Mediogalti Island: Vernai Negotiator
Defense
AC: 11, touch 11, flat-footed 10 (+1 Dex)
HP: 14 (4d8–4)
Fort: –1 Ref: +4 Will: +5
Defensive Abilities: evasion
Offense
Speed: 30 ft.
Melee: mwk dagger +3 (1d4) or improvised weapon +2 (varies)
Special Attacks: sneak attack +1d6
Spell-Like Abilities: (CL 2nd; concentration +4) 3/day—detect poison
Statistics
Str: 10 Dex: 12 Con: 8 Int: 14 Wis: 14 Cha: 17
Base Atk: +2 CMB: +2 CMD: 14
Feats: Alertness, Catch Off-Guard, Persuasive
Skills: Appraise +8, Bluff +10, Diplomacy +12, Disguise +10, Heal +6, Intimidate +12, Knowledge (arcana) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +9, Knowledge (nobility) +6, Knowledge (religion) +6, Linguistics +9, Perception +11, Profession (negotiator) +6, Sense Motive +11
SQ: rogue talent (minor magic), trapfinding +1
Languages: Common, Dwarven, Elven, Infernal, Kelish, Osiriani, Polyglot
Gear: masterwork dagger, courtier’s outfit, parchment and quills, Red Mantis signet ring, sealing wax
Description
Human expert 2/rogue 2
Not every disciple of Achaekek or denizen of Mediogalti kills for her god. Some serve as go-betweens and mediators, every bit as cold as their masked kin. The representatives of the Vernai have a keen gift for reading others and dabble in every facet of knowledge. In addition to brokering Mantis services, they often serve as a neutral third party to settle disputes. Fear of the Red Mantis ensures their safety and enforces their decisions, even in the most hostile territory.
Source: NPC Guide, p. 45
