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Runaway Blueblood

CREATURE 3

Dissatisfied with their privileged upbringing, the runaway blueblood has left the life of luxury behind to forge a new path for themself.


These lone wolves have an aura of mystery, bravado, and swagger.


Perception +7
Languages Common
Skills Deception +9, Diplomacy +9, Genealogy Lore +9, Society +11
Str +1, Dex +3, Con +0, Int +2, Wis +0, Cha +4

AC 18; Fort +7, Ref +10, Will +9
HP 45

Speed 25 feet
Melee Shortsword +10 (agile, finesse, versatile s), Damage 1d6+5 piercing
Melee Fist +10 (agile, finesse, nonlethal, unarmed), Damage 1d4+5 bludgeoning
Ranged Dueling Pistol +10 (concealable, concussive, fatal d10, reload 1, range increment 60 feet), Damage 1d6+4 piercing
"Courageous" Retreat
Requirements The runaway blueblood is adjacent to at least one enemy

Effect The runaway blueblood gains the Fleeing condition, gains a +5-foot status bonus to their Speed, and gains a +2 circumstance bonus to their AC against reactions triggered by their movement. The blueblood Strides. The effects last until the end of the blueblood's current turn.
Sneak Attack

The runaway blueblood deals an extra 1d6 damage to Off-Guard creatures.

Pathfinder NPC CoreORC