NPC Codex | Rules | NPC Class NPCs | Commoner | Commoners | Traitor

Traitor

Super Race: human commoner 10. Cr: 8. Xp: 4,800. Alignment: CE. Size: Medium. Creature Type: Humanoid. Creature Subtype: human.
Init: –1. Senses: Perception +14. Ac: 11, touch 9, flat-footed 11 (+2 armor, –1 Dex).
Hp: 55 (10d6+20).
Fortitude: +6. Reflex: +4. Will: +6. Immune: detect thoughts, discern lies, alignment detection.
Speed: 30 ft.. Melee: light mace +4 (1d6–1). Ranged: splash weapon +4 (varies). Strength: 9. Dexterity: 8. Constitution: 12. Intelligence: 12. Wisdom: 12. Charisma: 14.
Base Attack: +5. Cmb: +4. Cmd: 13.
Feats: Great Fortitude, Iron Will, Lightning Reflexes, Skill Focus (Bluff, Sense Motive), Toughness.
Skills: Bluff +18, Diplomacy +8, Knowledge (geography) +3, Knowledge (history) +5, Knowledge (local) +6, Linguistics +3, Perception +14, Ride +5, Sense Motive +12.
Languages: Common, Dwarven, Elven, Halfling. Combat Gear: potion of cure moderate wounds, potion of gaseous form, potion of mage armor, acid (2), alchemist's fire (2). Other Gear: leather armor, light mace, ring of mind shielding, 875 gp.

Tactics

During Combat The traitor hides behind any available allies and throws alchemical items, fighting in melee only as a last resort.

A trusted and respected pillar of his community, a traitor keeps a kind face and speaks honeyed words, all the while betraying his people for his own selfish gain. In the long run, he doesn't care who gets hurt or killed by his devious plans, as long as he is able to profit from it in terms of status or wealth.

The traitor may have the village elder (commoner 8) under his thumb, or may keep several ruffians (commoners 7) at his beck and call. If allied with an evil cult, he may be able to get help from enforcers (adepts 5) or initiates (adepts 3) to enact his plans and keep a cultist (adept 10) on a short leash or at a safe distance.