Rogues
Init: +7. Senses: Perception +3. Ac: 16, touch 13, flat-footed 13 (+3 armor, +3 Dex).
Hp: 10 (1d8+2).
Fortitude: +1. Reflex: +5. Will: –1.
Speed: 30 ft.. Melee: short sword +3 (1d6+2/19–20). Ranged: dagger +3 (1d4+2/19–20). Special Attacks: sneak attack +1d6. Strength: 14. Dexterity: 17. Constitution: 13. Intelligence: 10. Wisdom: 8. Charisma: 12.
Base Attack: +0. Cmb: +2. Cmd: 15.
Feats: Improved Initiative, Weapon Finesse.
Skills: Acrobatics +7, Climb +6, Disable Device +7, Escape Artist +7, Knowledge (local) +4, Perception +3, Sleight of Hand +7, Stealth +7, Swim +6.
Languages: Common. Special Qualities: trapfinding +1. Combat Gear: potion of cure light wounds, acid (2), smokestick, tanglefoot bag. Other Gear: masterwork studded leather, daggers (5), short sword, thieves' tools, 25 gp.
Tactics
Before Combat The rogue hides so he can use sneak attack.
During Combat The rogue continues to engage his initial opponent in melee, or throws acid if all his opponents are at range.
The cutpurse is a dirty sneak who uses surprise and stealth to rob unsuspecting victims.
Avem the Blade
A young tough trying to make a name for himself, Avem prefers robbery and burglary to outright murder—but isn't afraid to kill.
Combat Encounters
Avem might target a solitary PC in a dangerous part of town, or may be the leader of a gang of unskilled thugs.
Roleplaying Suggestions
Avem is skilled at many kinds of theft, and can be hired to commit petty larceny or create a distraction at reasonable rates.
Init: +2. Senses: darkvision 60 ft.; Perception +6. Ac: 16, touch 12, flat-footed 14 (+4 armor, +2 Dex).
Hp: 19 (2d8+7).
Fortitude: +1. Reflex: +5. Will: +1. Defensive Abilities: evasion, orc ferocity.
Speed: 30 ft.. Melee: mwk greataxe +5 (1d12+4/3). Ranged: shortspear +3 (1d6+3). Special Attacks: sneak attack +1d6. Strength: 17. Dexterity: 14. Constitution: 13. Intelligence: 8. Wisdom: 12. Charisma: 10.
Base Attack: +1. Cmb: +4. Cmd: 16.
Feats: Toughness.
Skills: Acrobatics +5, Climb +6, Intimidate +7, Perception +6, Ride +2, Sense Motive +6, Stealth +5.
Languages: Common, Orc. Special Qualities: orc blood, rogue talents (bleeding attack +1), trapfinding +1, weapon familiarity. Combat Gear: potions of cure light wounds (2), potion of disguise self, potion of divine favor, potion of feather fall, potion of hide from undead. Other Gear: chain shirt, masterwork greataxe, shortspear, 59 gp.
Tactics
During Combat The rogue charges at the nearest foe.
The skulking brute extorts illegal tolls from travelers, attacking those who refuse to pay.
Blarta
Blarta is a bully, and prefers intimidation to fighting, since it requires less work from him.
Combat Encounters
Blarta might harass the PCs on the road or scout for bandits.
Roleplaying Suggestions
Blarta sees a lot of people on the road, and may know things of interest to the PCs. For the right price, he might even be persuaded to join them, though he's unreliable at best.
Init: +3. Senses: low-light vision; Perception +11. Ac: 16, touch 13, flat-footed 13 (+3 armor, +3 Dex).
Hp: 23 (3d8+6).
Fortitude: +3. Reflex: +6. Will: +1; +2 vs. enchantments. Defensive Abilities: evasion, trap sense +1. Immune: sleep.
Speed: 30 ft.. Melee: rapier +3 (1d6+1/18–20). Ranged: mwk composite longbow +6 (1d8+1/×3). Special Attacks: sneak attack +2d6. Strength: 12. Dexterity: 17. Constitution: 14. Intelligence: 13. Wisdom: 10. Charisma: 8.
Base Attack: +2. Cmb: +3. Cmd: 16.
Feats: Point-Blank Shot, Precise Shot, Skill Focus (Perception).
Skills: Acrobatics +9, Climb +7, Disguise +5, Escape Artist +9, Perception +11, Perform (wind) +5, Ride +6, Stealth +9, Survival +3, Swim +7.
Languages: Common, Dwarven, Elven. Special Qualities: elf blood, rogue talents (surprise attack), trapfinding +1. Combat Gear: oil of magic weapon (2), potion of cure moderate wounds, potion of invisibility, sleep arrow. Other Gear: masterwork studded leather, masterwork composite longbow with 20 arrows, rapier, 73 gp.
Tactics
Before Combat The rogue picks a perch that's hard to reach and waits for targets to come into range.
During Combat The rogue uses her sleep arrow against ranged attackers or anyone she needs to keep alive.
The skilled sniper waits for the perfect opportunity to strike.
Diata the Poacher
Diata specializes in capturing live targets, such as exotic animals or escaped criminals. She doesn't care what she hunts, captures, or kills as long as she's paid on time.
Combat Encounters
Diata may be hired to capture PCs or their animal companions.
Roleplaying Suggestions
Diata avoids dungeons, but can be hired as a scout or sniper in an outdoor fight.
Init: +2. Senses: Perception +8. Ac: 16, touch 12, flat-footed 14 (+4 armor, +2 Dex).
Hp: 21 (4d8).
Fortitude: +1. Reflex: +6. Will: +2. Defensive Abilities: evasion, trap sense +1, uncanny dodge.
Speed: 30 ft.. Melee: mwk rapier +3 (1d6–1/18–20). Ranged: light crossbow +5 (1d8/19–20). Special Attacks: sneak attack +2d6. Strength: 8. Dexterity: 14. Constitution: 10. Intelligence: 13. Wisdom: 12. Charisma: 18.
Base Attack: +3. Cmb: +2. Cmd: 14.
Feats: Combat Expertise, Deceitful, Improved Feint.
Skills: Bluff +13, Diplomacy +11, Disable Device +9, Disguise +13, Heal +3, Knowledge (local) +8, Perception +8, Perform (sing) +9, Sense Motive +8, Sleight of Hand +9, Stealth +9, Use Magic Device +11.
Languages: Common, Elven. Special Qualities: rogue talents (major magic, minor magic), trapfinding +2. Combat Gear: potion of cure moderate wounds, scroll of bless, scroll of burning hands, scroll of cure light wounds, scroll of magic missile, alchemist's fire (2), holy water, thunderstone. Other Gear: +1 studded leather, light crossbow with 10 bolts, masterwork rapier, disguise kit, everburning torch, healer's kit, thieves' tools, wizard's spellbook, wooden holy symbol, 129 gp.
rogue spell-like abilities: (CL 4th, concentration +5)
3/day-prestidigitation
2/day-disguise self
Tactics
Before Combat Using Bluff or Disguise, the rogue avoids combat.
During Combat The rogue uses Improved Feint to make sneak attacks while trying to escape.
Using tricks, the charlatan imitates a mage, a priest, or an official.
Ezekari
Quick-witted Ezekari cons people by pretending she's a spellcaster, picking up useful information in the process.
Init: +8. Senses: Perception +9. Ac: 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size).
Hp: 41 (5d8+15).
Fortitude: +4. Reflex: +11. Will: +1; +2 vs. fear. Defensive Abilities: evasion, trap sense +1, uncanny dodge.
Speed: 20 ft.. Melee: +1 short sword +9 (1d4+1/19–20). Ranged: mwk hand crossbow +9 (1d3/19–20). Special Attacks: sneak attack +3d6. Strength: 10. Dexterity: 18. Constitution: 14. Intelligence: 10. Wisdom: 8. Charisma: 15.
Base Attack: +3. Cmb: +2. Cmd: 16.
Feats: Improved Initiative, Lightning Reflexes, Point-Blank Shot, Weapon Finesse.
Skills: Acrobatics +14 (+10 when jumping), Bluff +10, Climb +10, Disable Device +14, Knowledge (local) +8, Perception +9, Sleight of Hand +12, Stealth +16.
Languages: Common, Halfling. Special Qualities: rogue talents (finesse rogue, slow reactions), trapfinding +2. Combat Gear: potions of cure light wounds (2), potion of invisibility. Other Gear: masterwork studded leather, +1 short sword, masterwork hand crossbow with 20 bolts, masterwork thieves' tools, tindertwig (5), 60 gp.
Tactics
During Combat The rogue uses surprise and flanking to make sneak attacks, as well as his slow reactions rogue talent.
The guild initiate is a rogue who is still seeking to prove his worth to a thieves' guild.
Felix the Twig
Felix is an accomplished burglar who always chews on a tindertwig for luck.
Combat Encounters
Felix might be part of a team of young footpads or a lookout for a larger job.
Roleplaying Suggestions
Felix is a good contact within a thieves' guild.
Cave Stalker
Init: +3. Senses: darkvision 60 ft., Perception +11. Ac: 17, touch 13, flat-footed 14 (+4 armor, +3 Dex).
Hp: 54 (6d8+24).
Fortitude: +5. Reflex: +8. Will: +4; +2 vs. poison, spells, and spell-like abilities. Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants), evasion, trap sense +2, uncanny dodge.
Speed: 20 ft.. Melee: mwk short sword +6 (1d6+1/19–20). Ranged: +1 light crossbow +9 (1d8+1/19–20). Special Attacks: +1 on attack rolls against goblinoid and orc humanoids, sneak attack +3d6. Strength: 13. Dexterity: 16. Constitution: 16. Intelligence: 10. Wisdom: 14. Charisma: 6.
Base Attack: +4. Cmb: +5. Cmd: 18 (22 vs. bull rush or trip).
Feats: Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Weapon Focus (light crossbow).
Skills: Acrobatics +12 (+8 when jumping), Climb +12, Escape Artist +12, Knowledge (dungeoneering) +9, Perception +11 (+13 to notice unusual stonework), Stealth +12, Survival +8, Swim +10.
Languages: Common, Dwarven. Special Qualities: rogue talents (combat trick, resiliency, weapon training), trapfinding +3. Combat Gear: potion of cure moderate wounds, potions of spider climb (2), alchemist's fire (2). Other Gear: +1 studded leather, +1 light crossbow with 20 bolts, masterwork short sword, climber's kit, 308 gp.
Tactics
Before Combat The rogue prefers to find an elevated spot so she can shoot opponents while they waste time climbing to her.
During Combat The rogue uses Rapid Shot, making the most of Point Blank Shot and her darkvision.
The cave stalker is an experienced spelunker and treasure hunter.
Galeth Redbeard
Galeth is dour, even for a dwarf, and rarely speaks unless questioned.
Combat Encounters
Galeth might be a solitary hunter, the lead member of an underground army, or part of a unit of guards wielding crossbows.
Roleplaying Suggestions
Galeth could be discovered barely alive, stuck in a dungeon trap.
Init: +4. Senses: Perception +10. Ac: 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge).
Hp: 42 (7d8+7).
Fortitude: +4. Reflex: +10. Will: +3. Defensive Abilities: evasion, trap sense +2, uncanny dodge.
Speed: 30 ft.. Melee: +1 rapier +10 (1d6+3/18–20). Ranged: mwk light crossbow +10 (1d8/19–20). Special Attacks: sneak attack +4d6. Strength: 14. Dexterity: 18. Constitution: 12. Intelligence: 13. Wisdom: 10. Charisma: 8.
Base Attack: +5. Cmb: +7. Cmd: 22.
Feats: Combat Reflexes, Dodge, Mobility, Spring Attack, Weapon Finesse.
Skills: Acrobatics +14, Bluff +9, Climb +12, Diplomacy +9, Disable Device +14, Disguise +9, Knowledge (local) +11, Perception +10, Sense Motive +10, Sleight of Hand +14, Stealth +14.
Languages: Common, Halfling. Special Qualities: rogue talents (bleeding attack +4, fast stealth, stand up), trapfinding +3. Combat Gear: potion of cure moderate wounds, potion of invisibility, tanglefoot bag. Other Gear: +1 studded leather, +1 rapier, masterwork light crossbow with 20 bolts, cloak of resistance +1, thieves' tools, 489 gp.