Torturer (Human Expert 5/Fighter 2)


Torturer CR 5

XP 1,600
Human expert 5/fighter 2
NE Medium humanoid
Init +1; Senses Perception +11

DEFENSE

AC 19, touch 11, flat-footed 18 (+8 armor, +1 Dex)
HP 52 (7 HD; 2d10+5d8+19)
Fort +6, Ref +2, Will +5; +1 vs. fear
Defensive Abilities bravery +1

OFFENSE

Speed 20 ft.
Melee +1 heavy flail +10 (1d10+7/19–20) or unarmed strike +9 (1d3+4 plus Scorpion Style) or mwk whip +10 (1d3+4 nonlethal)
Reach 5 ft. (15 ft. with whip)

STATISTICS

Str 18, Dex 13, Con 14, Int 8, Wis 12, Cha 10
Base Atk +5; CMB +9 (+11 grapple); CMD 20 (22 vs. grapple)
Feats Exotic Weapon Proficiency (whip), Improved Grapple, Improved Unarmed Strike, Intimidating Prowess, Persuasive, Scorpion Style, Skill Focus (Profession [torturer])
Skills Craft (traps) +4, Diplomacy +6, Heal +6, Intimidate +16, Knowledge (dungeoneering) +3, Perception +11, Profession (torturer) +19, Sense Motive +11
Languages Common
Combat Gear vials of acid (2), alchemist’s fire (2), greenblood oil (2 doses), tanglefoot bags (2); Other Gear +1 banded mail, +1 heavy flail, masterwork whip, masterwork torturer’s tools (+5 competence bonus on Profession [torturer] checks)
Boon A torturer can question an individual delivered by the PCs, arrange for an NPC of up to 6th level to be detained for 24 hours, or release an individual from the torture chambers.

DESCRIPTION

Torturers, hated by nearly everyone, are kept in the dark corners of tyrannical lords’ castles to subject their prisoners to unspeakable torments with fire, acid, persuasion, intimidation, delicate instruments, or even their bruising fists. Sometimes these encounters are quests for truth, other times merely grim entertainments, but they always involve inflicting pain. Torturers can be used as pit fighters, royal headsmen, gladiatorial trainers, or drill sergeants in cruel armies. Torturers might also be sadistic castle guards or even members of the city watch in especially brutal cities. the dungeons beneath a temple to an evil god could also have torturers on hand for sacred rituals.

A torturer often has a turnkey or a pair of street thugs as brutish assistants (CR 6). Some torturers are accompanied by four guards or two slavers instead (CR 7). A torturer might be paired with a slayer (CR 9), or two torturers could serve a guild master (CR 11).


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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.