All Creatures
Abilities | Monsters | NPCs
All | Families | Theme Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | R | S | T | U | V | W | Z


Runaway Blueblood

Dissatisfied with their privileged upbringing, the runaway blueblood has left the life of luxury behind to forge a new path for themself.

Recall Knowledge - Humanoid (Society): DC 20
Unspecific Lore: DC 18
Specific Lore: DC 15

Elite | Normal | Weak
Proficiency without Level

Runaway BluebloodCreature 3

Uncommon Medium Human Humanoid 
Source NPC Core pg. 77
Perception +7
Languages Common
Skills Deception +9, Diplomacy +9, Genealogy Lore +9, Society +11
Str +1, Dex +3, Con +0, Int +2, Wis +0, Cha +4
Items dueling pistol (10 rounds), fine clothing, shortsword, signet ring
AC 18; Fort +7, Ref +10, Will +9
HP 45
Speed 25 feet
Melee [one-action] shortsword +10 [+6/+2] (agile, finesse, versatile S), Damage 1d6+5 piercingMelee [one-action] fist +10 [+6/+2] (agile, finesse, nonlethal, unarmed), Damage 1d4+5 bludgeoningRanged [one-action] dueling pistol +10 [+5/+0] (concealable, concussive, fatal d10, range increment 60 feet, reload 1), Damage 1d6+4 piercingSneak Attack The runaway blueblood deals an extra 1d6 damage to off-guard creatures.“Courageous” Retreat [one-action] Requirements The runaway blueblood is adjacent to at least one enemy; Effect The runaway blueblood gains the fleeing condition, gains a +5- foot status bonus to their Speed, and gains a +2 circumstance bonus to their AC against reactions triggered by their movement. The blueblood Strides. The effects last until the end of the blueblood's current turn.

All Monsters in "Maverick"

NameLevel
Arms Dealer2
Gunwitch7
High Roller11
Musketeer3
Peerless Duelist12
Political Upstart0
Runaway Blueblood3
Unsanctioned Sheriff5

Maverick

Source NPC Core pg. 76
These lone wolves have an aura of mystery, bravado, and swagger.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Bill-band (level 5), gambling companion (level 3), goblin get gang (level 5)

Sidebar - Advice and Rules Draw!

Multiple mavericks carry the explosive ranged weapons called firearms. Many of these NPCs can be adapted to other ranged weapons, such as crossbows or bows, with minimal changes if you choose not to include firearms in your game. More firearms and the gunslinger class appear in Pathfinder Guns & Gears.

Sidebar - Additional Lore Dueling Etiquette

Some mavericks meet to size each other up before deciding whether or not to duel. Then, if they decide to challenge one another, the face-off's rules (or lack thereof) are agreed upon beforehand to prevent any ill will afterward. Being a sore loser is highly frowned on, even more than a duel to the death.

Sidebar - Additional Lore Familiar Firearms

Many gunwitches wield weapons that are both firearms and magic weapons or implements in some form, which serves in place of a regular witch's familiar. As most gunwitches—rare as they are—make their own weaponry, it's speculated that the gunwitch's patron is the one who provides the blueprints for their sophisticated magical firearm.

Sidebar - Advice and Rules Mavericks And Duels

Mavericks tend to jump into duels at the drop of a hat, ready for a true test of their intuition and reflexes. A duel encounter uses the duels subsystem. A peerless duelist is truly exceptional (and already has all the dueling actions used in the subsystem due to their skills). If you want another NPC to have more options in duels, you can swap one of their existing skills for Deception or Intimidation.