
Full Name |
The Upright Man |
Race |
Human |
Classes/Levels |
Aristocrat 1/Rogue (Thug) 2 |
Gender |
Male |
Size |
Med |
Age |
32 |
Alignment |
LE |
Deity |
Mephistopheles |
Location |
Krisol |
Languages |
Catfolk, Common, Kelish |
Occupation |
Mafia Don |
Strength |
14 |
Dexterity |
13 |
Constitution |
13 |
Intelligence |
13 |
Wisdom |
13 |
Charisma |
15 |
About The Upright Man
The Upright Man CR 1
XP 400
Male human (cosmopolitan) (keleshite) aristocrat 1/rogue (thug) 2 (Pathfinder RPG Advanced Player's Guide 135)
LE Medium humanoid (human)
Init +1; Senses Perception +1
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Defense
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Defense 10, flat-footed 10
Armor DR: 7/magic or Large (+7 armor)
Critical Defense: +7 (+7 DR)
hp 27 (3d8+3)
Fort +1, Ref +5, Will +3
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Offense
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Speed 20 ft.
Melee two-bladed sword +3 (1d8+3/19-20)
Ranged heavy crossbow +2 (1d10/19-20)
Special Attacks sneak attack +1d6
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Statistics
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Str 14, Dex 13, Con 13, Int 13, Wis 13, Cha 15
Base Atk +1; CMB +3; CMD 14
Feats Exotic Weapon Proficiency (two-bladed sword), Skill Focus, Thief Of Legend
Skills Appraise +7, Bluff +8, Diplomacy +8, Disguise +8, Intimidate +8, Knowledge (local) +5, Sense Motive +7, Sleight of Hand +0, Stealth +0; Racial Modifiers frightening
Languages Catfolk, Common, Kelish
SQ heart of the streets, rogue talent (trap spotter), thief of legend (reactive disarm)
Combat Gear potion of blur; Other Gear lamellar (iron) armor, heavy crossbow with 10 bolts, two-bladed sword, rogue's kit, falcon
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Special Abilities
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Frightening (Ex) Demoralize duration increases by 1 rd, if 4+ rds can frighten 1 rd instead.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Thief of Legend (Completed, 1/day) On disable device to open lock, or sleight of hand to pick pocket, roll twice and take higher.
Thief of Legend (Reactive Disarm, 4/day) Disable Device check at -5 interrupts triggered trap's function, leaving it armed if you succeed.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
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