Atlas Rules Resources Adventures Stories FAQ Search Links
Hmm. Perhaps you would appreciate Bargle Stage II more. Here is Bargle as a bandit wizard.
Bargle, "The Infamous Bargle"
Chaotic Evil Male Human Rogue 3/Wizard 5
Medium-sized Humanoid (Human)
CR: 8, HD: 3d6 +5d4, HP: 22, spd: 30 ft, AC: 15, touch: 15, Flat-footed: 12, BAB: +4, Grapple: +3 , Attack or Full Attack: 1 Dagger +4, 1d6+1 Piercing, 1 Crossbow + 7, 1d8+1 Piercing, SA: Sneak Attack +2d6, spells SQ: Trapfinding, Evasion, Trap Sense: +1 SV Fort:+2, Dex: +7, Will: +4:, Str: 9, Dex: 17, Con: 10, Int: 19, Wis: 10, Cha: 15
Skills & Feats:
Appraise: +8, Bluff: +9, Decipher Script: +11, Craft: (Alchemy) +10, Escape Artist: +10, Disable Device: +10, Open Lock: +6, Intimidate: +10, Sleight of Hand: +10, Spellcraft: +11, Hide: +8, Knowledge (Local) +10, Knowledge (Arcana) +12, Profession (Herbalist) +8, Listen : +4, Move Silently: +7, Disguise: +10, Search:+9, Spot: +4, Forgery:+10, Survival: +3, Run, Deceitful, Scribe Scrolls, Persuasive, Leadership (7), Brew Potion
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. He does not usually wear any armour as this would interfere with his spells and/or ability to escape danger.
Arcane Spells Per Day: 0: 4, 1:4, 2: 3, 3:2
Save DC: 14 + Spell Level
0: Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1: Shield, Obscuring Mist, Identify, True Strike, Charm Person, Sleep, Magic Missile, Expeditious Retreat, Disguise Self
2: Arcane Lock, Obscure Object, Knock, Protection From Arrows, Mirror Image, Invisibility, Alter Self, Levitate, Spider Climb, Web,
3: Arcane Sight, Dispel Magic, Hold Person, Haste, Fireball, Fly
Bracers of Armour +1, Ring of Protection +1, Dagger +2, Crossbow +1 (20 Bolts), 2000 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.
Trap Sense (Ex): Bargle has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Summon Familiar: Bargle has not yet summoned his familiar.
Tactics: This is how I see Bargle at about the time he killed Aleena in the old introductory adventure to Original D&D. Now Bargle is packing some serious magical ability in addition to his Rogue skills and is beginning to feel his thirst for power growing, and has moved beyond petty larceny and intimidation. He has retained the services of a small force of goblins, and is planning on using them to plunder Threshold. The only difference in his tactics now is that he will use spells to disorient or soften up his opponents before he moves in for the kill with his Sneak Attack, and now he has goblins instead of his old gang. Bargle's deceptive abilities, backed up by his magic, are often extremely difficult to penetrate, thus accounting for why the Threshold authorities have not caught him yet. Bargle’s cohort is a 5th level goblin warrior whom he has befriended.
Quote: "You’re looking a little rough around the edges, my friends. Perhaps you need to Sleep…."