CLOYER BULSE THE MAGSMAN CR 16

Male human rogue 16

N Medium humanoid (human)

Init +7; Senses darkvision 60 ft. (goggles of night); Listen +11, Spot +16

Languages Common, Dwarven, Giant, Goblin, Orc

AC 26 (+7 Dex, +4 armor, +2 shield, +3 deflection), touch 20, flat-footed 26; Dodge, Mobility, improved uncanny dodge; major cloak of displacement

hp 90 (16 HD)

Resist improved evasion, trap sense +5

Fort +7, Ref +17, Will +6

Speed 30 ft. (6 squares)

Melee +2 deadly precision adamantine short sword +22/+17/+12 (1d6+3/19-20)

Ranged shortbow [mwk arrows] +20/+15/+10 (1d6/x3)

Base Atk +12; Grp +13

Atk Options Deft Strike (CAd), sneak attack +8d6 (+10d6 with deadly precision weapon)

Combat Gear 2 potions of cure moderate wounds, potion of cure serious wounds, 5 packets of dust of disappearance, 5 packets of dust of appearance

Abilities Str 12, Dex 24, Con 14, Int 15, Wis 12, Cha 16

SQ skill mastery (Disable Device, Hide, Move Silently, Spot, Tumble), trapfinding

Feats Combat Expertise, Deft Strike (CAd), Dodge, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (short sword)

Skills Appraise +10, Balance +17, Bluff +8, Climb +15, Decipher Script +7, Diplomacy +9, Disable Device +21*, Escape Artist +12, Gather Information +7, Hide +34*, Jump +17, Listen +11, Move Silently +28*, Open Lock +24, Search +21, Sleight of Hand +11, Speak Language (Goblin, Orc), Spot +16*, Swim +9, Tumble +24*

* Cloyer can take 10 when making a check with this skill, even if stress and distractions would normally prevent it.

Possessions combat gear plus +2 improved shadow leather, +2 deadly precision adamantine short sword, shortbow, 20 mwk arrows, ring of force shield, ring of protection +3, bag of holding III, boots of elvenkind, major cloak of displacement, gloves of dexterity +4, goggles of night, mwk thieves’         tools

 

Source: Dungeon Module G1-2-3: Against the Giants.