The artists and masterminds of all manner of illicit ventures, these criminals make a career of their lawless trades, flaunting the law and gambling with the lives of others for their own gain. While not always outright evil, such characters prove more concerned with themselves than any matter of morality or legality, and they possess the cunning, force of will, or foresight to either dupe or avoid agents of the law. Typically groups of less organized or skilled criminals serve these kingpins, though in some cases, true masters of the illicit arts prefer to work alone.
Slaver CR 3
Human fighter 2/ranger 2
NE Medium humanoid
Init +2; Senses Perception +8
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 30 (4d10+8)
Fort +8, Ref +5, Will +1; +1 vs. fear
Defensive Abilities bravery +1
Speed 30 ft.
Melee mwk guisarme +9 (2d4+4/×3) or
mwk sap +8 (1d6+3 nonlethal) or
spiked gauntlet +7 (1d4+3)
Ranged bolas +7 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)
Special Attacks favored enemy (humans +2)
Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +7; CMD 19
SQ track +1, wild empathy +1
Combat Gear feather token (whip), tanglefoot bags (2); Other Gear masterwork studded leather, bolas (3), masterwork guisarme, masterwork sap, spiked gauntlet, climber's kit, drow poison (2 doses), manacles
Boon Slavers can provide information on slave-trading routes, major customers, and the likely location of specific enslaved individuals, providing a +2 circumstance bonus on Diplomacy checks to gather information about such topics.
Slavers are the scourge of free societies, sneaking into towns and villages by night and capturing the innocent, spiriting them away to underground slave markets or taking them by ship to mines, plantations, and pleasure palaces across the sea.
Slavers can also be used as riot police, low-level bounty hunters, exotic gladiators, or any kind of guard or soldier who prefers to capture opponents rather than kill them.
Slavers will sometimes employ a pair of prostitutes to inveigle their victims into a compromising position (CR 5) or a pair of street thugs to help overpower victims (CR 5). Slavers might also be found with captured slaves; these slaves could be any of the NPCs in this chapter, such as commoners or aristocrats.
Slayer CR 8
Human ranger 5/assassin 4
NE Medium humanoid
Init +8; Senses Perception +10
AC 18, touch 14, flat-footed 18 (+4 armor, +4 Dex)
hp 63 (9 HD; 5d10+4d8+18)
Fort +7, Ref +10, Will +1; +2 vs. poison
Defensive Abilities uncanny dodge
Speed 30 ft.
Melee +1 kukri +13/+8 (1d4+3/15–20) or
+1 kukri +11/+6 (1d4+3/15–20) and mwk kukri +11/+6 (1d4+1/15–20)
Ranged +1 composite shortbow +13/+8 (1d6+3/×3) or
shuriken +12/+7 (1d2+2) or
shuriken +10/+5 (1d2+2) and shuriken +10/+5 (1d2+1)
Special Attacks death attack (DC 15), favored enemy (humans +4, elves +2), sneak attack +2d6, true death
Str 14, Dex 18, Con 14, Int 12, Wis 8, Cha 10
Base Atk +8; CMB +10; CMD 24
Skills Acrobatics +15, Bluff +5, Climb +15, Craft (alchemy) +5, Disable Device +10, Disguise +10, Escape Artist +10, Intimidate +10, Perception +10, Sleight of Hand +15 (+19 to hide weapons), Stealth +21, Survival +10 (+12 to follow tracks), Swim +6
Languages Common, Elven
SQ favored terrain (urban +2), hidden weapons, hunter's bond (allies), poison use, track +2, wild empathy +5
Combat Gear potions of cure light wounds (2), potion of gaseous form, potion of jump; Other Gear +1 studded leather, +1 kukri, +1 composite shortbow (+2 Str) with 20 arrows, masterwork kukri, shuriken (20), cloak of elvenkind, climber's kit, disguise kit, giant wasp poison (2), large scorpion venom (2), masterwork thieves' tools
Boon Slayers can obtain poisons for the PCs at a 20% discount. They can also arrange to kill or capture targets for the PCs' for 20% less than their usual fee (as determined by the GM).
Slayers are cold-blooded killers, assassins for hire. They are cunning tricksters, deadly snipers, masters of the knife in the back and the storm of shuriken whistling from either hand. Slayers may also be used as ninjas, spies, or particularly deadly enforcers.
Slayers often work alone, sometimes as chief enforcer for a guild master (CR 11), but many work with accomplices, such as three burglars (CR 9), a pair of highwaymen (CR 10), or a half-dozen slavers (CR 10).
Guild Master CR 10
Human rogue 11
N Medium humanoid
Init +5; Senses Perception +15
AC 22, touch 15, flat-footed 17 (+5 armor, +5 Dex, +2 shield)
hp 60 (11d8+11)
Fort +5, Ref +13, Will +8
Defensive Abilities evasion, improved uncanny dodge, trap sense +3
Speed 30 ft.
Melee +1 rapier +14/+9 (1d6/18–20) or
sap +13/+8 (1d6–1 nonlethal)
Ranged +1 light crossbow +14/+9 (1d8+1/19–20)
Special Attacks sneak attack +6d6 plus 6 bleed
Str 8, Dex 20, Con 12, Int 10, Wis 14, Cha 14
Base Atk +8; CMB +7; CMD 22
Skills Acrobatics +19, Bluff +20, Diplomacy +15, Disable Device +30, Disguise +22, Escape Artist +22, Intimidate +10, Knowledge (local) +10, Linguistics +5, Perception +15 (+20 to find traps), Sense Motive +15, Sleight of Hand +10, Stealth +23
Languages Common, Halfling, Undercommon
SQ rogue talent (bleeding attack, finesse rogue, resiliency, slippery mind, trap spotter), trapfinding +5
Combat Gear feather token (whip); Other Gear +1 mithral chain shirt, +1 buckler, +1 light crossbow with 10 bolts, +1 rapier, sap, belt of incredible dexterity +2, cloak of resistance +1, elixir of truth, goggles of minute seeing, disguise kit, masterwork thieves' tools
Boon A guild master can arrange to smuggle people or items into or out of secured areas, can command a robbery, break-in, or assault on a target, or can arrange to buy or sell illegal items (treat gp limit as that of a community one size category larger).
Guild masters are crime lords par excellence. They are masters of every criminal art and have worked their way up from being common hoods to become cunning masterminds of their own organization. Guild masters can serve as spies, assassins, or master safecrackers, or as bandit lords or shady merchant princes.
A guild master often keeps a slayer or two as bodyguards and enforcers (CR 11 or 12), but some with more flamboyance prefer to keep a gladiatorial champion and sellsword (CR 12) or half a dozen sellswords (CR 13). A guild master may also be found in the company of a pair of nobles or merchant princes of uncertain morals (CR 11).