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Enrell
Male elf rog 3/sor 1: CR 4; Medium humanoid (elf); Hit Dice 3d6 plus 1d4; 13 hp; Init +4; Spd 30ft. (6 squares); AC 14, touch 14, flat-footed 10; BAB/Grapple +2/+3 ; Atk +3 melee (1d4/19-20/x2, masterwork cold iron dagger) or +2 melee (1d4-1/19-20/x2, silver dagger) or +6 ranged (1d4/x2, sling); SA sneak attack +1d6; SQ +2 racial bonus to saves against enchantment spells or effects, +2 racial bonus to Listen, Spot, and Search checks, immunity to sleep spells and effects, low-light vision, racial weapon proficiencies, summon familiar, trapfinding; AL NE; SV Fort +1, Ref +7, Will +3; Abilities Str 10, Dex 18, Con 10, Int 14, Wis 10, Cha 14.
Skills and Feats: Listen +2, Search +7, Spot +2, Jump +11, Tumble +15, Sleight of Hand +16, Move Silently +9, Hide +9, Disguise +21, Bluff +12, Appraise +5, Gather Information +5, Knowledge (local) +3, Profession (Cook) +5, Open Lock +7, Disable Device +7, Concentration +2, Balance +6, Diplomacy +4, Intimidate +4; Acrobatic, Skill Focus (Sleight of Hand).
Spells Known (5/4; save DC 12 + spell level): 0thdetect magic, ghost sound, mage hand, open/close; 1stcolor spray, delay onset time.
Possessions: 47 pp, 3 gp, 6 sp, 8 cp, 2 potions of cure light wounds, 2 potions of pass without trace, 4 bags of caltrops, 10 bullets, backpack, belt pouch, disguise kit, entertainer’s outfit, hat of disguise, masterwork cold iron dagger, masterwork thieves’ tools, peasant’s outfit, potion of invisibility, potion of mage armor, sack (empty), silver dagger, sling, spell component pouch, whetstone.

History: Enrell never knew his parents, because he grew up an orphan in a small little village. From a very early age Enrell felt the need for attention, perhaps because he lacked any family to speak of, and would do anything to attract attention to himself. He grew up in an orphanage along with thirty-eight other boys and girls, but was always the butt of the others’ jokes. In the beginning he enjoyed it because it was attention and he did not care whether it was good or bad. But as he grew older but not bigger, and as new kids replaced the old, the teasing intensified.  Other kids were finding homes with families while he was left in the orphanage. His breaking point came the day several other orphans teased him about his elfish features. Enrell knew he wasn't physically as strong as the bullies, so he decided to retaliate without getting into a fight.

During his stay at the orphanage, Enrell had taken to cooking as something he could do, and something that the others didn't tease him much for doing. After the teasing pushed him over the edge, Enrell walked away like he had every other time he'd been teased. But this time he went directly to the kitchen and began to bake delicious looking muffins, but he added some rat poison he found in one of the cupboards. He left the muffins where those who had teased him would find them, and hid to watch their reactions. Unfortunately for Enrell, the headmaster came along before them and, noticing the muffins, picked one up and took a big bite before Enrell could react. He watched in horror as the headmaster sat down and ate all four muffins. Within a few minutes the headmaster had closed his eyes, never to open them again, and Enrell realized he had taken a life.

 He was mortified at what he had done, but after the initial shock wore off he realized he had power. The headmaster had been a man in his prime; Enrell had seen him chop an entire cord of wood without slowing down. But Enrell had extinguished this man's physical being. Not wishing to stick around to find out how he'd be punished, Enrell gathered his meager belongings and ran away. During his trip away from the orphanage and the small village he'd known as home, Enrell discovered the big city. He also discovered this new world wasn't kind to small children, and he ended up being rounded up by the local thieves’ guild for trying to steal from one of its top members. Enrell's audacity intrigued the man, who saw real talent in the boy. Taking Enrell under his wing as an apprentice, the man saw to it that Enrell had luxuries he never knew existed. Enrell swore he'd do whatever it took to keep those amenities.

How to Use Enrell in an Encounter: Since his induction into the thieves’ guild, Enrell has learned how to do a number of unscrupulous things, but his main talent seems to be filching goods from people under their very noses. He uses his cooking skills to make tasty treats, takes them to market, and then uses his charismatic charm to draw passersby to sample his morsels.  While they are distracted, he helps himself to their coin purses or any other valuable items that are on their persons. He always does this in disguise, sometimes using his newly-learned spell, delay onset time, to lace his goodies with a paralytic poison (such as oil of tagget, Dungeon Master’s Guide page 297) beforehand. If he suspects them of having significant wealth, he then follows them and waits for the poison to take effect.


Enrell is no real combatant, and he knows it. He's a thief, not a fighter, and relies heavily on his cunning to acquire what he needs. If combat breaks out while he is trying to lighten someone’s pockets, Enrell uses his tumbling skills to get himself out of melee, and then casts color spray, his only true offensive spell, in an attempt to subdue or distract his opponents long enough to escape. If all of his opponents drop unconscious, Enrell is likely to pause long enough to steal something of value from one of his unconscious foes. He prefers to use his cooking to deal with serious threats, since he can use any number of different poisons and disguises to poison someone. If cornered, he quaffs his potion of mage armor and defends himself with a dagger, but only as a last line of defense. When he runs away he typically rounds a corner and then drops a bag or two of caltrops to slow any pursuers. This buys him the time he needs to escape using a number of different methods, including but not limited to changing his appearance using his hat of disguise, using ghost sound to make it sounds like he is running in a different direction than he really is, hiding, quaffing one (or both) of his potions of pass without trace (especially if there is a muddy area in which he can utilize the potion's full potential), and last but not least drinking his potion of invisibility.


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