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Zigmund is a CG galadine rogue 8. He is very interested in working with Hurnon the Woeful to create a free state of beastfolk. While Hurnon is interested in diplomacy and fighting direct battles with the surrounding human nations, Zigmund is more of a guerrilla fighter willing to do anything that is necessary. In fact, it is Zigmund who is responsible for Hurnon's "woeful" reputation. He sees Lulo as somewhat untrustworthy, but her magical abilities are indispensable.
Zigmund is very interested in working with Hurnon the Woeful to create a free state of beastfolk. While Hurnon is interested in diplomacy and fighting direct battles with the surrounding human nations, Zigmund is more of a guerrilla fighter willing to do anything that is necessary. In fact, it is Zigmund who is responsible for Hurnon's "woeful" reputation. He sees Lulo as somewhat untrustworthy, but her magical abilities are indispensable.
ZIGMUND CR 7
Male Galadine Rogue 8
LE Medium Humanoid
Init +6; Senses Low-Light Vision; Perception +12
DEFENSE
AC 18, touch 15, flat-footed 13 (+3 armor, +4 Dex, +1 dodge)
hp 40 (8d8)
Fort +3, Ref +11, Will +4
Defensive Abilities Evasion, To the Death, Improved Uncanny Dodge (Lv >=12), Pointy Teeth, Trap Sense +2
OFFENSE
Spd 30 ft.
Melee +1 Shortsword +11/+6 (1d6+3/19-20/x2) and
Bite (Galadine) +5 (1d3+1/20/x2) and
Masterwork Dagger +11/+6 (1d4+2/19-20/x2) and
Masterwork Javelin +11/+6 (1d6+2/20/x2) and
Masterwork Javelin +11/+6 (1d6+2/20/x2) and
Unarmed Strike +10/+5 (1d3+2/20/x2)
Special Attacks Sneak Attack +4d6
STATISTICS
Str 14, Dex 18, Con 10, Int 14, Wis 12, Cha 8
Base Atk +6; CMB +8; CMD 23
Feats Combat Reflexes (5 AoO/round), Dodge, Endurance, Mobility, Rogue Weapon Proficiencies, Weapon Finesse
Skills Acrobatics +15, Bluff -3, Climb +13, Craft: Traps +13, Disable Device +19, Escape Artist +15, Intimidate +10, Knowledge: Local +13, Perception +12, Sense Motive +3, Stealth +15, Survival +9, Use Magic Device +10
Languages Common, Sylvan
SQ Fast Stealth (Ex), Quick Disable (Ex), Surprise Attacks (Ex), Trapfinding +4
Combat Gear +1 Shortsword, Masterwork Dagger, Masterwork Javelin, Masterwork Javelin, Masterwork Studded Leather; Other Gear Alchemist's fire (flask) (2), Artisan's tools: Craft: Traps, Cloak of Resistance, +1, Potion of Cure Moderate Wounds, Potion of Invisibility, Smokestick, Sunrod, Thieves' tools, masterwork, Whistle, Signal
SPECIAL ABILITIES
Combat Reflexes (5 AoO/round) You may make up to 5 attacks of apportunity per round, and may make them while flat-footed.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Flexible (Ex) +2 racial bonus to Escape Artist.
Improved Uncanny Dodge (Lv >=12) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 12+.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC against some attacks of opportunity.
Pointy Teeth (Ex) Do 1d3 slashing damage in melee. Use BAB -5
Quick Disable (Ex) You can use the disable device ability to disable traps in half the normal time (minimum 1 round).
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Surprise Attacks (Ex) Opponents are always flat-footed against you in the surprise round.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +4 +4 to find or disable traps.
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Comments
A start :)
Close...
Not sure why his armor isn't being counted in his AC
-edit: figured it out now, never mind
Also not sure, given the racial special editing system, how to have custom racial traits automatically calculated into the stat block.
But, anyway, it's a start :)
CG? I say LE :)
Ack! My comments didn't stick.
Anyway, I was thinking that "willing to do anything that is necessary" doesn't seem like Good to me- more like Chaotic Neutral, or even Lawful Evil, depending on motivation.
I like the Lawful Evil option because I think it is interesting to have a protagonist NPC who is Evil - not knowingly so, of course, but he is committed to the cause (lawful) and willing to do anything to further it (evil). I like the idea that Zigmund makes people uncomfortable with some of the things he does. "Wow, Zig, that was really...effective."
I am also thinking toward setting up a future conflict between the three leaders of the Wild Ones. :)
The conflict was what I was
The conflict was what I was looking to capture with LG vs CG, so I guess it depends on how far he goes to get things done.
Well, as a group of 3, I like
Well, as a group of 3, I like the triad of a sort of idealist (Hurnon), a "realist" (Zigmund) and a pretender/opportunist (Lulo). How far - I vote for going pretty far. I like the idea of a "good guy" who makes players squirm from time to time, whose motives are good but whose methods go beyond what anyone would consider "good".