A shy looking creature covered in a cloak doesn’t make eye contact with you as it brandishes its dagger or club. His hands are covered with bulbous legions and some fingers are missing. Coughs and sneezes sound from the darkness within the hooded cowl. The creature breathes heavily as if out of breath.
Leper Smuggler CR 3
Diseased human rogue 3
CE medium humanoid
Init +5; Perception +4
AC 13 (+1 dex, +2 armor (no pain))
Fort +2, Ref +4, Will +2 (Immune to pain)
Speed 30 ft.
club +3 (1d6, sneak +2d6)
throw dagger +4 (2d4, sneak +2d6, 19-20)
light crossbow +4 (1d8, sneak +2d6, 19-20)
Str 13 (11), Dex 15 (13), Con 13, Int 14, Wis 12, Cha 6
CMB +3; CMD 19
Sneak Attack, Trapfinding, Evasion, Point Black Shot, Precise Shot, Improved Initiative
Combat – one handed + 3, thrown +4, archery +4
Misc – Stealth +7, Slight of Hand +7, Disable Device +9, Linguistics +8, Profession (sailor) +4, Knowledge (Geography) + 4, Use Magical Device +3
Languages Harmony Speech, Local Language
Leper smugglers tend to shun the streets of a port city preferring the dark alleyways and sewer tunnels to the bright lights and big crowds. Thieves guilds are wary of their disease, but will often have some form of dealings with them, usually through some form of beggar’s guild that brokers the deals. Lepers bold enough to leave colonies in order to smuggle goods are almost always worshippers of Malum Morbus. They are quite friendly with wererats and often work alongside that form of lycanthrope.
Leper smugglers don’t feel any pain which gives them some natural armor and a high CMD. They also would get bonuses on resisting spells that focus on pain. Curing Leprosy requires a DC30 caster check from a priest. Even if cured, the damaging scars and mutilation do not heal. All charisma damage would require a greater restoration spell.
Leper Smugglers usually have at least one magical device at their disposal. Wands of magic missiles or potions of moderate healing being most common.