Game Mastery Guide | Monsters | Criminals II | Guild Master

Guild Master

Super Race: human rogue 11. Cr: 10. Xp: 9,600. Alignment: N. Size: Medium. Creature Type: Humanoid.
Init: +5. Senses: Perception +15. Ac: 22, touch 15, flat-footed 17 (+5 armor, +5 Dex, +2 shield).
Hp: 60 (11d8+11).
Fortitude: +5. Reflex: +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. Strength: 8. Dexterity: 20. Constitution: 12. Intelligence: 10. Wisdom: 14. Charisma: 14.
Base Attack: +8. Cmb: +7. Cmd: 22.
Feats: Agile Maneuvers, Deadly Aim, Deceitful, Iron Will, Rapid Reload, Stealthy, Vital Strike, Weapon Finesse.
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. Special Qualities: 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).