Cutthroat

Human Cutthroat
Level 2 (+2)
"Skullduggery, muggings, cuttings, laceratings, you name it, I’ll do it! Yeah, that last one’s real too! Wanna find out how real, funny man?"
——Sengrit Hobblestone, Gnomish Ruffian
The Cutthroat is a veteran of the streets. This is someone who has likely grown up in poverty and learned to survive by picking pockets, cheating at gambling, knocking heads, or occasionally murdering a person or two. They are not necessarily evil; however, they have learned to fight dirty in all aspects of life in order to gain an edge. They favor light leather armor, short swords, and hand crossbows. In crowded areas, it is best to be armed with equipment that can be easily maneuvered without drawing too much attention. If a Cutthroat sees something valuable, it is only a matter of time before they make a play for it, the instinct of human greed winning out in most cases.
Awareness
18
Senses
Normal
Initiative
19/1d8
Max HP
41
Resilience: +4
Healing Value: 8
Morale
1
Defenses
AC
17/19
Touch
15
Fort
14
Reflex
16
Will
14
Resistances:
Vulnerabilities:
Attributes / Saving Throws
STR
14 / 17
DEX
18 / 21
CON
15 / 18
INT
13 / 15
WIS
11 / 13
CHA
12 / 14
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 30ft / 3
Sprint 50ft / 3
At-Will
+7 vs AC (Crit 2%/4)
Short Sword
1d6+4 damage (ArN 0)
REC 6, Reach 5ft
+7 vs AC (Crit 2%/4)
Dagger
1d4+4 damage (ArN 0)
REC 6, Reach 5ft
1d8+4 damage
Grapple +6
Special Actions
Backstab
Free Action, Limit 1 per 5 segments
When the Bandit Leader has one or more Advantages on a target and gains a Full Hit, he automatically Critical Strikes and deals an additional +2d6 on Shortsword or Crossbow Attack (+2d4 on Dagger). (Basic)
Cutthroat Techniques
On each turn, roll 1d6 to determine the actions available to the Cutthroat.

Any result, choose one of the following:
Basic Attack: Make a Melee or Ranged Basic attack. (Basic)
Off-Hand Strike [REC 3]: If the last action was a Short Sword attack (and not a dual weapon strike), make a Dagger attack. (Basic)

3 or more, choose one of the following:
Dual Weapon Strike [REC 9]: Make a Short Sword and Dagger attack on the same or different targets. (Basic)
Entangling Shot [REC 6]: Make a Crossbow attack. On a hit, the target is Entangled for 6 segments. (Basic)

5 or more:
Bleeding Swipe [REC 6]: Make a Short Sword or Dagger attack. On a hit, the target suffers ongoing 5 Bleed Damage every 10 segments [SE, 3d10 vs CON]. (Basic)
Overland Movement
30 mi/day
Qualities
  • Human Survival: +1 racial bonus to Fortitude, Reflex, and Will. (inc)
Skills: Rank 2 Balance [+6], Rank 1 Climb [+3], Rank 2 Escape [+6], Rank 1 Jump [+4], Rank 2 Riding [+5], Rank 4 Stealth [+10], Rank 1 Swim [+3], Rank 2 Tumble [+5], Rank 3 Listen [+7], Rank 4 Spot [+9], Rank 2 Charm [+6], Rank 3 Coercion [+8], Rank 2 Deception [+5], Rank 2 Manipulation [+5], Rank 2 Persuasion [+5], Rank 3 Bravery [+7], Rank 2 Intuition [+5], Rank 2 Suspicion [+5]
Feats: Fast Initiative
Philosophies: Rank 2 Mental, Rank 2 Physical, Rank 3 Martial
Combat Training: Melee 1, Ranged 1, Parry 1, Reflex 1, Will 1
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Leather, Short Sword, Dagger, Hand Crossbow
Social
Languages: Common
Composure: 15
Charm
+5
Coercion
+8
Deception
+5
Manipulation
+5
Persuasion
+5
Aloofness
+1
Bravery
+7
Intuition
+5
Tolerance
0
Suspicion
+5
Prejudices:
  • Travelers: Doubt 1
  • Greenbloods: Hate 2, Fear 1
  • Non-humanoids: Fear 1
Motives: Cheat, Steal