Bandit Captain (Archetype)
CR 4 humanoid
Senses: Perception 4
Speed: Varies Skills: Athletics 4, Acrobatics 4, Deception 5
Ability Scores: Str 15 (+4), Dex 16 (+5), Con 14 (+4), Int 14 (+4), Wis 11 (+2), Cha 14 (+4)
INIT: +3 CP: +4 HP: 36 (4d10+8) SA: -- DC: 17
AC: 19 Touch: 15 Flat-footed: 16 [+4 Armor, +3 Dodge, +2 Shield]
SR: -- Vulnerable: -- Resistant: -- Bypass: --
Immunity: -- Effect Immunity: --
Stamina (ex) - This creature has a stamina pool of 4 points that can be used to perform actions that require it. When scoring a critical hit or killing a creature, this creature gains another stamina point. Actions which have the (Stamina) tag use up one point.
Two-Weapon Defense (ex) - When using two weapons, the target gains a +2 shield bonus to AC.
Two-Weapon Fighting (ex) - The creature is proficient in fighting with two weapons and is able to attack with weapons in both hands as a full-round action. Doing so inflicts a -2 penalty to all attacks.
Attacks
- Melee - 1 x Scimitar +7 (1d6+3/19-20). Reach: 5 ft.
- Melee - 1 x Dagger +7 (1d4+3/Dagger). Reach: 5 ft.
Action Surge (Full Round)(ex) - This creature can gain one additional attack when using the Full Attack action. This does not stack with other effects which provide the same benefit, such as Haste.
Parry (Reaction)(ex) - As a reaction to a successful melee or ranged attack roll, this creature may make an attack roll at its highest bonus. If its roll is greater than the roll of the attacker, the attack automatically misses. This may only be used once per round.
A mail shirt, a scimitar, 4 daggers, and a purse with 10 gp.
It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades. In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.