Antonio, Corrupt Major Domo

Dynasties and Demagoges

Dynasties and Demagogues

Author Chris Aylott
Publisher Atlas Games
Publish date 2003
OGL Section 15 dynasties

The material below is Open Game Content

ANTONIO, CORRUPT MAJOR-DOMO
3rd-Level Human Rogue/2nd-Level Fighter
CR 5; SZ M (humanoid); HD 3d6+2d10+5; hp 40; Init +2 (Dex); Spd 30 ft.; AC 12 (Dex); Atk melee +5 (1d6+1, 18–20/x2, rapier) or melee +4 (1d4+1, 19–20/x2, dagger); Face 5 ft. x 5 ft.; Reach 5 ft.; SA Sneak Attack +2d6; SQ Evasion, Traps, Uncanny Dodge; AL CN; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 12, Int 16, Wis 11, Cha 13
Skills: Appraise +7, Bluff +8, Climb +5, Forgery +8, Gather Information +4, Handle Animal +6, Jump +6, Profession (steward) +7, Ride +7, Sense Motive +2, Spot +2, Swim +5
Feats: Dodge, Mobility, Sweet Voice of Reason (see Chapter Four), Weapon Finesse (rapier)
Possessions: Antonio has 6 doses of blue whinnis poison that he can apply to his rapier or his dagger. Blue whinnis poison requires Fortitude saves (DC 14) to prevent 1 point of temporary Constitution damage (primary damage) and unconsciousness (secondary damage).

Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Antonio takes no damage with a successful saving throw. Evasion can only be used if the rogue is wearing light armor or no armor.
Sneak Attack: Any time Antonio’s target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when Antonio flanks the target, the rogue’s attack deals extra damage. Antonio’s extra damage is +2d6. Ranged attacks can only count as Sneak Attacks if the target is within 30 feet.
Traps: Rogues (and only rogues) can use the Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
Uncanny Dodge: Antonio retains any Dexterity bonus to AC if caught flat-footed or struck by an invisible attacker.

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