Rogues of the Realms: A Collection of NPC's

Post/Author/DateTimePost
#1

green_elven_vampire

Dec 23, 2008 7:28:22
This is where you place your Rogues, Bards and all out scoundrel NPC's.

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1. Matrim Roofstalker, N Human Spell Thief: Page 1

2. Curudin Ahmaquissar: "The Mischiefmaker of Silverymoon": Page 1
#2

bonzai

Jan 02, 2009 21:33:28
The walled manor was one of the nicest in the North Ward. It belonged to a wealthy merchant who dealt in shipments of spice and dyes up the coast from Calimshan. The trade had made him very wealthy, and his home was a testament to that. Armed guards patrolled the grounds, though none noticed the dark clad figure that moved from shadow to shadow in the gardens. The intruder paused near the base of the manor, several stories below the tallest tower. He was dressed head to toe in loose fitting clothes, dyed black, and a matching mask upon his face. He seemed to be waiting for something, as quiet as a stone. Suddenly a small winged shape flew over head, as if signaling that the coast was clear. The man darted to the base of the tower and began chanting softly. Then he started scaling the tower, his hands and feet adhering to the bare stone walls like a spider. He made good time, only pausing briefly at another signal from the winged creature, as a guard passed directly below. Continuing his climb upward, he reached a balcony near the top.

The twin doors to the balcony were shuttered, and the room on the other side appeared dark. He pressed his ears to the door, and when satisfied that no sound emitted from the other side, he set to work. Taking two small discs from one of the many pouches at his waist, he affixed them to either door. They were enchanted to prevent them from making any sound. From another pouch he produced a small ring. It was adorned with many small picks and tools. Selecting the right one, he extended it through the crack between the doors, and found the small catch on the other side. Lifting it, he unlocked the doors, and carefully opened them.

Moonlight spilled into the room, and revealed it to be an opulently furnished bedroom. Once he was sure it was empty, he removed the discs from the doors, placed them on the other side, and shut them. Leaving them unlocked, he removed the disks from them and returned them to their pouch. Next he produced a small, smooth stone from another pouch. It had been enchanted with a continual flame spell, and shed light into the dark room. He cupped his hand around it to focus the light into a beam, and began to search the room. His magical vision detected no magic, which was a good sign. Soon his attention was brought to a messy work desk near the fire place. It was an exquisite piece. Piles of maps and parchments littered it’s surface, and the man began to rifle through them. He carefully checked the drawers for traps, and finding none searched through them as well.

Last to check was an ornate box on the corner of the desk. It had an elaborate lock, made into the image of a green dragon. Having a hunch, he carefully drew his dagger he inserted it into the lock. Careful to avoid being directly in front of it, he began to jimmy the lock. A click followed, and a spray of acid spewed from the dragons nostrils. With a satisfied smile he finish prying it open and began to examine it’s contents. There was a bag of small gems, which he happily stored in one of his pouches. And in it, was a series of hand written letters. After carefully examining them, he determined that this was what his employer was looking for. These letters were proof that the merchant had been smuggling in illicit goods for a wealthy noble.

He was interrupted by a small gasp, followed by a scream. He turned just in time to see a frightened chamber maid running down the outer hall, shouting for the guard. The man cursed under his breath, either he was getting sloppy, or they must really keep the hinges well oiled in this place. The shouting down the hall told him that he had run out of time. He hurriedly stuffed the documents and stone into a pouch, and grabbed the chair at the desk. He hurried to the side of the door, just as the sound of booted feet came close. He allowed the first guard to enter the room, and then brought the chair down hard on the second. Wood splintered as the chair crashed down on the guards helmeted head, and he slumped to the floor. There was a third guard with his sword drawn in the hall. With a flick of his wrist, the man sent a dagger whirling through the air to burry it’s self into the flesh of the man’s sword arm. The guard gasped and his sword dropped to the ground. The last guard had whirled to face the man, and swung wildly at his now unarmed foe. The man ducked under the swing and rolled under the blow. Miraculously, the dagger he had thrown had returned to it’s sheath, and in a fluid motion the man drew and buried it into the armpit of the guards sword arm.

The guards sword dropped, but the shouts of more guards could be heard in the distance. The man bolted through the balcony doors, and began climbing to the top of the tower. Once there, he tugged at another ring on his finger, and he was filled with magical energy. Taking a running start, he leapt off the tower. His magically enhanced leap carried him outward. He stretched his body, trying to get the maximum distance. As the ground raced toward him, he finally cleared the outer wall. A thought latter, and his fall slowed, allowing him to touch lightly on the street outside the manor. Another quick spell and the man vanished. When he reappeared many blocks latter, his outer clothes had been turned inside out. The inner lining was a dull brown, similar to the kind worn by many travelers. The mask had been carefully stored in a pouch, and a familiar winged shape flew silently over head. Whistling a merry tune, the man continued on his way to the Dock Ward.


Matrim Roofstalker, N Human Spell Thief 15
HP: 114
Init: +3
Speed: 30ft
Space/Reach: 5ft
AC: 20 , Flat footed: 17, Touch 13
Bab: 11/6/1
Attack: 16/11/6 1d4+2
Abilities: Str: 10, Dex: 17, Con: 18, Int: 10 Wis: 10, Cha: 14
Saves: Fort 9, Ref 8, Will 9
Skills: Hide 18, Move silently 18, Tumble 18, Spot 9, Listen 9, Search 18, Concentration 9, Slight of Hand 5, Disable device 2, Gather information 2, Open Lock 2.
Skill Tricks: Hidden Blade, Acrobatic Backstab
Feats: Eschew Materials, Obtain Familiar (Boffa- a bat familiar), Weapon Finesse, Quick draw, Flick of the wrist, Master Spell Thief, Arterial Strike.
Possessions: Belt of many pockets, minor ring of spell storing, +2 dagger of returning, +3 Chain shirt, plus many minor magic items and tools.
Features: 4d6 Sneak attack, Trapfinding
[i]Steal Spell (Su): [/i]A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a specific known spell, from his target. If the target is willing, a spellthief can steal a spell with a touch as a standard action. The target of a steal spell attack loses one 0-level to 7th level spell from memory if she prepares spells ahead of time, or spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect. A spellthief can choose which spell to steal; otherwise, the DM determines the stolen spell randomly. If a spellthief tries to steal a spell that isn't available, the stolen spell (or spell slot) is determined randomly from among those the target has available. After stealing a spell, a spellthief can cast the spell himself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. A spellthief can cast this spell even if he doesn't have the minimum ability score normally required to cast a spell of that level. The spellthief must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell. Alternatively, a spellthief of 4th level or higher can use the stolen spell power to cast any spellthief spell that he knows of the same level or lower (effectively, this gives the spellthief one free casting of a known spell). A spellthief must cast a stolen spell (or use its energy to cast one of his own spells) within 1 hour of stealing it; At any one time, a spellthief can possess a maximum number of stolen spell levels equal to his class level (treat 0-level spells as 1/2 level for this purpose). If he steals a spell that would cause him to exceed this limit, he must choose to lose stolen spells sufficient to reduce his total number of stolen spell levels to no more than his maximum. A spellthief can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect. This ability works only against spells. It has no effect on psionic powers or spell-like abilities (but see the steal spell-like ability class feature, below).
[i]Detect Magic (Sp): [/i]A spellthief of 2nd level or higher can use detect magic a number of times per day equal to his Charisma bonus, if any (minimum 1). His caster level is equal to his spellthief class level.
Spellgrace (Su): A spellthief gains a +2 competence bonus on his saves against spells.
Steal Spell Effect (Su): Beginning at 2nd level, a spellthief can siphon an active spell effect from another creature. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain the effect of a single spell affecting the target. If the target is willing, a spellthief can steal a spell effect with a touch as a standard action.The spellthief can choose which spell effect to steal; otherwise, the DM determines the stolen spell effect randomly. If a spellthief tries to steal a spell effect that isn't present, the stolen spell effect is determined randomly from among those currently in effect on the target. A spellthief can't steal a spell effect if its caster level exceeds his class level + his Charisma modifier. Upon stealing a spell effect, a spellthief gains the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the spell's duration expires, whichever comes first). If the spell effect's duration hasn't expired by this time, the spell effect returns to the creature that originally benefited from it. A spellthief can steal the effect of a spell only if the spell could be cast on him by the original caster. For example, a spellthief couldn't gain the effect of an animal growth spell (unless the spellthief is of the animal type) or the effect of a shield spell (since that spell's range is personal). If a spellthief tries to steal the effect of a spell not allowed to him, the effect is still suppressed on the original target of the spell for 1 minute per spellthief class level. This ability does not work on spell effects that are immune to dispel magic (such as bestow curse)
[i]Steal Energy Resistance (Su): [/i]Beginning at 3rd level, a spellthief can siphon off some or all of a target's resistance to an energy type (acid, cold, electricity, fire, or sonic). A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead temporarily gain resistance 10 to an energy type to which his target is resistant (or immune). If the target is willing, a spellthief can steal energy resistance with a touch as a standard action. Simultaneously, the target creature's resistance to that energy type is reduced by 10 (to a minimum of 0). A creature with immunity to an energy type retains that immunity. If his target has more than one type of resistance to energy, a spellthief can choose which kind to steal; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target. If a spellthief chooses to steal a type of resistance that the target doesn't possess, the stolen type of resistance is determined randomly from those possessed by the target.The resistance a spellthief gains from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires.A spellthief can use this ability multiple times, but its effects do not stack unless they apply to different types of energy. For example, throughout a long combat, a spellthief might use this ability to gain resistance to fire and resistance to cold, but he could not use it twice on a creature that is resistant to fire to gain twice as much resistance to fire (nor to reduce the creature's resistance to fire by twice as much). At 11th level, a spellthief can steal resistance 20 to an energy type by using this ability, and at 19th level he can steal resistance 30 to an energy type.
[i]Steal Spell-Like Ability (Su): [/i]At 5th level and higher, a spellthief can use a sneak attack to temporarily steal a creature's spell-like ability. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain one use of one of the target's spell-like abilities. If the target is willing, a spellthief can steal a spell-like ability with a touch as a standard action.This spell-like ability can originate from the target's class, race, template, or any other source, and can be of any level up to a maximum of one-third the spellthief's class level. A spellthief can select a specific spell-like ability to steal; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or the spellthief can't steal the ability. If the target can't use its ability at the present time (such as a summoned demon's summon ability), the spellthief can't steal it. A spellthief can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if it were being used by the original possessor of the ability. A spellthief must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until the spellthief uses the ability (or until the minute elapses), the target cannot use the stolen ability.
Absorb Spell (Su): Beginning at 7th level, if a spellthief makes a successful save against a spell that targets him, he can attempt to absorb the spell energy for later use. This ability affects only spells that have the spellthief as a target, not effect or area spells. A spellthief can't absorb a spell of a higher spell level than he could steal with his steal spell ability (see above). To absorb a spell that targets him, a spellthief must succeed on a level check (1d20 + spellthief class level) against a DC of 10 + the spell's caster level. Failure indicates that the spell has its normal effect. Success means that the spellthief suffers no effect from the spell and can cast the spell later (or use its energy to cast one of his own spells known) as if he had stolen the spell with his steal spell ability. His normal limit of total spell levels stolen still applies.
Arcane Sight (Sp): Beginning at 9th level, a spellthief can use arcane sight as a swift action a number of times per day equal to his Charisma modifier (minimum 1). His caster level is equal to his spellthief class level. Discover Spells (Ex): A spellthief of 13th level or higher who steals a spell from a spellcaster with his steal spell ability automatically learns the names of all other spells prepared or known by the spellcaster that are of the same spell level as the stolen spell. This knowledge allows the spellthief to better choose which spells to steal on subsequent attacks.
Steal Spell Resistance (Su): Beginning at 15th level, a spellthief can use a sneak attack to temporarily steal some or all of a creature's spell resistance. A spellthief who hits an opponent with a sneak attack can choose to forgo 3d6 points of sneak attack damage and instead reduce the target's spell resistance by 5. The spellthief also gains spell resistance equal to 5 + his class level (up to a maximum value equal to the original spell resistance of the target). If the target is willing, a spellthief can steal spell resistance with a touch as a standard action.The stolen spell resistance benefits the spellthief for a number of rounds equal to the spellthief's Charisma modifier (minimum 1 round) and then returns to the target creature. If the spell resistance is derived from a temporary effect (such as a spell), the stolen spell resistance disappears when the effect elapses. A spellthief can't use this ability on the same creature again until the creature's stolen spell resistance returns
Spells Known: 1st lvl 2/day: True Strike, Charm Person, Feather Fall, Identify.
2nd lvl 1/day: Spider Climb, See invisibility, Mirror Image, Invisibility.
3rd Lvl 1/day: Dispel Magic, Shrink Item, Non-detection, Gaseous Form
4th Lvl 1/day: Stone Skin, Dimensional Door, Scrying

Combat/Tactics: Matrim generally prefers to avoid conflicts whenever possible. When forced to fight, he will generally use his flick of the wrist feat to throw his dagger. If it hits he will sacrifice sneak attack damage to steal a spell, and do an arterial strike. Then try and hide and let his victim bleed out. If there is a spell caster among his enemies, he will target them first and attempt to steal whatever spell he thinks will end the fight the quickest.

When it comes to planning his jobs, he is meticulous. He will monitor and recon the place well in advance, using charm person, scrying, and his familiar to get as much information as possible. He will generally have three plans for getting in, and twice as many for getting out.

Friends/Allies: Matrim has a few close allies and friends, including Mathieu a powerful Diviner, Brom a talented dwarven craftsman, who specializes in crafting (and fencing) magic items, and various connections in the underworld of Water deep and Skull Port.

Foes/Enemies: Aside from the targets of his thefts, Matrim has few true enemies… at least living ones. If the City watch could ever catch him, or find proof of his illicit activities, they would spend more resources on apprehending him. However they have yet to do so, and Matrim’s professionalism and lack of blood shed tend to keep him low on their list of priorities. In addition, although he is a member of the Watchful Order of Magisters and Protectors, most of the members view him with some measure of distain. They do not truly understand his abilities, and scoff at his inferior spell casting. That and most believe that his reputation as a thief for hire sullies the orders reputation. Some go so far as to try to go so far as to challenge him to a spell duel, but spells have a nasty habit of being resisted and turned back on their caster around him.

Appearance: Matrim prides himself on his mundane appearance. It’s much easier to blend in to a crowd when you don’t stand out. He is in his mid 30’s and has sandy blond hair that he keeps cut short, and is of medium height and build. He tends to wear worn, non-descript clothes to better blend in. The only things that truly stand out on him, are his fine dagger (which he keeps hidden), and his belt of many pouches (his most prized item). His familiar tends to stay in his belt when not acting as a look out, or scouting. Matrim tends to keep most of his possessions in his belt. With his shrink item spell, you never know what he might pull out of it.

Personality: Matrim is a man who has been scarred and disillusioned by life. While deep down he is a good person, life has chipped him down to the hard edges. In his youth, he had dreams and aspirations of becoming a great mage, however fate and his strange gifts have lead him down another path. He is a loner, who never the less cares deeply for the few friends he has and will be loyal to them to a fault. While he may have hoped for a more altruistic life, he has accepted his lot as a thief. Even still, he does try to morally rationalize it by adhering to a strict code. Firstly, he is a self proclaimed “Procurer of items”, which is a fancy way of saying thief for hire (though he will gladly do more honest work as the situation allows). He makes an “Honest” living, working for interested third parties. Secondly he is a thief, not an assassin; and will not accept a contract to kill for money and tries to avoid bloodshed whenever possible. Thirdly, once the job has been agreed to, there is no re-negotiation by either party. Lastly, any attempt to welch, betray, or backstab on a deal, will take things from being business to personal, and he will not rest until he has exacted his revenge. Which, depending on the transgression, may result in him taking his fee with considerable interest from the persons belonging, or death.

His professionalism has won him well earned reputation on the streets, and he serves a unique niche in the city. He makes a generous living, doing what he does, but prefers to live simply. Most of his earnings go back into purchasing useful trinkets or items, and special goods to pull off a particular job.

History: Matrim grew up a street orphan in a small town near Luskan. Forced to steal to survive, he became very good at it. However, he always yearned for a better life. His dream was to become an apprentice to the only mage in town. As a mage, he believed that he could truly make something of his life. He spent many a day trying to earn the old mages approval. However, the Mage already had a young apprentice named Abilard, who was just a few years older than Matrim. Abilard was the son of a minor Luskan noble family, who had paid dearly for the privilege of being apprenticed to the Mage. He viewed the young urchin with scorn and considered him a pest and unworthy of being allowed the same opportunity that he had.

Never the less, Matrim remained determined, until one day he helped aid the mage and apprentice in finding and breaking up a band of bandits that were terrorizing the trade roads. It was then that Matrim discovered that he could steal spells, very much to the chagrin of Abilard. Thankful for the boys help, and in recognition of his ability to cast spells, the Mage finally agreed to take him as an apprentice. However Matrim’s talents were a puzzle to his master, as he had never seen anything like them. This only lent fuel to Abilard’s scorn, and his arrogance. Still, Matrim was determined and over the years of study, finally was able to cast his own spell. This was too much for Abilard to take, and he eventually framed Matrim for stealing something. Unable to prove his innocence, and unable to ignore his past, Matrim was forced to leave.

With no where to go, Matrim journeyed to Luskan, and signed on as a body guard for a trade caravan heading South. Joining one and then another, he journeyed all across Western Faerun, and even made some friends along the way. On a trip through the Calimshan Desert, the caravan heard rumors of an ancient tomb that the wind had uncovered from the sands. Matrim and his friends decided to explore the tomb in hopes of finding treasure…. That is, all except for Mathieu the diviner, who had read bad omens and refused to go. Matrim was the only one to survive the dangers of the tomb. His guilt over this, and his anger at Mathieu for not being there, put a strain on their friendship. From this point on, he became a loner, with only Boffa his familiar as his companion.

He eventually wound up in Waterdeep, and decided to settle down there. He had no real skills or inclination for “honest” work, and so fell back to his experience as a thief. He soon became known as a talented “procurer for hire”.

Motives and Goals: Deep down, Matrim is looking for a cause or purpose in life to devote himself to. Unbeknownst to him, he has been under observation by the harpers, and they have been considering recruiting him. Until then, he makes a living the best way he knows how. And in all truth, he loves the challenge that each job presents him. Each one is a puzzle for him to figure out.
#3

green_elven_vampire

Jan 04, 2009 20:22:05
Good stuff Bonzai!! Good stuff!
#4

green_elven_vampire

Jan 04, 2009 20:25:23
Curudin Ahmaquissar: "The Mischiefmaker of Silverymoon".

Male Trickster-Touched Moon Elf; Rogue 5/ Cleric 7/ Mischiefmaker 4/ Divine Disciple 5 of Erevan Ilesere:

CR 21; medium size humanoid (elf)(outsider- chaos);
HD 5d6+10, plus 7d8+6, plus 4d6+8, plus 5d8+10; HP 135; Init +8; Spd 30';
AC 25 (touch 18, Ff 20);
Atk +20/+15/+10 melee (1d8+6 plus 2d6 chaotic/ 17-20, +3 elven keen, chaotic longsword *Hidden Smile*),
+19/+19/+14 melee (1d6+5/17-20, +2 elven keen shortsword of speed *Little Sneak*), +18/+13/+8 ranged (1d4+6 plus 1d6 elemental/ 18-20, +3 daggers of Elemental aura);

SQ: spells, spell-like abilities, moon elf traits, rogue abilities, cleric abilities, mischiefmaker abilities, divine disciple abilities.
AL CG; SV Fort +14 (+18 versus poison), Ref +14 (+22), Wil+14;
Str 17, Dex 26, Con 13, Int 21, Wis 20, Cha 19.

Age: 102, Height: 5'10", Eyes: Blue, Hair: Short sapphire-blue & silver, Skin: Pale white with blue tints.

Spell-like abilities:
Imbue with spell ability/1'st and 2'nd level spells known
Protection from Law/(Transcendence) Free action.
Mock law, Improved pass without trace, Alter appearance, Knock, Mislead, Polymorph other/ 2x day.
Detect Law, Detect Magic/ 3x day.

Skills: Knowledge (religion)(arcana) +8/+8, Spellcraft +17, Heal +13, Bluff +16, Disable devise +15, Hide +31, Move Silent +31, Open lock +20, Listen +14, Pick pocket +18, Tumble +13, Sense motive +15, Intimidate +12, Spot +17, Search +17, Disguise +30, Balance +10, Escape artist +25, Gather info +10, Innuendo +10, Read lips +6, Use magic devise +17, Perform (buffoonery +5, dance +15, prank +20);

Skill Tricks: Acrobatic Backstab, Conceal Spellcasting, Escape Attack, False Theurgy, Hidden Blade, Quick Escape, Spot The Weak Point, Sudden Draw, Never Outnumbered, Swift Concentration, Twisted Charge, Walk The Walls, Second Impression.

Feats: TwF, Weapon focus (longsword/shortsword), Dodge, Lucky Fingers, Quick draw, Magical Fortune, Tempting Fate, Twin sword style, Freerunner (see below).

Special Qualities: Moon elf traits- immune to magic sleep spells, +2 save vs. enchantment spells, low light vision, +2 bonus on listen, search, and spot checks.
Divine Disciple abilities- New domain, Divine emissary, Sacred defense +2, Imbue with spell ability, Trancendence, Spells.
Mischiefmaker abilities- Mock law, Improved pass without trace, Alter appearance, Knock, Thwart magic trap, Sneak attack, Mislead, Polymorph other, Spells.
Rogue abilities- Trapfinding, Trap sense, Uncanny dodge, Sneak attack +4d6, Evasion.
Cleric abilities- Turn/rebuke undead, Aura, Spontaneous Casting, Spells.

Trickster Touched abilities: Resist: Trickster-touched creatures are undaunted by poison or poison traps. He gains a +4 racial bonus on Fortitude saving throws against poison.

Spell-like Abilities: Trickster-touched creatures can often sense the presence of too much order and structure, as well as magical auras. He gains the ability to detect law or detect magic as the spells cast at his total character level in any combination a total of 3/day.

Abilities: Trickster-touched creatures are nimble, clever, and amiable. His abilities gain a bonus Increase as follows: Dex +6, Int +6, Cha +4.

Special Qualities: Trickster-touched creatures seem unable to keep their noses out of trouble, and thus collect stray bits of lore from wherever their adventures take them on topics as varied as local personalities, the history and powers of artifacts, and the traits of monstrous races just as a bard can with bardic knowledge. This ability functions like the bardic knowledge class feature, except that the bonus for the check equals the Trickster-touched creature’s racial bonus + her Int modifier. Trickster-touched creatures have a base +1 racial bonus to their check, which increases by +1 for every 5 HD or class levels of the base creatures. This ability stacks with a bard’s bardic knowledge and similar abilities such as a Harper agent’s Harper knowledge or a loremaster’s lore class features. (Curudin's Trickster-Touched Knowledge: +13)

Feats: Trickster-touched creatures seem to have an endless supply of tricks up their sleeves. If the base creature has 5 or more HD or levels or upon gaining 5 HD or levels, the base creature gains Cool Head CS, Freerunner CS, Sure Hand CS, or Sweet Talker CS as a bonus feat, regardless of whether or not the base creature meets the prerequisites for the feat. The base creature must still meet the prerequisites for its chosen bonus skill tricks.

Cleric Spells per day: 6/7/7/7/6/6/5/5/4. Base DC = 15 +spell level. Deity: Erevan Ilesere. Domains: Trickery, Chaos, Luck. Caster Level: 16
Current Spells: 0 level- Create water, light, read magic, detect poison, detect magic, guidance.

1st level- Divine favor, doom, entropic shield, protection from law, shield of faith, Change self, Random action, Healers vision.

2nd level- Spell shield, invisibility, Hold person, Curse of ill fortune, cure moderate wounds, Shatter, Sound burst, Manifestation of the deity.

3rd level- Searing light, bestow curse, dispel magic, nondetection, Bladebane, Negative energy protection, Magic circle against law.

4th level- Weapon of the deity, Chaos hammer, Confusion, spell immunity, Know vulnerabilities, Freedom of movement.

5th level- Flame strike, Pixie dust, Crawling darkness, Dispel Law, Teleport, False vision.

6th level-Animate objects, Mislead, Heal, Suppress glyph, Greater dispelling.

7th level - Word of chaos, Spell turning, Screen, Regenerate, Fortunate fate.

8th level - Cloak of chaos, Polymorph any object, Greater planar ally, Symbol of spell loss.

Possessions: +3 elven keen chaotic longsword (Hidden Smile), +2 elven keen shortsword of speed (Little sneak), +3 ring of protection, Ring of invisibility, Boots of elvenkind, Cloak of elvenkind, Gloves of dexterity, Amulet of natural armor +2, Vest of disguise, +2 elven Deathward studded leather armor, Four +2 daggers of Elemental Aura, Ring of disease immunity, Moonfire salve, Fanged mask, Belt of priestly might and warding, The Tricksters Lucky Dice (Treat as Rod of Wonder)

Personal Info: Curudin Ahmaquissar is the leading cleric of Erevan Ilesere in Silverymoon and Everlund and master of the secret elven Rogues guild known as "The Rogues of the Laughing Twilight" in the same cities.

He is known throughout the city as "The Mischiefmaker of Silverymoon" but none know that he is also the leader of the elven thieves guild. Curudin is extremely handsome even in the eyes of other elves. He is quick, witty, clever, charming, intelligent, alluring and has a completely chaotic disposition on life. He is a hedonist in every sense of the word and thoroughly enjoys debauching others. He hardly ever has his eyes shut. Quick to laugh and even quicker to prank and trick everyone and anyone from the very powerful to the poor. He is very good in melee combat and has a tremendous amount of luck on his side. It is said by other elves who meet him that he is highly favored by his god Erevan, as his eyes gleam with otherworldly asymmetrical stars whenever he dons a sardonic grin or wry smile.

Curudin is the consummate trickster, and the perfect, living mortal example of mischief incarnate! Change and excitement are the spices of his life, and he is always trying to reinvent himself and others, playing pranks that both amuse and enlighten. He has been blessed a special and rare gift from Erevan Ilesere and is known as Trickster-Touched.

Curudin has never been caught at anything involving thievery, pranking, tricking, games, wenching, scouting, shadowing, hiding, etc... etc... He runs the Midnight Gambol of Erevan every month and invites all who happen upon it.

He is wild, mischievous, independent, and utterly unpredictable, playing pranks on others for the sheer joy of it, and can be found deep in sylvan glades among the fun-loving subjects of the Seelie Court.

In the city of Silverymoon and Everlund his guild of elven rogues steal only from other thieves and give back to the proper owners half of what was initially stolen from them. They run out of town those thieves, and will even fight other rogues who try to set up shop in the city. So far they have never failed.

He owns 3 taverns in Silverymoon. One is for elves only, another is for mixed crowds, and the last is a brothel which fronts as a winery.

Curudin is known by Alustriel Silverhand and others of high rank in the city, but leave him alone for the most part for his efforts to run out other thieves entering the city. His tricks and pranks on the other hand push all who encounter him to the very edge of sanity and reason... even becoming violent! But not a single person can point a finger directly at him for anything linking him to these pranks and tricks.

He is also a well known adventurer and hero in the northlands, having spent most his life so far in absolute danger and peril. He is never one to be scared or frightened and usually laughs in the place of fear. His career has a long list of very worthy accomplishments, including stealing from Fzoul Chembryl, Semmemmon, The Vampire manshoon, Storm Silverhand, Mintipur Moonsilver, Alustriel Silverhand, Mirt the Moneylender, and countless other kings, warlords and the like. All of them have never been able to catch him as of yet.

He is most famous, or infamous, for his risky and daring thefts of other churches, temples and faiths, including those of Bane, Shar, Tyr, Helm, Talona, Auril, Mask, Torm, Grazz't, Beshabba, Tymora and others.

Just recently (1374-75) he was hired by Khelben Arunsun and The Moonstars to go on a extremely difficult mission to sneak into Shade Enclave and steal a item of invaluable price and proportion from the city of Shade and its leaders. The mission was successful and the item was stolen and laid into the hands of Khelben, but not without its losses. Curudin, being a Divine deciple of Erevan Ilesere couldn't help but play a wicked deadly trick on Prince Clariburnus and Prince Yder before making his daring escape in which he lost his prized dice almost at the cost of his life!

And to add to all this... as well as he is known, he is also just as unknown it seems, and he prefers to keep it that way as long as possible. He is quick to laugh and has a very healthy sense of humor... sometimes light and frivolous, and other times dark and sardonic.

As of 1375 he has been seen moving between Silverymoon and Waterdeep, and has been spotted spending a great deal of time with Elaith "the serpent" Craulnober and Fox-at-Twilight as of late.

Last night, Khelben Arunsun, having seen them at the Hidden Dagger tavern, quietly said to himself that Elaith would do well to frequently check his belongings, and to never underestimate the chaotic power of a wicked Prank or Trick; Especially one performed by Curudin Ahmaquissar!!

Here's the guild members in short... "The Rogues of the laughing Twilight"

Curudin Ahmaquissar: Male Moon elf (stats above)

Laeirlefain Starleaf: Male Copper elf, Rogue 5/ Swashbuckler 8/ Combat Trickster 3

Mitzlevexven Leafbower: Male Moon elf, Rogue 5/ Wizard 5/ Magical Trickster 3

Azdeim Insilnarufen: Male Quickling (fey), Rogue 5/ Wizard 5/ Daggerspell mage 3

Seareghade Shimmerstar: Male Moon half elf, Illusionist 13/ Arcane Devotee 2 of Erevan Ilesere

Terrindill Shaelarra: Male Gold elf, Rogue 6/ Shadowdancer 6 (Shadow walker template)

Cepheus Nightsong: Male Star elf, Bard 16/ Uncanny Trickster 1

Shen-Shen Lhundlar: Female Gold half elf, Rogue 5/ Infiltrator 10

Quintillis Iliathor: Male Moon elf, Rogue 10/ Thief Acrobat 5/ Divine Seeker 2

Nym Nightsong: Male Star elf, Rogue 5/ Wizard 5/ Shadow Adept 5

Saffrathila Winterbough: Female Copper elf, Rogue 5/ Sorcerer 5/ Fortune's Friend 2

Zallathel Amarillis: Male Moon elf: Rogue 5/ Wizard 7/ Mage-killer 5

Filanelendil Winterbough: Male Copper elf: Rogue 7/ Tempest 5/ Temple Raider of Erevan Ilesere 3

Pheyloo Winterbough: Male Copper elf: Rogue 5/ Master Thrower 5/ Assassin 5

All are followers of Erevan Ilesere and are very devoted to each other, mischief and the city of Silverymoon and Everlund. Their pranks range anywhere from making livestock talk, giving a bad stench to someone, turning somebody the colors of Erevan, freezing the bath water of a noble while they were bathing, animating objects to dance and sing, subtly cutting the belt of a warrior so it falls when they reach for their weapon, turning a persons wine or ale into milk or sand, Altering the appearance of someone to look like a Satyr, casting a spell to make a Bard sound like a bugbear, etc... etc..

But also, they are called upon to search and locate ancient elven artifacts and treasures long lost before falling into the wrong hands. And if powerful elven artifacts do fall into the wrong hands then they are also called upon to act as elven assassins to search, find and destroy these wizards and sorcerers who would weild the ancient elven magic. But keep in mind, they do so their own way, on their own terms, for their own reasons, which always lead back to Erevan Ilesere, and the ways of his dogma.

As of early 1375 they are in the employment of Khelben Arunsun and working with the Moonstars towards major events soon to come in the year. They have found "The Shattering Swords of Coronal Ynloeth" along with his Bracer, as well as The ancient Dwarven weapon "Twinblades Alight"
#5

hanali-in-love

Jan 14, 2009 13:19:29
wow. Bonzai and GEV. you two did a awesome job. i really like and enjoy these characters. do you have any more?
#6

bonzai

Jan 15, 2009 14:27:21
Thank you! I don't have any other rogues off the top of my head, but be sure to check out the other NPC threads we and lord Karsus started up. Assassins of the Realms, Fighters of the Realms, Mages of the Realms, and Clerigy of the Realms.
#7

green_elven_vampire

Feb 10, 2009 20:57:58
I have several Rogues right now, but my gaming players have many themselves that are currently in play. If I ever find time outside of work I'll post a few of them. ;)
#8

green_elven_vampire

Jul 22, 2009 22:59:02
Does anyone else have a rogue or two they could offer this thread perhaps?

Thanls ;)
GEV
#9

fan-fan_dup

Jul 22, 2009 23:46:38
Can I do 3ed or is this boards limited to 4ed?
#10

ody_saraph_of_karsus

Jul 23, 2009 12:55:29
3e is most welcome but we ain't 4E haters here. here we are "troll free" ;)
#11

richard_k

Jul 24, 2009 6:53:50
Fimzam The Flasher.

A middle aged scally wag of a human who romps around the various drinking holes of Waterdeep, dressed in only a long coat and a smile. A bawdy song on his lips and a quick flick of coat (along as a well placed Enlarge spell) sends all the ladies in a scamper, some away, some closer.