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Clemintine Voss

Clemintine Voss was born between worlds and learned early that both sides considered her useful but not trustworthy. She built the Coast Harbor Black Market by uniting smugglers who once competed along the Hollow Woods river routes. Her warehouse sells restricted alchemical goods, stolen relics, forged travel papers, rare poisons, and information. She presents herself as a respectable logistics broker, and several minor nobles quietly depend on her shipments.

MediumHumanoid(elf, human)CR CR 5NE

Clemintine Voss

half-elfcriminalsyndicate bossblack marketwarehouse villainrogueskirmishersocial manipulatorHollow Woods
HP39AC+4SPD30 ft.CRRapier 18-20/x2AcrobaticsAppraiseBluffDiplomacyDisable DeviceDisguiseEscape ArtistIntimidateKnowledge (local)Knowledge (nature)PerceptionProfession (merchant)Sense MotiveSleight of HandStealthUse Magic Device
STR
12
DEX
18
CON
14
INT
16
WIS
10
CHA
18
Elven Blood. Clemintine has a +2 racial bonus on saving throws against enchantment spells and effects, and is immune to magic sleep effects.
Keen Senses. Clemintine gains a bonus on Perception checks and can attempt Perception checks to notice secret doors whenever she is within 5 feet of them.
Fast Talker. Clemintine can use Bluff to create a diversion to hide as a move action and gains a bonus on Bluff checks to feint in combat.
Gang Flanker. Clemintine gains a bonus on attack rolls against creatures that are flanked by one of her allies.
Sneak Attack +3d6. Clemintine deals an extra points of damage when she catches a foe unable to defend itself effectively. This damage applies to attacks against a flat-footed or flanked target and to certain denied-Dexterity situations.
Trapfinding. Clemintine can find and disable magical traps and gains a bonus equal to half her rogue level on such checks. She can disarm magical traps that normally require a spellcaster.
Evasion. Clemintine can avoid damage from many area attacks with a successful Reflex save. On a successful save, she takes no damage, and on a failed save she takes half damage.
Uncanny Dodge. Clemintine retains her Dexterity bonus to AC when caught flat-footed and cannot be flanked except by a rogue at least four levels higher than her.
Reputation for Consequences. Clemintine gains a bonus on saving throws against fear and a bonus on Intimidate checks against creatures that have witnessed her authority or violence.
Concealed Arsenal. Clemintine carries several hidden tools and weapons. Attempts to disarm her suffer a -2 penalty unless the attacker has examined her equipment or succeeds at a Perception check.
Syndicate Assault. Clemintine makes two attacks with her +1 rapier and hand crossbow, or one attack with each weapon. She can apply sneak attack damage to any attack against a foe denied its Dexterity bonus to AC or flanked by an ally.
+1 Rapier. Melee Attack: +1 rapier +9, piercing damage, critical 18-20/x2, plus sneak attack damage when applicable.
Hand Crossbow. Ranged Attack: hand crossbow +8, range 30 ft., piercing damage, critical x2, plus poison if loaded with a poisoned bolt. Clemintine typically uses drow poison or a contact poison when available.
Smoke Pellet. Clemintine throws a smoke pellet into a square within 30 feet. The pellet creates a 10-foot-radius cloud of opaque smoke for rounds. The smoke provides concealment, and creatures inside cannot see beyond 5 feet. A moderate wind disperses the cloud in 1 round.
Rally the Market. Once per day, Clemintine can command up to six allies within 30 feet who can hear her. Each ally gains a +1 morale bonus on attack rolls, weapon damage rolls, saving throws against fear, and skill checks for 1 minute.
Calculated Dirty Trick. Clemintine makes a dirty trick combat maneuver against a creature within reach without provoking an attack of opportunity. On a success, she blinds, dazzles, deafens, entangles, sickens, or otherwise hinders the target for 1 round. She usually targets the eyes or weapon hand.
Slip Between Blades. When an adjacent enemy misses Clemintine with a melee attack, she takes a 5-foot step without provoking an attack of opportunity, provided she has an open square to enter. She may then attempt a dirty trick against that enemy as an immediate action, but doing so expends her next standard action.
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