, Bluff +1, Climb +25, Craft (Untrained) +2, Diplomacy +1, Disable Device +30, Disable Device (Traps) +39, Disguise +17, Escape Artist +24, Fly +6, Heal +2, Intimidate +1, Knowledge (Dungeoneering) +18, Perception +2, Perform (Untrained) +1, Ride +6, Sense Motive +2, Sleight of Hand +22, Stealth +22, Survival +2, Swim +31, Use Magic Device +17,

Languages Draconic

Archetypes  Bandit,

SQ Advanced Talents, Ambush, Combat Swipe, Fast Tumble, Fearsome Strike, Hard Minded, Hold Breath, Ninja Trick, Rogue Talents, Style Master, Trapfinding, Weapon and Armor Proficiency,

Possessions  amulet of natural armor +1;  gloves of dexterity +2 (dex +2);  ring of protection +2;  chain shirt +2 (mithral/spell resistance (13));  bolts +2 (crossbow/10) (x2);  herbs and oils (2000 gp);  potion of cure light wounds;  potion of cure moderate wounds;  potion of levitate;  potion of nondetection;  stone salve (ounce);  dagger +1;  quarterstaff +2;- (shock;-);  tanglefoot bag;  crossbow bolts (10) (x3);  Crossbow +2 (Heavy) ;

SPECIAL ABILITIES
Advanced Talents  The following advanced rogue talents complement the bandit archetype - hide in plain sight*, knock-out blow**, and opportunist.

Ambush (Ex)  At 4th level, a bandit becomes fully practiced in the art of ambushing. When she acts in the surprise round, she can take a move action, standard action, and swift action during the surprise round, not just a move or standard action. This ability replaces uncanny dodge.

Befuddling Strike (Ex)  When the rogue deals sneak attack damage against an opponent, that opponent takes a -2 penalty on attack rolls against the rogue for 1d4 rounds.

Combat Swipe  A rogue who selects this talent gains Improved Steal as a bonus feat.

Crippling Strike (Ex)  You can sneak attack opponents with such precision that your blows weaken and hamper them.

Evasion (Ex)  You can avoid damage from many area-effect attacks.

Fast Tumble (Ex)  When a rogue with this talent uses Acrobatics to move at full speed through a threatened square without provoking an attack of opportunity, the DC of the Acrobatics check does not increase by 10.

Fearsome Strike (Ex)  At 8th level, a bandit can terrify an opponent with a single hit. A number of times per day equal to her Charisma modifier (minimum 1), when a bandit confirms a critical hit and deals sneak attack damage to an opponent, she can choose to make the opponent frightened for a number of rounds equal to her Charisma modifier (minimum 1). She cannot use this ability in conjunction with a critical feat. This ability replaces improved uncanny dodge.

Hard Minded (Ex)  A rogue with this talent is hard to fool with mind-affecting effects. At the start of her turn, if she is still subject to any mind-affecting spells or effects, she can make a Will saving throw with a standard DC for the effect's level, and if she succeeds at the check, she is no longer subject to the mind-affecting effect. She can make this saving throw even against mind-affecting effects that normally don't allow a saving throw. In those cases, generate the saving throw as if the spell or effect did allow a saving throw.

Hold Breath (Ex)  A lizardfolk can hold its breath for 64 rounds before it risks drowning.

Ninja Trick (Ex)  A rogue with this talent can choose a trick from the ninja trick list (see pages 14-16). The rogue can choose but cannot use talents that require ki points, unless she has a ki pool. A rogue can pick this talent more than once. The rogue cannot choose a ninja trick with the same name as a rogue talent.

Rogue Talents  The following rogue talents complement the bandit archetype - assault leader **, combat trick, cunning trigger**, snap shot**, strong impression**, surprise attack, terrain master*, underhanded*, and weapon training.

Sneak Attack (Ex)  If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. [7d6]

Style Master  A ninja who selects this ninja trick gains a style feat that she qualifies for as a bonus feat.

Trapfinding (Ex)  You add +6 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Trap Sense (Ex)  You gain a +4 bonus on Reflex saves made to avoid traps, and a +4 dodge bonus to AC against attacks made by traps.

Weapon and Armor Proficiency  Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.