Ruffian (3.5e Creature)
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Ruffian | |
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Size/Type: | Medium Humanoid (human), 1st-level Warrior |
Hit Dice: | 1d8+1 (5 hp) |
Initiative: | +5 |
Speed: | 30 ft. (6 squares) |
Armor Class: | 14 (+1 Dex, +3 studded leather), touch 11, flat-footed 13 |
Base Attack/Grapple: | +1/+3 |
Attack: | Club +4 melee (1d6+2) or sling +2 ranged (1d4+2) |
Full Attack: | Club +4 melee (1d6+2) or sling +2 ranged (1d4+2) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | — |
Special Qualities: | — |
Saves: | Fort +3, Ref +1, Will +0 |
Abilities: | Str 14, Dex 12, Con 12, Int 10, Wis 11, Cha 10 |
Skills: | Climb +6, Intimidate +4, Profession (any) +4 |
Feats: | Improved Initiative, Weapon Focus (any appropriate) |
Environment: | Any |
Organization: | Any |
Challenge Rating: | ½ |
Treasure: | None |
Alignment: | Chaotic Neutral |
Advancement: | — |
Level Adjustment: | — |
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It doesn't matter how you make the coin, so long as it buys a pint. |
You try to walk through the narrow street without appearing lost, but the streets only seem to lead to deeper into the maze of the city. Suddenly, the path is blocked by a heavyset man leaning against a wall. Old whitened scars mark his face, and he seems to be missing a few of his teeth. You consider edging past him, but he moves to cover the path and spits on your feet. When you feel the sun on your back being covered by shade, you know this is going to be painful.
Ruffians are petty criminals that, while not necessarily evil, are quite without morals when it comes to their own benefit. Ruffians are separated from common criminals by their employment: they are often enforcers to a bigger, nastier person, and ready to do anything in their employ.
Combat
Ruffians are far from clever tacticians, but do know rudimentary combat. If there's many, they flank foes and take them down through attrition, and if there's few, they use the surroundings to their advantage. The commitment of a ruffian to a fight is directly related to their employer and how much he or she is paying them.