Rule of Three


The enigmatic sage Rule-of-Three dispenses cryptic advice from the Styx Oarsman, a shadowy kip in the Lower Ward that caters to tanar’ri. He didn’t figure heavily into the published modules during the initial Planescape run, although he was featured in the adventure Nemesis from Dungeon Magazine #60. He was a major player in the v.3.5 mega-adventure Expedition to the Demonweb Pits.

Below are Rule-of-Three’s statistics for Pathfinder Planescape. When he appears in public he almost always uses his hat of disguise to appear as a wizened githzerai scholar. Very few cagers know that he is actually a cambion demon.

For details on Rule-of-Three’s plans and personality, along with his tactics in combat, see the Planescape accessories In the Cage: A Guide to Sigil and Uncaged: Faces of Sigil.

Of course. That is, no. Perhaps.

Rule-of-Three      CR 6

Rule of ThreeXP 2,400
Advanced cambion (greed) demon rogue (chameleon) 3 (Pathfinder 76: The Midnight Isles 84, Pathfinder RPG Bestiary 294, Ultimate Combat 71)
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +11

AC 28, touch 20, flat-footed 22 (+5 armour, +4 deflection, +6 Dex, +3 natural)
hp 61 (3d10+3d8+30)
Fort +9, Ref +11, Will +8
Defensive Abilities evasion; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 13

Speed 40 ft.
Melee +3 dagger of venom +14 (1d4+8/17-20 plus poison), claw +6 (1d4+2/19-20) or
2 claws +11 (1d4+5/19-20)
Special Attacks sadistic strike, sinfrenzy, sneak attack +3d6
Spell-Like Abilities (CL 3rd; concentration +9)
3/day—command (DC 17)
1/day—charm person (DC 17), death knell (DC 18), enthral (DC 18)

When not in a sinfrenzy, Rule-of-Three has the following statistics:
Ref +10
Speed 30 ft.
Melee +3 dagger of venom +13 (1d4+8/17-20 plus poison), claw +5 (1d4+2/19-20) or
2 claws +10 (1d4+5/19-20)
Special Attacks sneak attack +2d6

Str 21, Dex 22, Con 20, Int 17, Wis 14, Cha 22
Base Atk +5; CMB +10; CMD 25
Feats Deceitful, Iron Will, Power Attack
Skills Acrobatics +15, Appraise +9, Bluff +17, Diplomacy +12, Disguise +17, Intimidate +15, Knowledge (local) +12, Knowledge (planes) +12, Perception +11, Sense Motive +11, Stealth +15, Use Magic Device +12
Languages Abyssal, Common; telepathy 30 ft.
SQ effortless sneak (urban), misdirection (6 points), rogue talent (quick disguiseAPG)
Combat Gear 2 javelins of lightning, ring of shooting stars; Other Gear +3 dagger of venom, +3 leather armour, eye of seeing (gem of seeing fitted into his empty eye socket), hat of disguise, ring of protection +4

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