Alby Amhlaoibh

 

alby

ALBY AMHLAOIBH (CR13)
XP 25,600
Male gnome sorcerer (fey) 5/rogue 5/arcane trickster 3
CN small humanoid (forest gnome)
Init +6; Senses low-light vision; Perception +11
DEFENSE
AC 21, touch 18, flat-footed 14 (+3 deflection, +2 Dex, +1 dodge, +1 insight, +3 natural, +1 size)
HP 93 (5d8+8d6+26)
Fort +5, Ref +9, Will +8; +2 vs illusion spells and spell-like abilities
OFFENSE
Speed 30 ft.
Melee +3 sap +9/+4 (1d4+2 nonlethal) or +1 shortsword +7/+2 (1d4, Crit 19-20/x2)
Ranged +9/+4
Special Attacks sneak attack +4d6
Sorcerer Spells Known (CL 8th; concentration +13)
0th—acid splash, arcane mark, detect magic, mage hand, mending, ray of frost, read magic, touch of fatigue
1st (8/day)—detect secret doors, identify, mage armor, obscuring mist, sleep; entangle
2nd (7/day)—knock, locate object, obscure object; hideous laughter
3rd (6/day)—deep slumber, ray of exhaustion; nondetection
4th (4/day)—greater invisibility (CL 9th)
Bloodline fey
Spell-Like Abilities (CL 8th; concentration +13)
1/day—dancing lights, ghost sound, prestidigitation, speak with animals
8/day—laughing touch (melee touch attack, target can only take a move action for 1 round)
STATISTICS
Str 8, Dex 14, Con 14, Int 14, Wis 12, Cha 20
Base Atk +6; CMB +6; CMD +18
Feats Combat Casting, Dodge, Greater Spell Penetration, Improved Initiative, Magical Aptitude, Maximise Spell, Spell Penetration; Eschew Materials
Skills Acrobatics +14, Appraise +9, Bluff +9, Craft (alchemy) +11, Disable Device +9, Escape Artist +9, Knowledge (arcana) +9, Knowledge (nature) +9, Perception +11, Sleight of Hand +9, Spellcraft +11, Stealth +14, Use Magic Item +11; Racial Bonuses +2 Craft (alchemy), +2 Perception
Languages Common, Gnome, Sylvan, Elven
SQ Cantrips, evasion, gnome traits, rogue talents (fast stealth, trap spotter), trapfinding, uncanny dodge, woodland stride
Gear +1 shortsword, +3 sap, amulet of natural armor +3, bag of holding (type II), boots of striding and springing, cloak of elvenkind, clear spindle ioun stone, dusty rose prism ioun stone, ring of mind shielding, ring of protection +3, 1d3+1 random potions, 1d6 random scrolls, 1d3 random wands
SPECIAL ABILITIES
Impromptu Sneak Attack (Ex) Once per day Alby can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).
Ranged Legerdemain (Su) Alby can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less.
TACTICS
Alby prefers the non-lethal approach for most larcenous encounters. He’ll never encounter the party whole, but tries to pick the PCs off individually. If given the opportunity, he strikes from ambush using greater invisibility to allow him to either pick pocket or fire off deep slumber or sleep, entangle and rays of exhaustion. If the opportunity presents itself against an unknowing target, he’s not afraid to use his magical sap to beat an opponent unconscious.

After casting detect magic he quickly removes any magical items from the subdued or unaware individuals before melting away into the distance. Paranoid about counter-theft, Alby’s recently “acquired” items are distributed amongst a number of different hoards in a wide number of locations, where they are hidden with the help of obscure object and non-detection spells.

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