Hjort's Thug Tier 4-5 1 26 26 0 0 true 57d0e75e-f359-41b7-ad1f-babf4b8d9c09 false false false 0 596637768 false 0 0 0 0 false false false false false Hjort's Thug Tier 4-5 1 400 Human rogue (thug) 1/warrior 2 CN Medium humanoid (human) 7 Perception +4 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 shield) 26 (1d8+2d10+7) Fort +4, Ref +5, Will -1 4 5 -1 30 ft. mwk battleaxe +6 (1d8+2/x3) throwing axe +5 (1d6+2) 5 ft. 5 ft. sneak attack +1d6 Str 15, Dex 16, Con 13, Int 10, Wis 8, Cha 12 2 +4 17 Improved Initiative, Toughness, Weapon Focus (battleaxe) Intimidate +7, Knowledge (local) +6, Linguistics +4, Perception +4, Sleight of Hand +9, Stealth +6 Common, Skald frightening PFS S2-15 0 The thugs remain hidden, waiting for their boss to give the order to attack. The thugs open combat by hurling a throwing axe at the nearest target. Then they draw their battleaxes and leap into melee, always striving to pair up and flank targets. They save their second throwing axe for fleeing targets. If reduced to fewer than 11 hit points, they always use their next action to retrieve and drink a potion of cure light wounds. The thugs fight so long as their boss is alive. Should their boss fall, they flee if reduced to fewer than 5 hit points. potions of cure light wounds (2) masterwork chain shirt, heavy steel shield, throwing axes (2), masterwork battleaxe 0 0 0 0 0 0 1 Pathfinder RPG Advanced Player's Guide 135 Adult false 0 0 true 15 16 13 10 8 12 true true Intimidate 7 Knowledge local 6 Linguistics 4 Perception 4 Sleight of Hand 9 Stealth 6 true Improved Initiative Toughness Weapon Focus (battleaxe) true 19 13 16 0 0 2 4 0 4 17 false false Hjort's Thug Tier 4-5 2 26 26 0 0 true 4351b97a-7c7e-401d-8575-cb991ee04d92 false false false 0 1386359911 false 0 0 -1 2147483647 false false false false false Hjort's Thug Tier 4-5 1 400 Human rogue (thug) 1/warrior 2 CN Medium humanoid (human) 7 Perception +4 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 shield) 26 (1d8+2d10+7) Fort +4, Ref +5, Will -1 4 5 -1 30 ft. mwk battleaxe +6 (1d8+2/x3) throwing axe +5 (1d6+2) 5 ft. 5 ft. sneak attack +1d6 Str 15, Dex 16, Con 13, Int 10, Wis 8, Cha 12 2 +4 17 Improved Initiative, Toughness, Weapon Focus (battleaxe) Intimidate +7, Knowledge (local) +6, Linguistics +4, Perception +4, Sleight of Hand +9, Stealth +6 Common, Skald frightening PFS S2-15 0 The thugs remain hidden, waiting for their boss to give the order to attack. The thugs open combat by hurling a throwing axe at the nearest target. Then they draw their battleaxes and leap into melee, always striving to pair up and flank targets. They save their second throwing axe for fleeing targets. If reduced to fewer than 11 hit points, they always use their next action to retrieve and drink a potion of cure light wounds. The thugs fight so long as their boss is alive. Should their boss fall, they flee if reduced to fewer than 5 hit points. potions of cure light wounds (2) masterwork chain shirt, heavy steel shield, throwing axes (2), masterwork battleaxe 0 0 0 0 0 0 1 Pathfinder RPG Advanced Player's Guide 135 Adult false 0 0 true 15 16 13 10 8 12 true true Intimidate 7 Knowledge local 6 Linguistics 4 Perception 4 Sleight of Hand 9 Stealth 6 true Improved Initiative Toughness Weapon Focus (battleaxe) true 19 13 16 0 0 2 4 0 4 17 false false Hjort's Thug Tier 4-5 3 26 26 0 0 true 4f9b0ec0-17e6-4936-ac77-eb4e0bf56421 false false false 0 1041754505 false 0 0 -1 2147483646 false false false false false Hjort's Thug Tier 4-5 1 400 Human rogue (thug) 1/warrior 2 CN Medium humanoid (human) 7 Perception +4 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 shield) 26 (1d8+2d10+7) Fort +4, Ref +5, Will -1 4 5 -1 30 ft. mwk battleaxe +6 (1d8+2/x3) throwing axe +5 (1d6+2) 5 ft. 5 ft. sneak attack +1d6 Str 15, Dex 16, Con 13, Int 10, Wis 8, Cha 12 2 +4 17 Improved Initiative, Toughness, Weapon Focus (battleaxe) Intimidate +7, Knowledge (local) +6, Linguistics +4, Perception +4, Sleight of Hand +9, Stealth +6 Common, Skald frightening PFS S2-15 0 The thugs remain hidden, waiting for their boss to give the order to attack. The thugs open combat by hurling a throwing axe at the nearest target. Then they draw their battleaxes and leap into melee, always striving to pair up and flank targets. They save their second throwing axe for fleeing targets. If reduced to fewer than 11 hit points, they always use their next action to retrieve and drink a potion of cure light wounds. The thugs fight so long as their boss is alive. Should their boss fall, they flee if reduced to fewer than 5 hit points. potions of cure light wounds (2) masterwork chain shirt, heavy steel shield, throwing axes (2), masterwork battleaxe 0 0 0 0 0 0 1 Pathfinder RPG Advanced Player's Guide 135 Adult false 0 0 true 15 16 13 10 8 12 true true Intimidate 7 Knowledge local 6 Linguistics 4 Perception 4 Sleight of Hand 9 Stealth 6 true Improved Initiative Toughness Weapon Focus (battleaxe) true 19 13 16 0 0 2 4 0 4 17 false false Hjort's Thug Tier 4-5 4 26 26 0 0 true ae956622-921d-4c30-b8fa-5050660068ca false false false 0 208396397 false 0 0 -1 2147483645 false false false false false Hjort's Thug Tier 4-5 1 400 Human rogue (thug) 1/warrior 2 CN Medium humanoid (human) 7 Perception +4 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 shield) 26 (1d8+2d10+7) Fort +4, Ref +5, Will -1 4 5 -1 30 ft. mwk battleaxe +6 (1d8+2/x3) throwing axe +5 (1d6+2) 5 ft. 5 ft. sneak attack +1d6 Str 15, Dex 16, Con 13, Int 10, Wis 8, Cha 12 2 +4 17 Improved Initiative, Toughness, Weapon Focus (battleaxe) Intimidate +7, Knowledge (local) +6, Linguistics +4, Perception +4, Sleight of Hand +9, Stealth +6 Common, Skald frightening PFS S2-15 0 The thugs remain hidden, waiting for their boss to give the order to attack. The thugs open combat by hurling a throwing axe at the nearest target. Then they draw their battleaxes and leap into melee, always striving to pair up and flank targets. They save their second throwing axe for fleeing targets. If reduced to fewer than 11 hit points, they always use their next action to retrieve and drink a potion of cure light wounds. The thugs fight so long as their boss is alive. Should their boss fall, they flee if reduced to fewer than 5 hit points. potions of cure light wounds (2) masterwork chain shirt, heavy steel shield, throwing axes (2), masterwork battleaxe 0 0 0 0 0 0 1 Pathfinder RPG Advanced Player's Guide 135 Adult false 0 0 true 15 16 13 10 8 12 true true Intimidate 7 Knowledge local 6 Linguistics 4 Perception 4 Sleight of Hand 9 Stealth 6 true Improved Initiative Toughness Weapon Focus (battleaxe) true 19 13 16 0 0 2 4 0 4 17 false false Boss Thug Tier 4-5 1 29 29 0 0 true d3e403eb-01bb-4f4d-9ba1-10c2afb87371 false false false 0 1160016412 false 0 0 -1 2147483644 false false false false false Boss Thug Tier 4-5 3 800 Human rogue (thug) 4 CN Medium humanoid (human) 2 Perception +6 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) 29 (4d8+8) Fort +1, Ref +6, Will +2 1 6 2 30 ft. mwk longspear +9 (1d8+6/x3) mwk hand crossbow +6 (1d4/19-20) 5 ft. 5 ft. brutal beating, sneak attack +2d6 Str 18, Dex 14, Con 10, Int 12, Wis 8, Cha 13 3 +7 19 Iron Will, Toughness, Weapon Focus (longspear) Acrobatics +8, Bluff +8, Climb +10, Intimidate +8, Knowledge (local) +8, Perception +6, Sense Motive +6, Sleight of Hand +9, Stealth +8, Swim +10 Common, Skald frightening PFS S2-15 0 The boss guesses the PCs' expedition leader to be whoever has the highest Charisma score, and orders the thugs not to attack that PC under any condition. The boss charges in with the thugs, using her longspear to keep the PCs at range whenever possible. The boss's masterwork hand crossbow is loaded, and should a PC attempt to flee, she uses her next action to draw it and fire at that PC. The boss fights until reduced to 5 hit points or fewer and then attempts to flee. potion of cure moderate wounds masterwork chain shirt, masterwork hand crossbow with 10 bolts, masterwork longspear 0 0 0 0 0 0 1 evasion, uncanny dodge Pathfinder RPG Advanced Player's Guide 135 Adult false 0 0 true 18 14 10 12 8 13 true true Acrobatics 8 Bluff 8 Climb 10 Intimidate 8 Knowledge local 8 Perception 6 Sense Motive 6 Sleight of Hand 9 Stealth 8 Swim 10 true Iron Will Toughness Weapon Focus (longspear) true 16 12 14 0 0 0 4 0 7 19 false false