Characters

Dilettante

CR: 11 XP: 12,800


N Medium humanoid (human)


Init: +2 Senses: Perception +20


Defense

AC: 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, +1 dodge)


HP: 57 (12d8)


Fort: +6 Ref: +12 Will: +7


Defensive Abilities: improved evasion, improved uncanny dodge, trap sense +4


Offense

Speed: 30 ft.


Melee: +1 frost dagger +12/+7 (1d4/19–20 plus 1d6 cold)


Ranged: dagger +11 (1d4–1/19–20)


Special Attacks: sneak attack +6d6


Spell-Like Abilities: (CL 12th; concentration +16) 3/day—message 2/day—comprehend languages


Statistics

Str: 8 Dex: 14 Con: 10 Int: 18 Wis: 12 Cha: 17


Base Atk: +9 CMB: +8 CMD: 22


Feats: Alertness, Combat Expertise, Deceitful, Dodge, Greater Disarm, Improved Disarm, Weapon Finesse


Skills: Acrobatics +17, Bluff +22, Diplomacy +18, Disable Device +19, Disguise +22, Knowledge (local) +19, Knowledge (nobility, religion) +16, Perception +20, Perform (dance, sing) +18, Sense Motive +20, Stealth +17, Use Magic Device +18


SQ: rogue talents (improved evasion, major magic, minor magic, quick disable, slippery mind, trap spotter), trapfinding +6


Languages: Common, Dwarven, Elven, Gnome, Halfling


Combat Gear: potions of glibness (2), scrolls of tongues (2), wand of mage armor (20 charges)


Other Gear: +1 frost dagger, dagger, cloak of resistance +2, headband of alluring charisma +2, ring of protection +1, disguise kit, masterwork thieves’ tools, jewelry (worth 200 gp), 696 gp


Description

Human rogue 12

Before Combat: The rogue uses his wand of mage armor.

During Combat: If forced to fight, the rogue uses the disarm combat maneuver against his opponent’s weapon to defuse the situation.

Base Statistics: Without mage armor, the rogue’s statistics are AC 14, touch 14, flat-footed 11.

The dilettante developed magical abilities, but eventually decided to avoid both the arcane and divine paths.

Neberton the Wise: Neberton could have been a spellcaster, but felt it required too much work. Instead, he uses his natural talents for trickery and altering his appearance to acquire money and shelter—and get company for his bed. He isn’t malicious, but feels no remorse for conning the rich and gullible.

Combat Encounters: Neberton avoids combat if at all possible. A duped ally might turn on him, a spurned lover may send a champion (such as a PC) to duel him, or he could whip a crowd of "believers" into a mob intent on protecting their "savior."

Roleplaying Suggestions: Neberton’s talents make him a good "face" for a group of PCs lacking adequate diplomacy. His many schemes in various cities give him valuable information on high and low society, including the means to infiltrate exclusive parties or find the secret ins and outs of castles and mansions.

Source: NPC Codex, p. 151