Thaddeus was a PC in "The Ooth-Nargai Campaign," and remains in Freeport as a NPC following the events of Madness in Freeport. Both stat blocks are presented below. He belongs to the Order of Drac (see Madness in Freeport).
Male human Rogue 6; medium-sized humanoid; HD 6d6-6; hp 16; Init +3 (Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 leather armor), touch 13 (+3 Dex), flatfooted 15 (+3 Dex, +2 leather armor); Atk +4 melee (1d6, 18-20/x2, +1 rapier), +3 melee (1d6-1 subdual, sap), +7 ranged (1d4, 19-20/x2, hand crossbow, 30 ft.); SV Fort +1, Ref +8, Will +2; Str 8, Dex 16, Con 8, Int 12, Wis 11, Cha 11; AL CN.
Skills & Feats: Appraise +7, Bluff +8, Climb +3, Decipher Script +6, [Diplomacy +2], Disable Device +5, Escape Artist +4, Forgery +4, Gather Information +4, Hide +10, Innuendo +4, [Intimidate +2], Knowledge (Local: Freeport) +2, Listen +5, Move Silently +10, Open Lock +8, Pick Pocket +8, Search +8, Spot +4 {+10 points for 6th level}; Dodge, Point Blank Shot, Precise Shot, Run.
Languages: Common, Halfling.
Rogue Abilities: Sneak Attack +3d6, Traps, Evasion, Uncanny Dodge (Dex bonus to AC, can't be flanked).
Possessions: glove of storing, potion of cure light wounds (x2), potion of cure moderate wounds, +1 rapier, dagger, sap, hand crossbow, leather armor, masterwork thieves' tools, acid (1), alchemist's fire (3), holy water (1), adventuring gear.
[Player: Mike Pureka.]
Thaddeus was born in Freeport and grew up on its streets. He used to run with the Buccaneers (the gang controlling the Docks), but after a taste of finer things (during the Freeport Trilogy), he is trying to reach higher. With the Captain's Council vacancies following the Lighthouse's inauguration, and his own part in that adventure, Thaddeus now has his eye on a political career.
Thad came to Finn's notice after stopping Jesswin (see "Holiday in the Sun"), so has to tread carefully, especially in the Eastern District. (He is looking into acquiring some extra insurance, such as an amulet of health.)
Male Human Rogue 6: CR 6; Medium Humanoid; HD 6d6-6; 16 hp; Init +3; Spd 30 ft. (6 squares); AC 15 (+3 Dex, +2 leather armor), touch 13, flat-footed 15; Base Atk +4; Grp +3; Atk +1 rapier +4 melee (1d6/18-20), sap +3 melee (1d6-1 nonlethal), or hand crossbow +7 ranged (1d4/19-20); Full Atk +1 rapier +4 melee (1d6/18-20) or sap +3 melee (1d6-1 nonlethal); SA sneak attack +3d6; SQ evasion, trap sense +2, trapfinding, uncanny dodge; AL CN; SV Fort +1, Ref +8, Will +2; Str 8, Dex 16, Con 8, Int 12, Wis 11, Cha 11.
Skills & Feats: Appraise +8, Bluff +9, Climb +4, Decipher Script +7, Diplomacy +2, Disable Device +6, Escape Artist +4, Forgery +5, Gather Information +5, Hide +11, Intimidate +2, Knowledge (Local: Freeport) +4, Listen +6, Move Silently +11, Open Lock +9, Search +8, Sleight of Hand +9, Spot +5; Dodge, Point Blank Shot, Precise Shot, Run.
Languages: Common, Halfling.
Possessions: +1 rapier, glove of storing [usually holds sap or hand crossbow], potion of cure light wounds (x2), potion of cure moderate wounds, dagger, sap, hand crossbow, bolts (10), leather armor, masterwork thieves' tools, acid (1), alchemist's fire (3), holy water (1), courtier's outfit (51 gp; includes glove matching magic one, and secret pockets for thieves' tools and bolts), Order of Drac medallion (100 gp), candles (2), flasks (2), vials (2), ink (1), ink pen, paper, flint & steel.
Library (etc.): The True and Secrette History of the Brotherhoode of Free-Port (Common); heat-rock from Sunken Temple of Yig (see Madness in Freeport).