All

Alchemist | Antipaladin | Arcanist | Barbarian | Bard | Bloodrager | Brawler | Cavalier | Cleric | Druid | Fighter | Gunslinger | Hunter | Inquisitor | Investigator | Magus | Monk | Ninja | Oracle | Paladin | Ranger | Rogue | Samurai | Shaman | Skald | Slayer | Sorcerer | Summoner | Swashbuckler | Warpriest | Witch | Wizard

Adept | Aristocrat | Commoner | Expert | Warrior


Dilettante

Dilettante CR 11

Source NPC Codex pg. 151
XP 12,800
Human rogue 12
N Medium humanoid (human)
Init +2; Senses Perception +20

Defense

AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, +1 dodge)
hp 57 (12d8)
Fort +6, Ref +12, Will +7
Defensive Abilities improved evasion, improved uncanny dodge, trap sense +4

Offense

Speed 30 ft.
Melee +1 frost dagger +12/+7 (1d4/19–20 plus 1d6 cold)
Ranged dagger +11 (1d4–1/19–20)
Special Attacks sneak attack +6d6
Spell-Like Abilities (CL 12th; concentration +16)
3/day—message
2/day—comprehend languages

Tactics

Before Combat The rogue uses his wand of mage armor.
During Combat If forced to fight, the rogue uses the disarm combat maneuver against his opponent’s weapon to defuse the situation.
Base Statistics Without mage armor, the rogue’s statistics are AC 14, touch 14, flat-footed 11.

Statistics

Str 8, Dex 14, Con 10, Int 18, Wis 12, Cha 17
Base Atk +9; CMB +8; CMD 22
Feats Alertness, Combat Expertise, Deceitful, Dodge, Greater Disarm, Improved Disarm, Weapon Finesse
Skills Acrobatics +17, Bluff +22, Diplomacy +18, Disable Device +19, Disguise +22, Knowledge (local) +19, Knowledge (nobility, religion) +16, Perception +20, Perform (dance, sing) +18, Sense Motive +20, Stealth +17, Use Magic Device +18
Languages Common, Dwarven, Elven, Gnome, Halfling
SQ rogue talents (improved evasion, major magic, minor magic, quick disable, slippery mind, trap spotter), trapfinding +6
Combat Gear potions of glibness (2), scrolls of tongues (2), wand of mage armor (20 charges); Other Gear +1 frost dagger, dagger, cloak of resistance +2, headband of alluring charisma +2, ring of protection +1, disguise kit, masterwork thieves’ tools, jewelry (worth 200 gp), 696 gp

The dilettante developed magical abilities, but eventually decided to avoid both the arcane and divine paths.

Neberton the Wise

Neberton could have been a spellcaster, but felt it required too much work. Instead, he uses his natural talents for trickery and altering his appearance to acquire money and shelter—and get company for his bed. He isn’t malicious, but feels no remorse for conning the rich and gullible.

Combat Encounters: Neberton avoids combat if at all possible. A duped ally might turn on him, a spurned lover may send a champion (such as a PC) to duel him, or he could whip a crowd of "believers" into a mob intent on protecting their "savior."

Roleplaying Suggestions: Neberton’s talents make him a good "face" for a group of PCs lacking adequate diplomacy. His many schemes in various cities give him valuable information on high and low society, including the means to infiltrate exclusive parties or find the secret ins and outs of castles and mansions.