Characters

Jherek Oivos

CR: 5 XP: 1,600


NG Medium humanoid (human)


Init: +4 Senses: Perception +13


Defense

AC: 16, touch 16, flat-footed 11 (+1 deflection, +4 Dex, +1 dodge)


HP: 28 (6 HD; 4d8+2d6)


Fort: +0 Ref: +4 Will: +2


Defensive Abilities: evasion, trap sense +1, uncanny dodge


Offense

Speed: 30 ft.


Melee: mwk rapier +10 (1d6/18–20)


Ranged: mwk hand crossbow +9 (1d4/19–20)


Special Attacks: sneak attack +2d6, hand of the apprentice (5/day)


Spells Prepared: (CL 2nd; concentration +4) 1st—charm person (DC 13), magic missile 0 (at will)—detect magic, message, prestidigitation, read magic


Statistics

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


Base Atk: +4 CMB: +5 CMD: 19


Feats: Alertness, Dodge, Scribe Scroll, Spring Attack, Weapon Finesse, Weapon Focus (rapier)


Skills: Acrobatics +13, Bluff +10, Climb +5, Diplomacy +10, Disable Device +10, Disguise +10, Escape Artist +10, Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (local) +7, Perception +13, Sense Motive +9, Stealth +13


SQ: arcane bond (cat named Shingles), native Hermean, rogue talents (fast stealth, finesse rogue), trapfinding +2


Languages: Common, Draconic, Elven


Combat Gear: potions of cure light wounds (3)


Other Gear: masterwork hand crossbow with 20 bolts, masterwork rapier, daggers (2), ring of protection +1, backpack, blank invitations (3), masterwork thieves’ tools, pen and ink (1 vial), silk rope (50 ft.), spellbook, 450 gp


Description

Male human rogue 4/wizard 2

Before Combat: Jherek rejects the idea of a fair fight, and if he can’t talk his way out of combat using Diplomacy or charm person, he attempts to hide in order to surprise his opponents with a sneak attack.

During Combat: Though he enjoys a friendly duel as much as the next person, Jherek takes his mission too seriously to risk himself needlessly and uses spring attack to stay out of reach, sneak attacking surprised or flanked foes. Against nongood foes, his natural prejudice shows through, and he has no qualms about using lethal force against “inferior specimens.”

Morale: Jherek retreats if brought below 10 hit points, preferring to ambush his prey later.

Native Hermean (Ex) Generations of selective breeding have given natives of the island of Hermea numerous beneficial traits, making them shining examples of their races. A native Hermean PC uses the purchase method to determine ability scores and the high fantasy point allotment (see Pathfinder RPG Core Rulebook 15).

For more than 150 years, the gold dragon Mengkare has led the island nation of Hermea in the Glorious Endeavor, an attempt to perfect the human race via selective breeding in a closed utopian environment. In order to keep the population viable, the draconic ruler must constantly seek new blood, and to this end maintains a worldwide network of informants tasked with identifying heroes and savants worthy of inclusion in the grand experiment. Jherek Oivos is just such a scout, gifted with a silver tongue but preferring to rely on his keen eyes to evaluate candidates.

Born in Hermea, Jherek has trained most of his young life for his position, perfecting the arts of observation and blending into the background. Quick-witted and jovial, he has an easy time making friends and contacts in any nation, though his good-natured prejudice against the lowfunctioning individuals around him sometimes shows through if he’s not careful. A wanderer for several years, he’s shadowed numerous promising prospects but ultimately been let down each time. Soon it will be time for him to return to Hermea, and in his desperate desire to send a worthy candidate ahead of him, Jherek might decide the PCs are just the find he’s been searching for.

Jherek is a handsome man in his late twenties, though his easy grin makes him appear somewhat boyish. Beneath nondescript clothing of the local style, his frame is slender but well muscled, and he moves with an easy grace.

Boon: Jherek can employ his network of contacts to give allied PCs a +2 bonus on Diplomacy checks made to gather information in major cities, as long as they’re willing to wait a day to meet with his contact. He may also suddenly appear when the PCs are outnumbered in an urban fight (the better to “protect his investment”). Those who particularly impress him with their abilities might even gain an invitation to travel to Hermea and make their case to join the Glorious Endeavor.

Source: NPC Guide, p. 13