Dealer (Human Expert 1/Rogue 3)
Dealer CR 3
Human expert 1/rogue 3
N Medium humanoid
Init +2; Senses Perception +6
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
HP 22 (4d8+4)
Fort +2, Ref +5, Will +2
Defensive Abilities evasion, trap sense +1
Speed 30 ft.
Melee mwk dagger +5 (1d4+1/19–20) or mwk sap +5 (1d6+1 nonlethal)
Ranged mwk hand crossbow +5 (1d4/19–20)
Special Attacks sneak attack +2d6
Str 12, Dex 15, Con 12, Int 14, Wis 8, Cha 14
Base Atk +2; CMB +3; CMD 15
Feats Deceitful, Quick Draw, Skill Focus (Craft [alchemy]), Weapon Finesse
Skills Appraise +6, Bluff +11, Craft (alchemy) +12, Disable Device +6, Disguise +12, Escape Artist +9, Intimidate +9, Knowledge (local) +9, Perception +6, Profession (herbalist) +6, Sense Motive +6, Sleight of Hand +9, Stealth +9
Languages Common, Halfling, Orc
SQ rogue talent (finesse rogue), trapfinding +1
Combat Gear bloodroot poison (2 doses), oil of taggit (2 doses), striped toadstool poison (2 doses); Other Gear leather armor, masterwork hand crossbow with 10 bolts, masterwork dagger, sap, alchemy kit, disguise kit, thieves’ tools
Boon A dealer can provide alchemical substances or poisons costing less than 500 gp at a 10% discount. He can also arrange for PCs to meet a more powerful crime boss or to plant illicit substances on a person or place.
Dealers are purveyors of drugs, toxins, poisons, and all manner of proscribed and questionable alchemical substances. Operating from hidden laboratories and kitchens, They import and concoct their wares to rule the streets through the power of their sweet seduction. (See drugs and addiction for a variety of drugs dealers might push.) Dealers can be used as low-level poisoners and assassins, traveling charlatans or snake-oil salesmen, or even semihonest alchemists, apothecaries, and street physicians. A corrupt dealer may work together with a slaver and two prostitutes to lure and kidnap victims (CR 6) or run a gang of four beggars and four pickpockets (CR 7). A dealer might partner with an unscrupulous shopkeep (CR 4) or sleazy barkeep (CR 5), or may be engaged in illicit business with a noble scion (CR 5). A dealer might also be accompanied by two street thugs for protection (CR 5). An honest dealer might be apprenticed to a hedge wizard (CR 5).
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Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.