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This Hume are high guards that protect the higher quarters. Sometimes they will be leading a team of town guards.

Hume Swordguard (CR 4)

XP 1,200
Male hume fencer 5
NG Medium humanoid
Init +2; Senses Low-Light Vision; Perception +8

DEFENSE

AC 20, touch 16; flat-footed 15 (+4 armor, +3 dodge, +2 dex, +1 deflect)
hp 37 [60] (5d10+10)
Fort +2, Ref +6, Will +1
Defensive Abilities Evasion;

OFFENSE

Speed 30 ft.
Melee Mwk Rapier +8 (1d6+2/18-20 x2)
Range Mwk Shortbow +7 (1d6/x3)
Special Abilities Deeds, Panache (4 Max)

TACTICS

During Combat This Hume when in melee range will try to dodge or parry his opponent’s attack with his deeds and try to keep his backrow allies from danger. He uses the shortbow when he is unable to engage foes in melee.

STATISTICS

Str 13, Dex 14, Con 12, Int 8, Wis 10, Cha 18
Base Atk +5; CMB +6; CMD 22
Feats Deflect Arrows*, Dodge, Mobility, Sidestep, Weapon Focus (Rapier)
Skills Acrobatics +10, Bluff +13, Diplomacy +12, Perception +8; Racial Modifiers +1 Bluff, +1 Disguise, +1 Knowledge (local)
Languages Common
SQ Curiosity, Deflect Arrows, Duelist Stance +1, Elaborate Parry +1, Fencer Weapon Training (Light Blades +1), Lunge Techniques (Piercing Blow, Swallowtail), Masterful Feint, Skilled, Sociable
Gear Cure Potion x2, Mwk Hide Shirt, Mwk Rapier, Shortbow, 20 arrows, 259 gil