Alchemist | Antipaladin | Arcanist | Barbarian | Bard | Bloodrager | Brawler | Cavalier | Cleric | Druid | Fighter | Gunslinger | Hunter | Inquisitor | Investigator | Magus | Monk | Ninja | Oracle | Paladin | Ranger | Rogue | Samurai | Shaman | Skald | Slayer | Sorcerer | Summoner | Swashbuckler | Warpriest | Witch | Wizard

Adept | Aristocrat | Commoner | Expert | Warrior

Dagger Master

Dagger Master CR 17

Source NPC Codex pg. 157
XP 102,400
Halfling rogue 18
NE Small humanoid (halfling)
Init +5; Senses Perception +23


AC 27, touch 18, flat-footed 22 (+6 armor, +2 deflection, +5 Dex, +2 natural, +1 shield, +1 size)
hp 138 (18d8+54)
Fort +9, Ref +17, Will +7; +2 vs. fear
Defensive Abilities 20% displacement, improved evasion, improved uncanny dodge, trap sense +6


Speed 20 ft.
Melee +1 wounding dagger +19/+14/+9 (1d3+1/17–20 plus 1 bleed), +1 dagger +19/+14/+9 (1d3+1/17–20) or +1 wounding dagger +21/+16/+11 (1d3+1/17–20 plus 1 bleed)
Ranged mwk dagger +21/+16/+11 (1d3/17–20)
Special Attacks sneak attack +9d6


During Combat The rogue uses his boots of speed and enters melee, trying to kill one opponent as quickly as possible before moving to another. In ranged combat, he uses Quick Draw to draw and throw multiple daggers in 1 round.


Str 10, Dex 20, Con 14, Int 14, Wis 10, Cha 10
Base Atk +13; CMB +12; CMD 29
Feats Combat Expertise, Critical Focus, Greater Feint, Greater Two-Weapon Fighting, Improved Critical (dagger), Improved Feint, Improved Two-Weapon Fighting, Quick Draw, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (dagger)
Skills Acrobatics +28 (+24 when jumping), Bluff +21, Climb +23, Diplomacy +12, Disable Device +28, Escape Artist +26, Intimidate +12, Knowledge (local) +14, Perception +23, Sleight of Hand +26, Stealth +30, Swim +12
Languages Common, Halfling
SQ rogue talents (bleeding attack +9, combat trick, crippling strike, defensive roll, feat, finesse rogue, improved evasion, slow reactions, surprise attack), trapfinding +9
Gear +4 leather armor, +1 dagger, +1 wounding dagger, daggers (4), masterwork daggers (4), amulet of natural armor +2, boots of speed, cloak of minor displacement, dust of appearance, ring of protection +2, salve of slipperiness, masterwork thieves’ tools, 1,770 gp

The dagger master has perfected the technique of killing with a small blade.

Vink the Blade

Vink considers himself a champion of the halfling people, their greatest son and the one who defends the small folk against any larger creature that threatens them. Having experienced a fair share of mockery because of to his size, Vink’s definition of threatening a halfling is very broad, including slight insults, roughhousing by larger races, and legal actions that limit halfling rights. Though he normally uses his blades against tyrants and rampaging monsters, he’s been known to obliterate entire caravans of slavers, murder government officials who demean halflings or treat them as second-class citizens, and assassinate bards or actors who perform plays that treat halflings as subjects of ridicule.

Combat Encounters: Vink might attack the PCs for something he considers a slight, or work with any group he thinks advances the cause of halflings. Expressing a sincere apology and offering a compensatory gift to a halfling community usually convinces him to back down without killing anyone.

Roleplaying Suggestions: The PCs might encounter Vink as an easily-insulted, hot-tempered bravo defending halfling honor, rights, or territory. If the PCs include a halfling or have acted on behalf of a halfling community in the past, he might attempt to befriend them or seek their aid for a dangerous plan.