Criminal (Guild Master)Criminal (Guild Master) CR 10Source GameMastery Guide pg. 267 XP 9,600 Human rogue 11 N Medium humanoid Init +5; Senses Perception +15DefenseAC 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 +3OffenseSpeed 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 bleedStatisticsStr 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).
Guild masters are crime lords par excellence. They are masters of every criminal art and have worked their way up from being common hoods to become cunning masterminds of their own organization. Guild masters can serve as spies, assassins, or master safecrackers, or as bandit lords or shady merchant princes.
A guild master often keeps a slayer or two as bodyguards and enforcers (CR 11 or 12), but some with more flamboyance prefer to keep a gladiatorial champion and sellsword (CR 12) or half a dozen sellswords (CR 13). A guild master may also be found in the company of a pair of nobles or merchant princes of uncertain morals (CR 11).
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