TraitorTraitor CR 8Source NPC Codex pg. 259 XP 4,800 Human commoner 10 CE Medium humanoid (human) Init –1; Senses Perception +14DefenseAC 11, touch 9, flat-footed 11 (+2 armor, –1 Dex) hp 55 (10d6+20) Fort +6, Ref +4, Will +6 Immune detect thoughts, discern lies, alignment detectionOffenseSpeed 30 ft. Melee light mace +4 (1d6–1) Ranged splash weapon +4 (varies)TacticsDuring Combat The traitor hides behind any available allies and throws alchemical items, fighting in melee only as a last resort.StatisticsStr 9, Dex 8, Con 12, Int 12, Wis 12, Cha 14 Base Atk +5; CMB +4; CMD 13 Feats Great Fortitude, Iron Will, Lightning Reflexes, Skill Focus (Bluff, Sense Motive), Toughness Skills Bluff +18, Diplomacy +8, Knowledge (geography) +3, Knowledge (history) +5, Knowledge (local) +6, Linguistics +3, Perception +14, Ride +5, Sense Motive +12 Languages Common, Dwarven, Elven, Halfling Combat Gear potion of cure moderate wounds, potion of gaseous form, potion of mage armor, acid (2), alchemist’s fire (2); Other Gear leather armor, light mace, ring of mind shielding, 875 gp
A trusted and respected pillar of his community, a traitor keeps a kind face and speaks honeyed words, all the while betraying his people for his own selfish gain. In the long run, he doesn’t care who gets hurt or killed by his devious plans, as long as he is able to profit from it in terms of status or wealth.
The traitor may have the village elder (commoner 8) under his thumb, or may keep several ruffians (commoners 7) at his beck and call. If allied with an evil cult, he may be able to get help from enforcers (adepts 5) or initiates (adepts 3) to enact his plans and keep a cultist (adept 10) on a short leash or at a safe distance.
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