
Mudfoot |

You might apply henchmen, demonic possession, the Fiendish template or a variety of similar adjustments. Maybe he drank some Waters of Lamashtu and grew poisonous claws.
Monk/rogue will be OK if played right; rely on stealth, surprise and traps. Don't pick a fight in the open, but sneak attack when the PCs are already engaged. Use speed to get where the PCs are going first and make their lives difficult by alerting the monsters or slandering the PCs in front of their potential allies.

Jam412 |

I had him come back in my RotRL game. Here is the statbock that I used for him:
Half-Elf Monk 4 Rogue 3
LE Medium Humanoid (elf, human)
Init +8; Senses low-light vision; Perception +11
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Defense
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AC 19, touch 19, flat-footed 14 (+4 Dex, +1 dodge)
hp 49 (7d8+11)
Fort +6, Ref +11 (+1 bonus vs. traps), Will +8; +2 vs. enchantments, +2 vs. enchantment spells and effects
Defensive Abilities evasion, trap sense; Immune magic sleep; Resist elven immunities
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Offense
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Speed 40 ft.
Melee Unarmed strike +7 (1d8+2/x2)
Ranged +1 Shortbow +11 (1d6+1/x3)
Special Attacks flurry of blows +2/+2, ki strike, magic, sneak attack +2d6
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Statistics
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Str 14, Dex 18, Con 12, Int 10, Wis 16, Cha 8
Base Atk +5; CMB +8; CMD 26
Feats Dodge, Improved Initiative, Improved Unarmed Strike, Point Blank Shot, Precise Shot, Rapid Shot, Scorpion Style (DC 16), Skill Focus (Acrobatics), Stunning Fist (4/day) (DC 16), Weapon Focus (Shortbow)
Skills Acrobatics +15 (+19 jump), Bluff +4, Climb +10, Diplomacy +3, Disable Device +9, Escape Artist +11, Intimidate +4, Knowledge (history) +4, Knowledge (local) +5, Knowledge (religion) +4, Perception +11 (+12 to locate traps), Sense Motive +9, Sleight of Hand +10, Stealth +10, Swim +6, Use Magic Device +5; Racial Modifiers +2 Perception
Languages Common, Elven
SQ ac bonus +4, elf blood, fast movement (+10'), ki defense, ki pool, maneuver training, rogue talents (weapon training), slow fall 20', stunning fist (stun, fatigue), trapfinding +1, unarmed strike (1d8)
Combat Gear Ring of the ram; Other Gear +1 Shortbow, 150 GP
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Special Abilities
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AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +2/+2 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maneuver Training (Ex) CMB = other BABs + Monk level
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of the ram A ring of the ram has a setting crafted to resemble a ram's head. The wearer can command the ring to give forth a ramlike force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance.
The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ring wearer. The ram is Large and uses the ring's caster level as its base attack bonus, with a Strength of 25. This gives the ram a Combat Maneuver Bonus of +17. The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended.
In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with a Strength score of 25. This usage expends 1 charge. If 2 charges are expended, the effect is equivalent to a character with a Strength score of 27. If 3 charges are expended, the effect is that of a character with Strength score of 29. A newly created ring has 50 charges. When all the charges are expended, the ring becomes a nonmagical item.
Construction
Requirements: Forge Ring, bull’s strength, telekinesis; Cost 4,300 gp
Scorpion Style (DC 16) Standard action: Unarmed strike also reduces target's land speed to 5 ft.
Slow Fall 20' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Stunning Fist (4/day) (DC 16) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
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In my game, RotR specifically never happened, so Tsuto is still around and insanely jealous of his sister. I had him join a rival caravan, which was always a few steps ahead in the Lands of the Linnorm Kings. It later got wiped out on the Crown; only Tsuto survived, and ended up joining the party's caravan. I haven't decided how he'll betray the party yet--maybe he'll join the Jade Regent, or maybe he'll quietly kill Ameiko so that the PCs put him on the throne instead.

Broken |

In my game, RotR specifically never happened, so Tsuto is still around and insanely jealous of his sister. I had him join a rival caravan, which was always a few steps ahead in the Lands of the Linnorm Kings. It later got wiped out on the Crown; only Tsuto survived, and ended up joining the party's caravan. I haven't decided how he'll betray the party yet--maybe he'll join the Jade Regent, or maybe he'll quietly kill Ameiko so that the PCs put him on the throne instead.
That being said I know one of the PCs can somehow become Regent but I can not imagine the PCs promoting Tsuto up like that.