Gang Leader
A criminal gang leader is nearly impossible to catch off guard, dodging attacks with reflexes honed by a life spent one step ahead.
Gang leaders direct cutthroats, killers, thieves, and toughs. The gang leader often appears alongside a bandit gang or other criminals.
In play
Deny Advantage The gang leader isn't off-guard to creatures of 7th level or lower that are hidden, undetected, flanking, or using surprise attack.
Evasive Reflexes When the gang leader rolls a success on a Reflex save, they get a critical success instead.
Nimble Dodge [Reaction] Trigger The gang leader is targeted with an attack by an attacker they can see; Effect The gang leader gains a +2 circumstance bonus to AC against the triggering attack.
Level 7
Perception +14 · Languages Common · Skills Acrobatics +15, Athletics +17, Deception +15, Intimidation +17, Society +11, Stealth +17, Thievery +15, Underworld Lore +15
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +4 | +4 | +2 | +2 | -1 | +4 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 24 | +13 | +17 | +12 |
HP 110
Speed 30 feet
Actions
- Melee Fist [Single Action] +17 (Agile, Nonlethal, Unarmed), Damage 1d4+10 bludgeoning
- Melee Shortsword [Single Action] +18 (Agile, Magical, versatile S), Damage 1d6+10 piercing
- Ranged Sling [Single Action] +17 (range 50 ft, Propulsive, reload 1), Damage 1d6+8 bludgeoning
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