Navigation

    Bestiary‎ > ‎NPCs‎ > ‎NPCs (CR 1)‎ > ‎

    Phoney Orphan (Gnome Rogue 2)


    Phoney Orphan
    CR 1

    XP 400
    Male gnome rogue 2
    NE Small humanoid
    Init +2; Senses low-light vision; Perception +7

    DEFENSE

    AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
    hp 17 (2d8+4)
    Fort +2, Ref +5, Will +2 (+2 to will saves against Illusions)

    OFFENSE

    Speed 20 ft.
    Melee kukri +4 (1d3/18-20x2)
    Special Attacks sneak attack +1d6

    Tactics The phoney orphan orders his minions to attack, then moves to open a nearby door to yell out an alarm and let his allies enter the fray. He prefers to use his kukri in a real fight against intruders. If reduced to 4 hit points or less, he attempts to flee. If caught, he begs for his life and promises to tell the PCs everything they want to know.

    He looks like an orphan child unless a PC defeats his Disguise check with a Perception check (gnome PCs get a +5 on this check).

    STATISTICS

    Str 11, Dex 15, Con 14, Int 10, Wis 14, Cha 10
    Base Atk +1; CMB +0; CMD 12
    Feats Martial Weapon Proficiency (kukri), Weapon FinesseB
    Skills Appraise + 4, Bluff +5, Climb +3, Disguise +5, Escape Artist +6, Intimidate +5, Knowledge (Local) +5, Perception +7, Sleight of Hand +6, Stealth +14
    Languages Common, Gnome, Sylvan
    SQ trapfinding, evasion, rogue talent (finesse rogue)
    Combat Gear kukri, studded leather, disguise kit, key to cabinet