Tavern (Barkeep)Tavern (Barkeep) CR 3Source GameMastery Guide pg. 303 XP 800 Human expert 4/warrior 1 N Medium humanoid Init +0; Senses Perception +10DefenseAC 13, touch 10, flat-footed 13 (+3 armor) hp 23 (5 HD; 4d8+1d10) Fort +5, Ref +1, Will +6OffenseSpeed 30 ft. Melee sap +3 (1d6–1 nonlethal) or dagger +3 (1d4–1/19–20) Ranged mwk heavy crossbow +5 (1d10/19–20)StatisticsStr 9, Dex 11, Con 10, Int 12, Wis 14, Cha 10 Base Atk +4; CMB +3; CMD 13 Feats Great Fortitude, Quick Draw, Rapid Reload, Skill Focus (Profession [barkeep]) Skills Bluff +8, Handle Animal +5, Intimidate +5, Knowledge (local) +9, Linguistics +6, Perception +10, Perform (comedy) +6, Perform (oratory) +6, Profession (barkeep) +13, Ride +5, Sense Motive +10, Sleight of Hand +5 Languages Common, Dwarf, Halfling Gear +1 leather armor, masterwork heavy crossbow with 10 bolts and one +1 human bane bolt, dagger, sap
Boon A barkeep can arrange free room and board for PCs for up to a week. He can also share local rumors and customs with PCs, granting a +2 circumstance bonus on Diplomacy and Sense Motive checks in his community for 1 day.
A barkeep is the proprietor of an alehouse, saloon, or tavern, often with an inn attached. While some are sly, weasel-like, and unfriendly, most are garrulous raconteurs, seeking to entertain their customers with a story or joke and keep them happy and drinking. With patrons from across the world visiting their taverns, most barkeeps know a smattering of other languages to communicate with foreigners from far-away lands.
Barkeeps are used to trouble in their establishments, for drink often brings out the worst in their customers, and most barkeeps are used to facing down and intimidating drunks and bullies. For times when words fail, a good barkeep keeps a weapon beneath the bar, and is not afraid to use it.
Changing a barkeep’s Profession skill to (innkeep) creates an innkeeper, possibly with Diplomacy instead of Intimidate, and his Perform skills changed to other Profession skills, such as cook.
An average barkeep has four barmaids on staff, with two guards or street thugs working as bouncers (CR 6). A barkeep might also be found swapping stories over a pint with a shopkeep (CR 4) or guard officer (CR 5).
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