Speed
30 ft.
Melee mwk dagger +7 (1d4-1/19–20)
Ranged mwk light crossbow +7 (1d8/19–20)
Special Attacks sneak attack +2d6
Tactics
Before Combat He prefers to avoid combat whenever
possible. If he cannot escape in disguise, he attempts to use his slow
reactions ability and flee. He tries diplomacy first if he has even a
few
seconds to try to talk his opponents out of killing him.
During Combat If forced to fight, he tries to feint the
opponent who looks physically strongest and then disable him with a
sneak
attack. he knows he cannot take many direct hits, so he fights
defensively
whenever attacking.
Morale He runs at the first opportunity unless it means
abandoning his product. He tries his best to negotiate if his drugs are on
the
line, fleeing only if it becomes apparent that to stay would mean death.
He is
willing to offer some of his product, information, or services in
exchange for
his hide.
STATISTICS
Str
8, Dex
16, Con
10, Int
16, Wis
12, Cha
13
Base Atk +3; CMB
+2; CMD
15
Feats Deceitful,
Improved
Initiative, Persuasive,
Weapon
Finesse
Skills Acrobatics
+10, Appraise
+10, Bluff +10, Diplomacy
+10, Disable
Device +10, Disguise
+10, Intimidate
+7, Knowledge
(geography) +5,
Knowledge
(history) +5, Knowledge
(local) +10, Linguistics +10, Perception
+8,
Sense Motive
+8, Sleight of
Hand +10, Stealth
+9
Languages Common, Elven, Gnoll, Gnome, Halfling, three others
SQ rogue
talents (finesse rogue, slow
reactions),
trapfinding +2
Combat Gear potion of cure
light wounds; Other Gear +1
leather armor,
masterwork light crossbow with 20 bolts, masterwork dagger,
pieces of various disguises, 560 gp (mostly in the form of keif, if it
is legal
to carry)