NPC Codex | Rules | Core Class NPCs | Fighter | Fighters | Superstitious Mercenary

Superstitious Mercenary

Super Race: human fighter 1. Cr: 1/2. Xp: 200. Alignment: N. Size: Medium. Creature Type: Humanoid. Creature Subtype: human.
Init: +2. Senses: Perception +2. Ac: 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield).
Hp: 14 (1d10+4).
Fortitude: +3. Reflex: +2. Will: +3.
Speed: 30 ft.. Melee: longsword +4 (1d8+3/19–20) or cold iron dagger +4 (1d4+3/19–20). Ranged: heavy crossbow +3 (1d10/19–20). Strength: 17. Dexterity: 14. Constitution: 12. Intelligence: 8. Wisdom: 13. Charisma: 10.
Base Attack: +1. Cmb: +4. Cmd: 16.
Feats: Iron Will, Power Attack, Toughness.
Skills: Heal +2, Perception +2, Survival +5.
Languages: Common. Combat Gear: potion of cure light wounds, alchemist's fire, holy water, oil (2), healer's kit (2 uses remaining). Other Gear: breastplate, heavy wooden shield, cold iron dagger, heavy crossbow with 20 bolts, longsword, bedroll, tindertwigs (2), whetstone, wooden holy symbol, 3 gp.

Tactics

During Combat The fighter fires his crossbow, then readies his sword and shield. He saves his alchemist's fire for foes he can't harm or can't hit with his sword.

Some mercenaries believe their survival has less to do with skill and more to do with their ability to gain the gods' favor.

Corwyn Klas

When between jobs, Corwyn faithfully maintains his clothes, armor, and weapons, but once hired, he stops keeping up his appearance and grows more disheveled as the days pass.

Corwyn fears the supernatural, and keeps a holy symbol with him at all times. He blows his wages on worthless talismans sold with promises to work against fiends and spirits.