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    Merchant (Human Expert 6)


    Merchant CR 4

    XP 1,200
    Male human expert 6
    N Medium humanoid (human)
    Init –1; Senses Perception +1

     DEFENSE

    AC 9, touch 9, flat-footed 9 (–1 Dex)
    hp 27 (6d8)
    Fort +2, Ref +1, Will +6

     OFFENSE
    Speed 30 ft.
    Melee dagger +3 (1d4–1/19–20)

    Tactics
    During Combat He avoids combat by hiding behind his bodyguards. If threatened directly, he tries to bribe his attacker or spill coins as a distraction so he can escape.
    Morale He wants to die old and in bed and does whatever he can to avoid being murdered.

     STATISTICS
    Str 8, Dex 9, Con 10, Int 15, Wis 12, Cha 12
    Base Atk +4; CMB +3; CMD 12
    Feats Persuasive, Skill Focus (Appraise), Skill Focus (Sense Motive)
    Skills Appraise +14, Bluff +10, Diplomacy +12, Intimidate
    +12, Knowledge (geography) +11, Knowledge (history) +9,
    Knowledge (local) +11, Knowledge (religion) +11, Profession
    (merchant) +10, Ride +4, Sense Motive +13
    Combat Gear potion of cure moderate wounds; Other Gear dagger, 3,150 gp (most of this money is tied up in investments; he usually carries no more than 100 gp on him)