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Here's Bargle, the bandit leader in his pre-wizard days. I got the idea to make him a rogue first because of the "pre-Crisis" history of Bargle that had him leading a gang of toughs before he stole a book of magic and embarked onto the path of the wizard. Also, I thought the Arcane Trickster prestige class artfully rendered the combination of magic, theft, and trickery that made our Bargle unique. So, without further ado, here is Bargle the Bandit.
Bargle, "The Infamous Bargle"
Chaotic Evil Male Human Rogue 2
Medium-sized Humanoid (Human)
CR: 2, HD: 2d6 , HP: 9 , spd: 30 ft, AC: 16, touch: 13, Flat-footed: 13, BAB: +1, Grapple: +0 , Attack or Full Attack: 1 Short Sword +0, 1d6-1 Piercing, Or 1 Hand crossbow +4, 1d4 Piercing, SA: Sneak Attack +1d6, SQ: Trapfinding, Evasion, SV Fort:+0, Dex: +6, Will: -1:, Str: 9, Dex: 17, Con: 10, Int: 18, Wis: 9, Cha: 15
Skills & Feats:
Appraise: +8, Bluff: +7, Decipher Script: +8, Escape Artist: +7, Disable Device: +7, Open Lock: +6, Intimidate: +7, Sleight of Hand: +7, Hide: +7, Knowledge (Local) +8, Listen : +3, Move Silently: +7, Disguise: +9, Search:+8, Spot: +3, Forgery:+10, Run, Deceitful
Weapon and Armour Proficiencies:
Bargle is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Bargle is proficient with light armour, but not with shields.
Masterwork Studded Leather, Short Sword, Hand Crossbow (10 bolts), dagger, 1,200 gp
Sneak Attack: If Bargle can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.
The rogue’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when Bargle flanks his target. Should Bargle score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, Bargle can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. Bargle can sneak attack only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. Bargle must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Bargle can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Bargle can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Tactics: This version of Bargle is a small-time con-man and thug, the leader of a gang of cutthroat youths. While he lacks the magical power he will one day have, Bargle at this stage in his career is no less vicious. The name "Bargle" may actually be a corruption of the word "burgle", which he has frequently been known to do. He is exceedingly proud of his reputation, and although he has not yet committed any major crimes, he is constantly working to top himself. If Bargle is given the opportunity to steal a baby's glass eye, you can be sure that both the opportunity and the eye will be taken. Bargle is fond of disguising himself as someone harmless and either stealing important and expensive items or luring people into the clutches of his gang. While the other boys are only 1st level commoners, they are as vicious and scheming as their leader. Bargle is wanted by the authorities in Specularum, but his facility with disguise and escape have thus far assured that he avoids capture. In a fight, Bargle will try to flank an opponent, in order to use his sneak attack to best advantage, but he will flee if the fight starts going badly, using his arts of Hide and Disguise to lose any pursuers that can keep up with him. He does not care about any of his gang members, but only about himself. He will gleefully kill or allow any of them to be captured if it serves his purposes.
Quote: "Give me all your money and I'll burn your house to the ground."