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Crime Lord

Crime Lord CR 18

Source NPC Codex pg. 94
XP 153,600
Gnome fighter 19
N Small humanoid (gnome)
Init +7; Senses low-light vision; Perception +1

Defense

AC 34, touch 18, flat-footed 29 (+11 armor, +2 deflection, +3 Dex, +2 dodge, +5 natural, +1 size)
hp 204 (19d10+95)
Fort +20, Ref +14, Will +11; +2 vs. illusions, +5 vs. fear
Defensive Abilities blink, bravery +5, defensive training (+4 dodge bonus to AC vs. giants); DR 5/—

Offense

Speed 40 ft.
Melee +2 dwarven urgrosh +30/+30/+25/+20/+15 (1d4+12/19–20/×3), +2 dwarven urgrosh +30 (1d6+12/19–20/×3) or +2 dwarven urgrosh (two-handed) +32/+32/+27/+22/+17 (1d4+14/19–20/×3) or +1 spiked armor +28/+28/+23/+18/+13 (1d4+8)
Ranged dart +27/+27/+22/+17/+12 (1d4+7)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, weapon training (double +4, thrown +3, close +2, hammers +1)
Spell-Like Abilities (CL 19th; concentration +20)
1/day—dancing lights, ghost sound (DC 11), prestidigitation, speak with animals

Tactics

Before Combat The fighter drinks his potions of barkskin and bear’s endurance, then activates his ring of blinking and boots of speed.
During Combat The fighter starts off with a Dazzling Display, then engages in melee, fighting less armored enemies first. He deals most of his attacks with the spear end of his weapon.
Base Statistics Without barkskin, bear’s endurance, blink from his ring of blinking, and haste from his boots of speed, the fighter’s statistics are AC 28, touch 17, flat-footed 24; hp 166; Fort +18, Ref +13; Defensive Abilities no blink; Speed 20 ft.; Melee +2 dwarven urgrosh +29/+24/+19/+14 (1d4+12/19–20/×3), +2 dwarven urgrosh +29 (1d6+12/19–20/×3) or +2 dwarven urgrosh (two-handed) +31/+26/+21/+16 (1d4+14/19–20/×3) or +1 spiked armor +27/+22/+17/+12 (1d4+8); Ranged dart +26/+21/+16/+11 (1d4+7); Con 16; CMB +22; CMD 38.

Statistics

Str 18, Dex 16, Con 20, Int 12, Wis 8, Cha 12
Base Atk +19; CMB +23; CMD 39
Feats Blind-Fight, Dazzling Display, Diehard, Disruptive, Dodge, Double Slice, Endurance, Exotic Weapon Proficiency (dwarven urgrosh), Improved Critical (dwarven urgrosh), Improved Initiative, Iron Will, Nimble Moves, Persuasive, Power Attack, Quick Draw, Spellbreaker, Step Up, Two-Weapon Fighting, Weapon Focus (dwarven urgrosh), Weapon Specialization (dwarven urgrosh)
Skills Bluff +19, Diplomacy +18, Intimidate +30, Knowledge (local) +13, Perception +1, Profession (gambler) +5, Sense Motive +18
Languages Common, Gnome, Sylvan
SQ armor mastery, armor training 4
Combat Gear potion of barkskin (CL 12th), potion of bear’s endurance, potions of cure serious wounds (2); Other Gear +2 full plate with +1 armor spikes, +2/+2 dwarven urgrosh, darts (10), belt of giant strength +4, boots of speed, circlet of persuasion, cloak of resistance +4, hat of disguise, ring of blinking, ring of protection +2, ruby signet ring (worth 1,000 gp), 5,075 gp

Though most criminal masterminds work behind the scenes, crime lords don’t mind getting their hands dirty.

Tontelizi Legbreaker

When Tontelizi first took to a life of crime, he was relegated to leg-breaking as a joke on his slight stature—and collections doubled. Soon, the crime family found that Tontelizi excelled at any task involving extortion, intimidation, or violence. When the patriarch’s health failed—assisted by Tontelizi’s poison—the gnome eliminated two likely successors and cowed the rest with threats and blackmail. He was chosen to take over the family with nearly unanimous support.