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NPC 33

Albert “the Quick” (Human Werecat Rogue/Fighter D&D 3.5 CR 9 )

Albert is a mass of ginger it’s difficult to see where his hair ends and beard begins it’s so unruly.  Hidden within the bearded face are two piercing yellow eyes, which hint at Albert’s alternate form. 5 years ago while burgling a house Albert was surprised by a large cat which gave him some nasty scratches and managed to bite him on the shoulder. Panicking Albert managed to escape out of the window. This was the start of Albert’s alternate identity “The Giant Ginger Tom” who, on several occasions, has been known to come to the aid of children in need .

Albert has a bit of a soft heart when it comes to street urchins, he will do what he can to help the kids survive the city. He has created an unofficial orphanage, teaching the children what he can to give them an edge. This mostly entails theft in one form or another. The elder children also lend a hand in teaching the gaps in Albert’s knowledge regarding criminal activities.

In his younger days Albert had been on several adventures, being an expert in trap detection and disarming he has gained experience in the underworld and crypts.

Name Albert “the Quick”
Human Werecat, Human Form CR 9
XP 6400
Chaotic Neutral Medium Humanoid
Rogue level 6 (skill points 90 ) Acrobat
Fighter level 2 (skill points 8 ) Fighter/Thief
Init +8; Senses Low-light Vision, Scent; Listen +6; Spot +13

DEFENSE

AC 20, Touch 14, flat footed 16 (+0 Leather, +0 Shield, none)
(+4 Dex, +4 Natural, +2 armor)
hp 45 (0d8+1d8+6d6+2d10+9);
Fort +8, Ref +11, Will +3

OFFENSE

Speed 40
Melee
Single Attack Dagger, punching +11 (1d4+2 X3)
or Dart +11 (1d4+2)
Full Attack
Dagger, punching +9/4 (1d4+2 X3)
Dagger, punching +9 (1d4+1 X3)
or Dart +11/6 (1d4+2) range 20
Space 5ft.; Reach 5ft.
Special Attacks
Sneak Attack Sneak attack at an extra (D6) 3

STATISTICS

Str 14, Dex 18, Con 12, Int 13, Wis 13, Chr 9
Base Attack 6 Grapple 8
Feats
Combat Reflexes: Dex mod additional attacks of opportunity,
Weapon Focus: +1 to attack rolls,
Armour Prof Heavy,
Armour Prof Light,
Armour Prof Medium,
Improved Initiative: +4 Initiative checks,
Martial Weap Prof,
Nimble Fingers: +2 Disable Device +2 Open locks,
Shield Proficiency: Can use shields,
Simple Weapon Proficiency,
Tower Shield Proficiency: Can use the tower shield and suffer only normal shield skill penalties,
Two-Weapon Fighting: Get extra attack at -2 to all attacks,
Weapon Finesse: Use Dex instead of Str for melee attack to hit,
Weapon Focus(Ranged): +1 attack rolls
Skills Balance 18, Climb 14, Disable Device 15, Escape Artist 8, Heal 1, Hide 9, Intimidate 5, Jump 21, Listen 6, Move Silently 8, Open Lock 10, Ride 4, Search 13, Sleight of Hand 4, Spot 13, Swim 4, Tumble 18, Use Rope 8
Languages Common

ECOLOGY

Environment Any
Organization Comapny 10-20, Band 30-100, Squad 4-8
Treasure Standard

SPECIAL ABILITIES

Evasion Reflex save no damage instead of 1/2
Trap Sense Reflex save and AC when dealing with traps bonus 2
Trapfinding Can find magical traps
Uncanny Dodge Retains Dex bonus if flat footed

MAGIC ITEMS (max value 12000)

Amulet of natural armour (+2) +2 Nat armour (8000gp)
Boots of striding and springing +5 jump +10 move (5500gp)

Total Value = 13500

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