Fadil ibn-Kazar
Defense
AC: 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
HP: 21 (4d8)
Fort: +1 Ref: +7 Will: +2
Defensive Abilities: evasion, trap sense +1, uncanny dodge
Offense
Speed: 30 ft.
Melee: mwk dagger +7 (1d4-1/19–20)
Ranged: mwk light crossbow +7 (1d8/19–20)
Special Attacks: sneak attack +2d6
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
SQ: rogue talents (finesse rogue, slow reactions), trapfinding +2
Languages: Common, Elven, Gnoll, Gnome, Halfling, Kelish, Osiriani, Varisian
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 pesh, if it is legal to carry)
Description
Male human rogue 4
Before Combat: Fadil 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, Fadil tries to feint the opponent who looks physically strongest and then disable him with a sneak attack. Fadil knows he cannot take many direct hits, so he fights defensively whenever attacking.
Morale: Fadil runs at the first opportunity unless it means abandoning his product. He tries his best to negotiate if his pesh is 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.
Those acquainted with Fadil ibn-Kazar know him as the leader of a ragtag group of four—a beggar, a pesh addict, a pickpocket, and a thug—who specialize in keeping far away from the law while delivering pesh to Fadil’s buyers. As these followers go about their business, they also keep their ears and eyes open. Fadil’s main trade is pesh, but he also does a modest business in information and has a reputation for protecting his clients’ privacy and maintaining discretion. His small operation garners some respect on the streets of Katapesh, and the criminal element knows that the steadfast loyalty of Fadil’s followers make it impossible to infiltrate his gang.
There is a good reason for the loyalty Fadil generates: in truth, he has no followers. Every member of his gang is Fadil himself in disguise; he uses greasepaints and old clothes, a natural talent at quickchange, and his wide familiarity with language to enact each of his personalities. Fadil has created and discarded personalities other than his current four in the past; no one so far seems to have noticed his unique method of running his business.
Everyone knows Fadil won’t hire women. He affects prejudice against females trying to run a business, but in reality he professes this attitude because he doubts his ability to authentically impersonate a woman. If he acquired a magical disguise (such as a hat of disguise), it would allow him to pretend to be almost anyone and “expand” his gang to include many more people—men, women, even other races such as dwarves, elves, and gnolls.
Fadil hopes that by using alternate identities to peddle his pesh and gather information, he creates the illusion of a larger and more powerful organization but eliminates the risk of followers turning on him or selling him out. In his true form, Fadil is a slender, olive-skinned man who favors bright caftans. He keeps his head shaved and has a weakness for turquoise jewelry. His current alter egos are Hassfa, a brutish, bearded thug who grunts his replies; Khalid, a jittery pesh addict; Moukish, a talkative beggar; and Seef, a wiry pickpocket.
Boon: Fadil can provide pesh, even in places where it is illegal, to those he trusts (though he still charges full price). He knows the ins and outs of the law in many countries and may be on hand to bail out—or break out—imprisoned characters, especially if they have information or abilities he may find useful. He can also introduce a PC to a practitioner of pesh magic (see Pathfinder Chronicles: Dark Markets, A Guide to Katapesh).
Source: NPC Guide, p. 15
