Rantle

Tall, dark-haired, and roguishly handsome, by his goatee and massive greatsword you recognize this man as the local folk hero Rantle, a scoundrel and defender of the common man.

Description:


RANTLE        CR 3
Male Human Fighter 2 Rogue 2
CG Medium Humanoid (Human)
Init + 3; Senses Perception + 5

DEFENSE

AC 17, touch 13, flat-footed 14   (+ 4 armor, + 3 Dex)
hp 30 (2d10 + 2d8 + 4)
Fort + 4, Ref + 6, Will - 1
Defensive Abilities Bravery + 1, Evasion

OFFENSE

Spd 30 ft., Maneuver Leader
Melee Dagger + 6 (1d4 + 3/19-20/x2) and
   Dagger + 6 (1d4 + 3/19-20/x2) and
   Masterwork Greatsword + 7 (2d6 + 4/19-20/x2) and
   Shortsword + 6 (1d6 + 3/19-20/x2) and
   Unarmed Strike + 6 (1d3 + 3/20/x2)
Special Attacks Sneak Attack + 1d6

TACTICS

Before Combat: In the city, Rantle uses his popularity to his advantage, insulting his foes and encouraging bystanders to throw things at them. However, he never gets noncombatants involved if he thinks they might get hurt.
During Combat: He likes to cut through multiple foes at once with his greatsword, which is his signature weapon. If he uses his leadership performances, it’s usually to help his allies get out of danger. He knows when to run (preferably after making a dramatic blow or delivering a blunt, smirking insult to the enemy leader — “You guys are really incompetent.”), and will usually use the local townsfolk to provide a wall of bodies to let him get out of sight.

STATISTICS

Str 16, Dex 16, Con 12, Int 10, Wis 8, Cha 13
Base Atk + 3; CMB + 6; CMD 19
Feats Cleave, Leadership Performance (Ex), Maneuver Leader (Ex), Point Blank Shot, Power Attack + 2/- 1, Rogue Weapon Proficiencies
Skills Acrobatics + 7, Bluff + 7, Climb + 2, Diplomacy + 7, Disable Device + 10, Escape Artist + 7, Fly + 2, Perception + 5, Perform: Oratory + 8, Ride + 6, Sleight of Hand + 7, Stealth + 7, Swim + 2, Use Magic Device + 6 Modifiers Honeyed Words (1/day)
Languages Common
SQ Trapfinding + 1
Combat Gear Masterwork Greatsword, Shortsword, Dagger, Dagger, Masterwork Chain Shirt; Other Gear Potion of Cure Light Wounds, Potion of Cure Light Wounds, Scroll: Burning Hands, Smokestick (2), Thieves’ tools, masterwork

SPECIAL ABILITIES

Bravery + 1 (Ex) + 1 Will save vs. Fear
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for – 2 AC.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Honeyed Words (1/day) (Ex) 1/day add + 10 to a bluff check.
Leadership Performance (Ex) You can inspire the courage of your allies.
Maneuver Leader (Ex) You can direct the maneuvers of your allies
Point Blank Shot + 1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack + 2/- 1 You can subtract from your attack roll to add to your damage.
Sneak Attack + 1d6 + 1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 + 1 to find or disable traps.

Bio:

Rantle

strokesRPG: The War of the Burning Sky strokes