Carny Human (Human Expert 2)
A carny is a traveler, journeyman and showman
Carny CR 1 |
P 400 Human expert 2 N Medium humanoid (human) Init +0; Senses Perception +0 |
DEFENSE |
AC 10, touch 10, flat-footed 10 hp 9 (2d8) Fort +0, Ref +0, Will +3 |
OFFENSE |
Speed 30 ft. Melee dagger +0 (1d4-1) Ranged dagger +1 (1d4-1) |
STATISTICS |
Strength 8, Dexterity 11, Constitution 10, Intelligence 10, Wisdom 9, Charisma 12 Base Atk +1; CMB +0; CMD 11 Feats Improved Unarmed Strike, Deft Hands, Skill Focus (Bluff) Skills Acrobatics +5, Bluff +8, Climb +4, Diplomacy +5, Disable Device +6, Escape Artist+4, Perform +6, Sleight of Hand +7 Language Common Gear dagger or club, plus 50% chance of item (determined by rolling 1d8: 1. 20-foot rope; 2. hammer and 10 iron spikes; 3. bucket; 4. 10-foot pole; 5. crowbar; 6. 10-foot ladder; 7. sledgehammer; 8. Shovel) |
Tactics
Before Combat
Fights are bad for business, so carnies generally try to keep clear of them, although if forced they attempt to restrain opponents or fight unarmed.
During Combat
If a carny feels overly threatened, he fights armed and calls for the assistance of other nearby carnies who come quickly (usually about 1d4 per round, depending on availability).
Morale
Carnies hate dying, and back down or flee when faced with significant odds or displays of force on behalf of an attacker
Section 15: Copyright Notice – Pathfinder Module: Carnival of Tears
GameMastery Module E1: Carnival of Tears, Copyright 2007 Paizo Publishing, LLC. Authors: Tim Hitchcock and Nicolas Logue.