Cole Farsen, Gang Leader

Level 7
Creature· chaoticUniqueMediumLegacy
AC 26
HP 104
Speed 30 ft.
Fort +13
Ref +17
Will +10
Perc +14
Size Medium
Unique
chaoticevilhumanhumanoid
Languages common
Skills intimidation +17, deception +15, thievery +15, acrobatics +13, athletics +13, stealth +13, society +11
Recall Knowledge society DC 33

Attacks

Melee Shortsword +18/+14/+10(agile, magical, versatile S)
Damage: 1d6+10 piercing
Ranged Sling +18/+13/+8 (range 50 ft.)(propulsive, reload 1 ft.)
Damage: 1d6+8 bludgeoning

Abilities

Deny Advantagedefensive

Cole isn't Off-Guard to creatures of 7th level or lower that are Hidden, Undetected, flanking, or using surprise attack.

Evasiondefensive

When Cole rolls a success on a Reflex save, he gets a critical success instead.

Nimble Dodgedefensive

Trigger Cole is targeted with an attack by an attacker he can see Effect Cole gains a +2 circumstance bonus to AC against the triggering attack.

Surprise Attackdefensive

On the first round of combat, if Cole rolls Deception or Stealth for initiative, creatures who haven't acted are Off-Guard to him.

Brutal Rallyoffensive(auditory, emotion, linguistic, mental)

Trigger Cole rolls a critical hit against a creature Effect All allies that can see Cole gain a +1 circumstance bonus to attack rolls until the start of Cole's next turn. Effect: Brutal Rally

Gang Upoffensive

Any enemy is Off-Guard against Cole's melee attacks due to flanking as long as the enemy is within melee reach of both Cole and one of his allies.

Quick Drawoffensive

Cole Interacts to draw a weapon, then Strikes with that weapon.

Sneak Attackoffensive

Cole deals an extra 2d6 precision damage to Off-Guard creatures.

Description

Cutthroats, killers, thieves, and toughs prey upon the vulnerable of society. Directing their activities and keeping them in line are the duties of the gang leader.


Villains pursue selfish and cruel goals, trampling over anyone foolish or purehearted enough to stand in their way.

Traits

Chaotic
Evil