Snarg with his alter ego Jabroni

Snarg the Slick

Base Attack +6/1 HP
Talents Alterness; Decietful; Persuassive; Weapon Focus (Short Bow); Precise Shot; Point Blank; Evasion; Uncanny Dodge. 52
13 Strength +1 Armor
18 Agility +4 22
12 Constitution +1 Touch
18 Intelligence +5 16
10 Wisdom +0 Flat-Footed
16 Charisma +4 18
Saves Total Initiative 4
Fort Save – 3 Speed 30
Reflex Save – 12 Langauages
Will Save – 2 Goblin, Common, Dwarven, Elven, Gnome, Sign Language
Weapon Att Bonus Damage Crit Range Type Size
Short Bow +1 +12/7 1d6+1 3x 120 Piercing Small/Medium
Notes +1 Short Bow
Short Sword +7/+2 1d4+1 19-20 2x - Slashing Small
How he’s Slick Skill Mod Ability Mod Ranks Misc Mod
Appraise 10 5 5 0
Balance 10 4 6 0
Bluff 29 9 13 2
Climb 5 1 5 0
Decipher Script 11 4 7 0
Diplomacy 17 4 13 0
Disable Device 13 4 9 0
Disguise 17 4 11 2
Escape Artist 10 4 6 0
Forgery 13 5 6 2
Gather Information 14 4 10 0
Hide 17 4 9 4
Intimidate 13 4 8 2
Knowledge Local 8 4 4 0
Knowledge Architecture 5 0 2 0
Listen 8 0 6 2
Move Silently 17 4 9 4
Open Lock 14 4 10 0
Search 15 5 10 0
Sense Motive 10 0 10 0
Slieght of Hand 13 4 9 0
Spot 11 0 9 2
Tumble 11 4 7 0
Use Magic Device 10 3 7 0
Special Abilities Amount
Sneak Attack Bonus x5
Sideslip x1
Magic Items Description
Mask of Lies 5+ Bluff and no alignment detection (Always) and 3/day Disguise Self
Hood of Intellect +2 Intel
Cape of Charisma +2 Charisma

Soci al Recovery [Interacti on] You can talk your way out of a problem you talked yourself into. Prerequisite: Bluff 8 ranks, Diplomacy 5 ranks. Benefit: If your Diplomacy check to influence an NPC’s attitude fails, you can spend another full round talking to the NPC, then make a Bluff check with a –10 penalty. Use the result of this check in place of the Diplomacy check result, except that it can’t improve the NPC’s attitude by more than one step. Once you use this skill trick (successfully or not), you cannot use it against the same target again for 24 hours.

Assume Quirk [Interacti on] You can perfectly imitate a small habit or idiosyncrasy of a person you impersonate in order to throw off suspicion. Prerequisite: Disguise 5 ranks. Benefit: When impersonating a particular individual, you can eliminate the normal Spot bonus granted to a viewer familiar with that individual (PH 73). The effect extends to all viewers. Using this trick requires no special action, but you can maintain the deception for only 1 hour per day.

Second Imp ression [Interacti on] You can convince someone of your false identity even after your disguise fails. Prerequisite: Bluff 5 ranks, Disguise 5 ranks. Benefit: If an observer sees through your disguise with a successful Spot check, you can (as an immediate action) attempt a Bluff check to convince him that he’s mistaken. Use the observer’s Spot check result as the DC for your Bluff check; if you succeed, the observer ignores the evidence of his own senses in favor of what your disguise attempts to show. You must be aware of the observer’s discovery in order to use this trick; for example, you can’t use it against someone viewing you secretly, nor can you use it against someone who sees through your disguise but keeps that information secret. When in doubt, the DM should allow a character to use this trick if she has any reason to fear that her cover has been blown. You can use this trick only once per day, but its effect extends to all viewers within 30 feet of you. For example, you could attempt it against an entire patrol of guards confronting you just as effectively as against a single person. This trick doesn’t let you maintain a disguise that has been defeated by other means; for example, if your disguise self spell is penetrated by a true seeing spell, Second Impression won’t help.

Back on Your Feet [Movement] You can hop back to your feet instantly if you fall. Prerequisite: Tumble 12 ranks. Benefit: If you fall prone for any reason, you can stand up as an immediate action without provoking attacks of opportunity.

Snarg with his alter ego Jabroni

VillainsofCanton theplayer