The Bloodied Hand (thugs)

The following are example stat blocks for pirates of The Bloodied Hand.

Pirate Barbarian (Level 4)
Raging marauder wielding a battle axe in studded leather armor. Standard Hand pirate.

"Human CR 3 XP 800 Any Medium Humanoid Barbarian level 4 (skill points 16) Barbarian (Barbarian ) Init +2; Senses ; Perception +6 DEFENSE AC 15, Touch 12, flat footed 13 (+ Studded Leather, + Shield, none) (+2 Dex, +3 armour) hp 38 (0d8+4d12+8+4); Fort +6, Ref +3, Will +0 OFFENSE Speed 40 Melee Single Attack Battle axe +10 (1d8+7 X3) Full Attack Battle axe +10 (1d8+7 X3) Space 5ft.; Reach 5ft. Special Attacks Rage +4 Con +4 Str +2 Will save -2 AC. Per day = 8 Rage Power Number = 2 STATISTICS Str 20, Dex 14, Con 14, Int 8, Wis 8, Chr 8 Base Attack 4 CMB 9; CMD 21 Feats Knockback: Can make a bull rush attempt if successful target takes STR mod damage and knocked back (No Att of Opp), Strength Surge: adds level to STR check or combat maneuvor or CMD 1/rage, Armour Prof Light, Armour Prof Medium, Cleave: Get extra attack if hit monster to adjacent foe, -2 AC until your next turn, Martial Weap Prof, Power Attack: You can choose to take a -1 penalty on all melee attacks and combat maneuver checks to gain a +2 bonus on all melee damage rolls. Every +4 base atack penalty increases by -1 and damage by +2, Shield Proficiency: Can use shields, Simple Weapon Proficiency, Weapon Focus: +1 to attack rolls Skills Acrobatics 8, Climb 9, Handle Animal 3, Intimidate 6, Know Nature -1, Perception 6, Ride 2, Survival 3, Swim 3 Languages Common ECOLOGY Environment Any Organization Company 10-20, Band 30-100, Squad 4-8 Treasure Standard SPECIAL ABILITIES Fast Movement Land Movement raised by 10 Trap Sense Reflex save and AC when dealing with traps bonus 1 Uncanny Dodge Retains Dex bonus if flat footed 1"

Tough Pirate Fighter (Level 5)
Skilled Hand warrior, carrying a magic scimitar and wearing scale mail and a wooden shield.

"Human CR 5 XP 1600 Any Medium Humanoid Fighter level 6 (skill points 12) Fighter (Savage Warrior ) Init +5; Senses ; Perception +0 DEFENSE AC 18, Touch 11, flat footed 17 (+0 Scale mail, +0 Shield, light wooden) (+1 Dex, +5 armour, +2 shield) hp 45 (0d8+6d10+6+6); Fort +6, Ref +3, Will +1 OFFENSE Speed 20 Melee Single Attack(+1/+1) Scimitar +12 (1d6+7) Full Attack (+1/+1) Scimitar +12/7 (1d6+7) Space 5ft.; Reach 5ft. Special Attacks Natural Savagery (Ex) Gains a bonus on attack and damage rolls with natural weapons. This bonus also applies to CMB and CMD for grappling. Bonus =+ 1 STATISTICS Str 18, Dex 13, Con 12, Int 8, Wis 8, Chr 8 Base Attack 6 CMB 7; CMD 21 Feats Agile Maneuvers: Use DEX bonus when calculating CMB, Blind-fight: Re-roll miss chance for concealment, Power Attack: You can choose to take a -1 penalty on all melee attacks and combat maneuver checks to gain a +2 bonus on all melee damage rolls. Every +4 base atack penalty increases by -1 and damage by +2, Weapon Specialization: +2 to damage rolls, Acrobatic: +2 bonus on Acrobatics and Fly skill checks, Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Improved Initiative: +4 Initiative checks, Martial Weap Prof, Shield Focus: +1 AC when using a shield, Shield Proficiency: Can use shields, Simple Weapon Proficiency, Tower Shield Proficiency: Can use the tower shield and suffer only normal shield skill penalties, Weapon Focus: +1 to attack rolls Skills Acrobatics -1, Climb 0, Fly -1, Handle Animal -1, Intimidate 7, Know Arch & Eng -1, Know Dungeon -1, Perception 0, Ride 1, Survival 4, Swim 3 Languages Common ECOLOGY Environment Any Organization Company 10-20, Band 30-100, Squad 4-8 Treasure Standard SPECIAL ABILITIES Armour Training Reduced armour check penalty and increases dex bonus by 1 Spark of Life (Ex) Gains a bonus on saving throws made against energy drain and death effects. Bonus = + 2 MAGIC ITEMS (max value 3450) +1 Scimitar (2000gp) Total Value = 2000"