NPC Closeup 12/26/2003


Maenoth, Agent of the Crown



Maenoth, the Scoundrel (Rogue 5)

Maenoth: Male human rogue 5; CR 5; Medium humanoid; HD 5d6+10; hp 27; Init +4; Spd 30 ft.; AC 17, touch 15, flat-footed 17; Base Atk +3; Grp +6; Atk +8 melee (1d6+4/19-20, +1 short sword) or +7 ranged (1d8/19-20, light crossbow); Full Atk +8 melee (1d6+4/19-20, +1 short sword) or +7 ranged (1d8/19-20, light crossbow); SA sneak attack +3d6; SQ evasion, trap sense +1, trapfinding, uncanny dodge; AL N; SV Fort +4, Ref +9, Will +3; Str 16, Dex 18, Con 15, Int 13, Wis 12, Cha 16. Height 5 ft. 9 in.

Skills and Feats: Balance +12, Bluff +11, Climb +11, Diplomacy +5, Disable Device +9, Escape Artist +12, Intimidate +5, Listen +9, Move Silently +12, Open Lock +12, Spot +9, Use Rope +12; Combat Expertise, Dodge, Weapon Finesse.

Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Maenoth takes no damage with a successful saving throw.

Trap Sense (Ex): Maenoth has a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps.

Trapfinding: Maenoth can use the Search skill to find traps with Search DCs higher than 20.

Uncanny Dodge (Ex): Maenoth can react to danger before his senses would normally allow him to even be aware of it. He retains his Dexterity bonus to AC regardless of being caught flat-footed or struck by an invisible attacker. He still loses any Dexterity bonus to AC if immobilized.

Languages: Common, Elven.

Possessions: Leather armor, +1short sword, three throwing daggers, light crossbow, 20 bolts, two potions of cure light wounds,ring of protection +1, cloak of resistance +1, two tanglefoot bags,one week's rations, 7 gp.

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