Ambrose "Fishguts" Kroop

Ambrose “Fishguts” Kroop CR 2
XP 600
Male middle-aged human rogue 3
N Medium humanoid (human)
Init +2; Senses Perception +3
DEFENSE
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 20 (3d8+3)
Fort +3, Ref +5, Will +0
Defensive Abilities evasion, trap sense +1
OFFENSE
Speed 30 ft.
Melee dagger +3 (1d4+1/19–20) or
frying pan +3 (1d6+1)
Ranged dagger +4 (1d4+1/19–20)
Special Attacks sneak attack +2d6
TACTICS
During Combat Kroop is no fighter, and prefers attacking
opponents from behind, preferably with a sneak attack,
rather than facing foes in a fair fight.
Morale When the odds are against him, Kroop fights like a
cornered dog. He feels he has nothing to lose, and rarely
backs down. If protecting a friend, he is fiercely brave, and
fights to the death.
STATISTICS
Str 13, Dex 14, Con 11, Int 14, Wis 9, Cha 13
Base Atk +2; CMB +3; CMD 15
Feats Catch Off-Guard, Great Fortitude, Skill Focus
(Profession [cook])
Skills Appraise +6, Bluff +7, Climb +5, Diplomacy +7, Disable
Device +6, Intimidate +7, Knowledge (local) +8, Perception
+3, Perform (oratory) +7, Profession (cook) +8, Profession
(sailor) +5, Sense Motive +5, Sleight of Hand +8, Stealth +6,
Swim +5
Languages Common, Orc, Polyglot
SQ rogue talents (resiliency), trapfinding +1
Other Gear padded armor, daggers (4), frying pan (improvised
club), steadfast grapple (see page 59), bottle of rum, chicken,
clay mugs (2), gold earring worth 5 gp

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