Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Ninth Army RuffianCreature 2

Source Pathfinder Society Scenario #3-11: No Time For Treason
Perception +8
Languages Common
Skills Athletics +7, Intimidation +6, Stealth +6
Str +0, Dex +2, Con +2, Int +0, Wis +4, Cha +4

AC 18; Fort +9; Reflex +8; Will +6;
HP 32
Speed 25 feet

Club One Action +9 (+4, -1) to hit 1d6+5 Bludgeoning
Sling One Action +8 (+3, -2) to hit (propulsive, range increment 50, reload 1) 1d6+5 Bludgeoning
Club One Action +8 (+3, -2) to hit (thrown 10) 1d6+5 Bludgeoning

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Brutal Beating

The ruffian's brutality shakes foes' confidence.

When the ruffian deals damage on a critical hit, the target is Frightened 1, and the ruffian can knock the target up to 10 feet away (this is forced movement).

Snagging Strike One Action

Trigger The ruffian has one hand free, and its target is within reach of that hand.

Effect The ruffian makes a melee Strike while keeping one hand free. If this Strike hits, the target is Flat-Footed until the start of the ruffian's next turn or until it leaves the ruffian's reach, whichever comes first.

Sneak Attack

The ruffian deals an extra 1d6 precision damage to Flat-Footed creatures.

Using their strength to bully others into submission, ruffians often work as bodyguards and enforcers for powerful criminals like charlatans and fences.

Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.


A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.