Brigand (Bandit Lord)Brigand (Bandit Lord) CR 11Source GameMastery Guide pg. 259 XP 12,800 Human fighter 8/rogue 4 CN Medium humanoid Init +6; Senses Perception +10DefenseAC 25, touch 18, flat-footed 18 (+5 armor, +1 deflection, +6 Dex, +1 dodge, +2 shield) hp 74 (12 HD; 8d10+4d8+12) Fort +9, Ref +13, Will +4; +2 vs. fear Defensive Abilities bravery +2, evasion, trap sense +1, uncanny dodgeOffenseSpeed 30 ft. Melee +1 frost keen rapier +20/+15/+10 (1d6+6/15–20 plus 1d6 cold) or sap +17/+12/+7 (1d6+2 nonlethal) Ranged mwk composite longbow +18/+13/+8 (1d8+2/×3) Special Attacks rogue talent (bleeding attack), sneak attack +2d6, weapon training (light blades +1)StatisticsStr 14, Dex 22, Con 13, Int 8, Wis 10, Cha 12 Base Atk +11; CMB +13; CMD 31 Feats Bleeding Critical, Blind-Fight, Critical Focus, Dazzling Display, Dodge, Improved Critical (rapier), Mobility, Shatter Defenses, Spring Attack, Vital Strike, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier) Skills Acrobatics +20, Appraise +3, Bluff +10, Climb +6, Diplomacy +5, Disable Device +12, Escape Artist +10, Handle Animal +5, Intimidate +16, Knowledge (local) +5, Perception +10 (+12 to find traps), Ride +10, Sense Motive +5, Stealth +21, Survival +4 Languages Common SQ armor training 2, rogue talent (finesse rogue), trapfinding +2 Combat Gear potion of enlarge person; Other Gear +1 chain shirt, +1 buckler, +1 frost keen rapier, masterwork composite longbow (+2 Str) with 20 arrows, sap, belt of incredible dexterity +2, boots of striding and springing, cloak of resistance +1, ring of protection +1, light horse (combat trained) with saddle, thieves’ tools
Boon Bandit lords can grant safe passage from bandit attacks for the PCs and their allies for up to 3 days. They can also arrange the purchase or sale of goods as if the gp limit was for a community one size larger.
Bandit lords are the daring masterminds of entire gangs of bandits, often ruling over camps in the centers of trackless woods or the equally trackless warrens of a slum or sewer inside a great city. Some hide their identity behind disguises or a nom de guerre, while others strive for fame or infamy. Bandit lords can be used as assassins, duelists, or royal swordmasters. Bandit lords may have a pair of sellswords as bodyguards and sparring partners (CR 12), or may travel with a battle mage, sellsword, and a gang of eight bandits (CR 12).
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