Init: +4. Senses: darkvision 60 ft.; Perception +18. Ac: 23, touch 16, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, +1 dodge, +1 natural, +1 shield).
Hp: 114 (13d8+52).
Fortitude: +7. Reflex: +13. Will: +9; +2 vs. poison, spells, and spell-like abilities. Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants), improved evasion, improved uncanny dodge, trap sense +4.
Speed: 20 ft.. Melee: +1 short sword +12/+7 (1d6+1/17–20), +1 short sword +12/+7 (1d6+1/17–20) or
+1 short sword +14/+9 (1d6+1/17–20)
. Ranged: dagger +13/+8 (1d4/19–20). Special Attacks: +1 on attack rolls against goblinoid and orc humanoids, sneak attack +7d6. Strength: 10. Dexterity: 18. Constitution: 14. Intelligence: 13. Wisdom: 14. Charisma: 12.Base Attack: +9. Cmb: +9. Cmd: 25 (29 vs. bull rush or trip).
Feats: Dodge, Improved Critical (short sword), Improved Two-Weapon Fighting, Iron Will, Toughness, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse.
Skills: Acrobatics +20 (+16 when jumping), Bluff +17, Climb +8, Disable Device +19, Disguise +9, Knowledge (arcana) +6, Knowledge (dungeoneering) +5, Knowledge (history) +2, Knowledge (local) +14, Perception +18 (+20 to notice unusual stonework), Sense Motive +18, Sleight of Hand +12, Stealth +20, Swim +8, Use Magic Device +9. Special Qualities: rogue talents (bleeding attack +7, combat trick, defensive roll, improved evasion, minor magic, resiliency), trapfinding +6. Combat Gear: potion of cure serious wounds, potion of invisibility, antitoxin (2). Other Gear: +2 studded leather, +1 short swords (2), daggers (4), amulet of natural armor +1, belt of physical might +2 (Dex, Con), cloak of resistance +1, ring of protection +1, masterwork thieves' tools, 2,047 gp.
rogue spell-like abilities: (CL 13th, concentration +14)
3/day-detect magic
Tactics
During Combat The rogue uses flanking and sneak attacks as often as possible. He relies on his resiliency and defensive roll rogue talents to stay alive against dangerous opponents.
The guildmaster manipulates crime and politics—often the same thing—to create wealth and stability for himself and his devoted thieves.
Olenjack the Axe
Olenjack worked his way up through the ranks of the guild he now runs with a patient but firm hand. He has always been unusually tall for a dwarf, and frequently jokes that he's used magic to make himself even taller. He is patient and deliberate, able to keep multiple schemes and long-term plans in mind simultaneously, and never forgets (or lets his acolytes forget) that as his dwarven lifespan is longer than that of his human enemies. He's often able to plan for the future, remain patient, and let his more brash enemies walk directly into the traps he's laid for them. His nickname refers to his habit of taking swift, decisive action after quiet planning, executing his will in one stroke. Yet despite his formidable nature, he's learned the value of spreading the wealth and not preying too heavily on locals. As a result, he remains a pillar of his community, highly respected even by those who suspect his criminal ties. Those living within his territory seek his advice and ask him for favors, most regarding him as a beneficent but firm grandfatherly figure without ever realizing his true hardhearted character.
Combat Encounters
Olenjack and his bodyguards might fight the PCs if a peaceful meeting goes terribly wrong, if the PCs betray him and he wants to personally teach them a lesson, or if they threaten the livelihood of his guild and have already proven themselves capable of overpowering his minions.
Roleplaying Suggestions
Given Olenjack's ties to the community, the PCs may interact with him in a king's court, at a meeting of mercantile guildmasters, or among the patrons of high society.