Barbarian: Bandit Lieutenant (CR 5)

## Bandit Lieutenant      CR 5

XP 1,600

Half-elf barbarian 6 (raging)

CE Medium humanoid (elf, human)

Init +1; Senses low-light vision, scent; Perception +10

Defense

AC 16, touch 9, flat-footed 15 (+7 armor, +1 Dex, -2 rage)

hp 98 (6d12+36)

Fort +10, Ref +3, Will +3; +2 vs. enchantments, +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'

Defensive Abilities improved uncanny dodge, trap sense +2; Immune sleep

Offense

Speed 45 ft. (30 ft. in armor)

Melee +1 falchion +12/+7 (2d4+8/18-20) or

   dagger +11/+6 (1d4+5/19-20)

Ranged throwing axe +7 (1d6+5)

Special Attacks rage (17 rounds/day), rage powers (scent, superstition +3, swift foot +5 ft)

Statistics

Str 20, Dex 12, Con 20, Int 10, Wis 8, Cha 12

Base Atk +6; CMB +11; CMD 20

Feats Combat Reflexes, Enforcer[APG], Power Attack, Skill Focus (Intimidate)

Skills Acrobatics +7, Intimidate +13, Perception +10, Survival +8; Racial Modifiers +2 Perception

Languages Common, Elven

SQ elf blood, fast movement

Other Gear +1 breastplate, +1 falchion, dagger, throwing axe (3), 10 gp

Special Abilities

Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.

Elf Blood Half-elves count as both elves and humans for any effect related to race.

Elven Immunities - Sleep You are immune to magic sleep effects.

Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.

Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.

Improved Uncanny Dodge (Lv >= 10) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 10+.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Rage (17 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Scent (Ex) While raging, you gain the scent ability.

Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

Superstition +3 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.

Swift Foot (+5 ft) (Ex) While raging, gain the listed enhancement bonus to speed.

Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.

### While Not Raging

Init +1; Senses low-light vision; Perception +10

Defense

AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)

hp 86 (6d12+24)

Fort +8, Ref +3, Will +1; +2 vs. enchantments, +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'

Defensive Abilities improved uncanny dodge, trap sense +2; Immune sleep

Offense

Speed 40 ft. (30 ft. in armor)

Melee +1 falchion +10/+5 (2d4+5/18-20) or

   dagger +9/+4 (1d4+3/19-20)

Ranged throwing axe +7 (1d6+3)

Special Attacks rage (17 rounds/day), rage powers (scent, superstition +3, swift foot +5 ft)

Statistics

Str 16, Dex 12, Con 16, Int 10, Wis 8, Cha 12

Base Atk +6; CMB +9; CMD 20

Feats Combat Reflexes, Enforcer[APG], Power Attack, Skill Focus (Intimidate)

Skills Acrobatics +7, Intimidate +13, Perception +10, Survival +8; Racial Modifiers +2 Perception