All

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


Masked Lord

Masked Lord CR 16

Source NPC Codex pg. 156
XP 76,800
Human rogue 17
LN Medium humanoid (human)
Init +6; Senses Perception +15

Defense

AC 27, touch 19, flat-footed 21 (+7 armor, +3 deflection, +5 Dex, +1 dodge, +1 natural)
hp 148 (17d8+68)
Fort +9, Ref +18, Will +9
Defensive Abilities improved evasion, improved uncanny dodge, trap sense +5

Offense

Speed 30 ft.
Melee +1 shock rapier +19/+14/+9 (1d6+1/15–20 plus 1d6 electricity)
Ranged +1 shortbow +19/+14/+9 (1d6+1/x3)
Special Attacks sneak attack +9d6

Tactics

Before Combat The rogue prefers to work from the shadows, manipulating events and people to do his bidding. If combat is needed, he always attacks from surprise, when his foes least expect it.
During Combat The rogue prefers to move up, strike suddenly, withdraw before his foes can respond, and use his hat of disguise to change his appearance once he’s out of sight. He relies on his rogue talents to protect him.

Statistics

Str 10, Dex 22, Con 14, Int 14, Wis 10, Cha 12
Base Atk +12; CMB +12; CMD 32
Feats Combat Expertise, Dodge, Greater Feint, Improved Critical (rapier), Improved Feint, Iron Will, Mobility, Spring Attack, Toughness, Weapon Finesse
Skills Bluff +21, Climb +8, Diplomacy +21, Disable Device +23, Disguise +21, Escape Artist +19, Intimidate +9, Knowledge (arcana, geography) +7, Knowledge (local) +22, Knowledge (nobility) +12, Perception +15, Perform (act) +8, Ride +11, Sense Motive +15, Sleight of Hand +14, Stealth +26, Use Magic Device +16
Languages Common, Dwarven, Elven
SQ rogue talents (bleeding attack +9, crippling strike, defensive roll, fast stealth, improved evasion, slippery mind, stand up, trap spotter), trapfinding +8
Combat Gear potions of cure serious wounds (2), scroll of dimension door, scroll of heal, scrolls of invisibility (2); Other Gear +4 shadow studded leather, +1 shock rapier, +1 shortbow with 20 arrows, amulet of natural armor +1, bag of holding (type I), belt of incredible dexterity +4, cloak of resistance +2, hat of disguise, ring of protection +3, everburning torch, masterwork thieves’ tools, 1,765 gp

The masked lord manipulates events from the shadows, using a thousand different names. He creates conspiracies and topples empires without anyone ever knowing his true identity.

Tadros the Hidden

Tadros is only comfortable when nobody knows he exists. His disguises have aliases and his aliases lead double lives. None of his contacts have any idea what he really looks like; they recognize him only by specific code words. In addition to taking on fictional identities, he pretends to be real people, creating no end of trouble.

Combat Encounters: In the unlikely event that the PCs face Tadros in direct combat, he almost certainly has an ace up his sleeve. The PCs may be fighting a simulacrum, or someone else disguised as one of Tadros’s aliases, or (if he is desperate) his real self with a contingency plan to cover his resurrection.

Roleplaying Suggestions: With his connections, identities, and plans, Tadros can be almost anyone, even temporarily replacing one of the PCs for a period of time.