Bandit
Human Bandit
Human, U Medium Humanoid
Simple Monster, XP 400
Level 2 (+2)
"Oh yes, they’re all over the roads these days, especially north of the village. I think they realized that there’s more profit in robbery than farming. Maybe you can help us do something about their outlook?"
——Town Constable, addressing a group of adventurers
The bandit is often found hiding near well-travelled roads, usually in groups, waiting to ambush what they perceive to be an easy target. They generally prefer to intimidate helpless travelers into giving up their wealth without a fight, but will attack if necessary. They are usually clad in Leather Armor, a mask that covers their faces, and armed with Short Swords and Short Bows. Bandits usually originate as members of the peasantry, either driven to rob others out of necessity or simply looking for an easier way to make a living. Bandits are opportunistic and rarely attack a powerful mark unless desperate. If they do encounter a target they believe to be dangerous, they will set up a coordinated ambush with other bandits and attempt to waylay the target before it has a chance to fight back.
Awareness
16
Senses
Normal
Initiative
15/1d10
Hitpoints: 25
Healing Value: 5
Resilience: +2
Morale
1
AC
15/17
|
Touch
13
|
Fort
13
|
Reflex
13
|
Will
12
|
Defenses
Resistances: None
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
13 / 15
|
DEX
16 / 18
|
CON
11 / 13
|
INT
10 / 11
|
WIS
12 / 13
|
CHA
9 / 10
|
REC 7
Actions (+3 AP)
Standard Attacks (2 AP)
+6P vs AC (ArN 1)
Shortbow Shot
1d6 + 3 (avg 7) Piercing damage
Range 200ft • One Creature
The Bandit shoots its target with a Shortbow
+6 vs AC (ArN 1)
Short Sword Stab
1d6 + 1 (avg 5) Piercing damage
Melee Reach 5ft • One creature
The Bandit stabs at its target with a Short Sword.
1d6 + 1 (avg 5) Bludgeoning damage
Grapple +4
Special Attacks (3 AP)
+6P vs AC (ArN 1)
Good Shot • Basic
1d6 + 5 (avg 9) Piercing damage
Range 200ft • One creature
The Bandit takes a moment to aim well, and lets the arrow fly.
Move (1 AP), Double Move (3 AP)
Shift
5 ft
|
Skirmish
30 ft
|
Sprint
50 ft
|
Overland Movement
30 mi/day
Qualities
- Human Survival: +1 racial bonus to Fortitude, Reflex, and Will. (inc)
Skills: Balance R2 (+4), Climb R2 (+4), Jump R2 (+5), Stealth R3 (+6), Swim R1 (+2), Tumble R2 (+4), Listen R3 (+6), Spot R3 (+6), Gambling R1 (+3), Hunting R2 (+5), Martial Pract. R3 (+8), Coercion R2 (+5), Deception R2 (+4), Manipulation R2 (+4), Aloofness R2 (+4), Bravery R1 (+2), Intuition R2 (+4), Suspicion R1 (+2)
Feats: More Precise
Philosophies: Rank 1 Mental, Rank 2 Physical, Rank 2 Martial
Combat Training: None
Wits: +2, Brawn: +5
Equipment: Leather,
Charm
0
|
Coercion
+5
|
Deception
+4
|
Manipulation
+4
|
Persuasion
0
|
Aloofness
+4
|
Bravery
+2
|
Intuition
+4
|
Tolerance
0
|
Suspicion
+2
|
Social
Composure: 12
Languages: Common
Motives: Rob enemies, extort travellers
Prejudices: