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Murderous Gentleman (Human Rogue 3/Expert 3/Bard 7)

Murderous Gentleman
CR 9

XP 6,400
Male human rogue 3 / expert 3 / bard 7
NE Medium humanoid
Init +3; Senses Perception +17


AC 20, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 Dodge, +1 natural)
hp 75 (11d8+13)
Fort +5, Ref +13, Will +11; +4 vs. bardic performance, sonic and language-dependent spells
Defensive Abilities evasiontrap sense +1, well-versed


Speed 30 ft.
Melee +1 human bane rapier +14/+9 (1d6/15-20)
Special Attacks bardic performance (18 rounds/day, move action; countersong, distraction, fascinate, inspire competence +3, inspire courage +2, suggestion), sneak attack +2d6
Bard Spells Known (CL 7th; concentration +9)

3rd (1/day)--blink, haste (DC 15)
2nd (4/day)--cat's grace (DC 14), cure moderate wounds (DC 14), invisibility, misdirection
1st (5/day)--, charm person (DC 13), cure light wounds (DC 13), disguise self, expeditious reteat, hideous laughter (DC 13)
0 (at will)--dancing lights, detect magic, ghost sound (DC 12), mage hand, mending, prestidigitation (DC 12)

Tactics He casts misdirection whenever he expects to be involved in a public scene. He considers himself a gentleman, even though his interests run to murder and cruelty. He engages in physical combat only as a last resort. When he fights, he utilizes combat expertise to full effect, saving hideous laughter for use against foes who seem to be more brawn than brains. He attempts to flee if brought below 10 hit points, but fights to the death if no escape seems possible.


Str 8, Dex 16, Con 10, Int 16, Wis 12, Cha 15
Base Atk +9; CMB +8; CMD 22
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Critical (rapier), Quick Draw, Toughness, Weapon FinesseB, Weapon Focus (rapier)
Skills Appraise +11, Bluff +18, Diplomacy +18, Disable Device +10, Heal +17, Intimidate +18, Knowledge (arcana, local, nature, religion) +19, Perception +17, Perform (comedy) +18, Perform (oratory) +18, Profession (doctor) +17, Sense Motive +18, Sleight of Hand +11, Spellcraft +11, Stealth +13
Languages Common, Elven, Halfling, one other
SQ bardic knowledge +3, lore master 1/day, rogue talent (finesse rogue), trapfinding, versatile performance (comedy, oratory)
Combat Gear flask of curses labeled “elixir of true healing,” potion of remove disease;
Other Gear
+1 human bane rapier, +1 mithral shirt, amulet of natural armor +1, cloak of resistance +1,