Cole Farsen, Gang Leader

Level 7
Creature· chaoticUniqueMediumLegacy
AC
26
HP
104
Speed
30 ft.
Perception
+14
Fort
+13
Ref
+17
Will
+10
Languages common
Skills intimidation +17, deception +15, thievery +15, acrobatics +13, athletics +13, stealth +13, society +11
Recall Knowledge DC 33 (society)

Attacks

Melee Shortsword +18 (agile, magical, versatile-s), Damage 1d6+10 piercing
Melee Sling +18 (propulsive, reload 1 ft.), Damage 1d6+8 bludgeoning

Abilities

Deny Advantage

Cole isn't Off-Guard to creatures of 7th level or lower that are Hidden, Undetected, flanking, or using surprise attack.

Evasion

When Cole rolls a success on a Reflex save, he gets a critical success instead.

Nimble Dodge

Trigger Cole is targeted with an attack by an attacker he can see


Effect Cole gains a +2 circumstance bonus to AC against the triggering attack.

Surprise Attack

On the first round of combat, if Cole rolls Deception or Stealth for initiative, creatures who haven't acted are Off-Guard to him.

Brutal Rally

Trigger Cole rolls a critical hit against a creature


Effect All allies that can see Cole gain a +1 circumstance bonus to attack rolls until the start of Cole's next turn.

Effect: Brutal Rally

Gang Up

Any enemy is Off-Guard against Cole's melee attacks due to flanking as long as the enemy is within melee reach of both Cole and one of his allies.

Quick Draw

Cole Interacts to draw a weapon, then Strikes with that weapon.

Sneak Attack

Cole deals an extra 2d6 precision damage to Off-Guard creatures.

Cutthroats, killers, thieves, and toughs prey upon the vulnerable of society. Directing their activities and keeping them in line are the duties of the gang leader.


Villains pursue selfish and cruel goals, trampling over anyone foolish or purehearted enough to stand in their way.