A funny looking fellow, even by Slums standards...


“If you do want a good teamster, I’d suggest talking to Jack. Funny looking fellow, even by Slums standards…He’ll do pretty much anything you ask him to and works cheap. Jack has a small shop right by the old Rope Guild. It’s about a block from the wall and about midway between the gates. Walk back down the road, hang a right at the old washer-woman’s place, then go about two blocks. You might want to make sure you go during daylight hours though, as that street is Dogripper territory.” — Ernst the Liverer

“Jack” (mongrelman dilettante bard/thief) runs a small shop in the Slums. He buys and sells used goods and hires himself out for all manner of odd jobs. At any given time there is a 20% chance that any specific piece of common equipment (excluding food) is available in his shop (only 1 of any specific item). Items cost 50% of the list price, but are clearly of poor quality (weapons break on a natural 1, armor breaks on a natural 20, tools impose a -2 penalty on checks). He can be taken on as a hireling on a per diem basis (he charges 5gp per day, plus 2 shares of non-magical goods found – for his shop, he leaves coins and magic items to the PCs).


Race: Mongrelman
Homeland: Phlan
Class: Thief / Bard
Kit: Dilettante
Alignment: Non-Lawful, Neutral
Religion: Meriadar
Level: 4th
Experience: 7075
Next Level: 10000
Max Level: 12th / 8th

Ability Scores:

Str 17 Stamina 18 +1 speed
Muscle 16 +1 damage
Dex 18 Aim 17 +2 ranged attacks
Balance 19
Con 14 Health 14
Fitness 13
Int 14 Reason 13
Knowledge 15
Wis 14 Intuition 14
Willpower 13
Cha 9 Leadership 16
Appearance 1


  • Initiative: +0
  • Surprise: +3
  • NPC Reaction: -7
  • Base Movement: 25-ft.

Combat Statistics:
Hit Points: 13
Armor Class: 19 (natural, Dex)
Base Attack Bonus: +1

  • Paralyzation/Poison/Death: 13
  • Rod/Staff/Wand: 14
  • Petrification/Polymorph: 12
  • Breath Weapon: 16
  • Spells: 15
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Razor 1 +2 1d4 1d6 2 melee silver
Drusus 1 +2 1d6+2 1d8+2 3 melee
Adalbold’s Hammer 1 +1 1d6+1 1d4+2 5 10 / 20 / 30 magic, returning

Thief Skills: (in armor)

PP 95% HS 58%
OL 55% HN 50%
F/RT 30% CW 95%
MS 85% RL 50%
LL 20%

Non-Weapon Proficiencies: General, Priest, Rogue, Warrior, Wizard, and Psionicist

Modern Languages (Common) 13 Animal Noises 12
Modern Languages (Thieves’ Cant) 13 Voice Mimicry 8
Modern Languages (Tharian) 13 Camouflage 13
Modern Languages (Cormanthan) 13 Heraldry 13
Modern Languages (Yip Yak) 7 Foraging 11
Modern Languages (Daraktan) 7 Looting 17
Reading/Writing (Common) 14 Etiquette 9
Reading/Writing (Dethek) 14 Singing 8
Musican Instrument (Pan Pipes) 16 Blacksmithing 12
Ancient History (Phlan) 12 Locksmithing 9
Local History (Phlan) 8 Armorer 6
Seamstress/Tailor 8 Carpentry 8
Gem Cutting 8 Awareness 7
Herbalism 6 Recharge 9
Appraising 7 Sabotage 6

Weapon Proficiencies:
Clubbing Weapons Group
Blades Broad Group

Special Powers:

  • A Mongrelman’s tough hide grants him +5 to his natural AC. As with all creatures with natural armor, this is superseded by (does not stack with) actual worn armor. Armor that grants an armor bonus of +5 or less grants a +1 bonus to the mongrelman’s AC (this does stack).
  • Spellcasters from Phlan can prepare an additional spell for each spell level available to them. These additional spells must come from the Abjuration school or the Protection priest sphere. This stacks with any bonus spells from high ability scores, specialization, or other sources.
  • As members of the upper class, dilettantes are well-treated by most commoners and minor nobles, and receive a +1 bonus on NPC reactions against such characters.
  • A dilettante whose class grants him the ability to cast spells (such as a wizard or bard), does not gain any additional ability to memorize spells. Instead he gains access to a school of magic normally outside his abilities (such as Abjuration for an Illusionist or Wild Magic for a mage or bard). Whenever attempting to cast a spell from this school, the dilettante must make a Reason. A failed check results in a failed spell. A natural 20 on the check results in a wild-magic surge.
  • Backstab: When attacking someone by surprise and from behind, a thief can improve his chance to successfully hit (+4 modifier for rear attack and negate the target’s shield and Dexterity bonuses) and greatly increase the amount of damage his blow causes (2x damage). To use this ability, the thief must be behind his victim and the victim must be unaware that the thief intends to attack him. If an enemy sees the thief, hears him approach from a blind side, or is warned by another, he is not caught unaware, and the backstab is handled like a normal attack (although bonuses for a rear attack still apply). Opponents in battle will often notice a thief trying to maneuver behind them—the first rule of fighting is to never turn your back on an enemy! However, someone who isn’t expecting to be attacked (a friend or ally, perhaps) can be caught unaware even if he knows the thief is behind him.
  • Influence Reactions: When performing for an audience, the bard can attempt to alter the mood of his listeners. Such an audience must not be attacking or preparing for an immediate attack. The bard must be singing, chanting, spinning a tale, reciting a powerful oratory, or playing a tune on an instrument with which he is proficient. The intended effect of the performance is determined by the bard’s player; he may want to make the audience friendlier or more hostile, for instance. After a length of time (1d10 rounds is suggested), all NPCs able to hear the performance (regardless of whether or not they are paying attention) must roll a saving throw vs. paralyzation. For small groups, roll individual saving throws. For large groups, the DM may split the audience into groups of ten or so and roll a separate saving throw for each group. There is a -1 penalty to the saving throw for every three levels of experience of the bard. Those failing the roll have their reactions adjusted one level (from friendly to indifferent, for example) in the desired direction (see NPC Reactions). Those whose saving throws succeed have their reactions adjusted one level in the direction opposite from that intended by the bard.
  • Rally Allies: To use this ability, the bard must know the nature of the upcoming combat. A bard can’t rally allies if there is no obvious opponent. Rallying allies is done is much the same manner as influencing reactions. The bard sings heroic songs or weaves inspiring tales about how his comrades will overcome their foes and win the day. Such heroic recitals always take at least three rounds, and the audience must be in close proximity to the bard for the effects to occur (within a 10-foot radius per level of the bard). When complete, all the affected allies automatically receive one of the following three benefits (as decided by the bard’s player): +1 to attack rolls, +1 to saving throws, or +2 to morale. The chosen effect lasts one round per level of the bard. The effects can be renewed by the bard, even during the same encounter, but combatants have to return to within the bard’s radius and listen to his tales for another three rounds. It is impossible to rally allies who are actively battling opponents.
  • Counter Song: Another powerful use of story, song, or tale when voiced by a bard is that of counter song. This is the intricate art of canceling the effects of hostile sound, whether it be songs, chants, wails, or even commands and suggestions from magical spells. In order to sing the proper counter song or chant the proper counter poem, a bard must concentrate intensely. He may perform no additional actions other than a slow (half speed) walk. If he is struck by an attack or fails a saving throw, his attempt is ruined. The exertion is such that only one counter song may be attempted per encounter or battle.
    Success of the counter song is realized only if the bard rolls a successful saving throw vs. spell. If this is successful, the hostile sounds have no effects within 30 feet of the bard. If the saving throw fails, the bard’s attempt is fruitless and the hostile sounds have their standard effects (applicable saving throws and other defenses still apply).
    Counter singing does not prevent hostile spellcasters from reading scrolls, using magical item command words, or casting spells (even spells with verbal components). Counter singing does prevent all other hostile sounds from functioning, including spell effects that require the caster to speak (e.g., command, quest, suggestion, tongues, etc.).
  • Legend Lore: One of the most useful abilities of the bard is his knowledge of famous magical items and uncanny knack for figuring out how they function. To perform legend lore, the bard must scrutinize the item closely. This does not necessarily require actually handling the item, but it must be fully visible to the bard.
    Scrutiny takes 1d10 rounds, after which a percentile roll is made. The bard has a 5% chance per level of knowing something about the item. The exact information revealed is up to the DM. The bard draws upon history, rumors, and clues based on the item’s construction to gain this information. Typical information revealed includes the item’s history, maker, name, and other less technical aspects. Information such as the number of pluses, exact command words, etc., are rarely learned. This type of specific information is left for spells, such as identify, commune, limited wish, and so on.


  • Mooneyes from Phlan are at -2 for encounters with Zhentilar, Red Plumes, or Mulman warriors.
  • Characters from the city-states have a lax attitude towards petty or non-violent crimes, being more concerned with the constant violence and calamity in the region. Thieves picking a Mooneye’s pocket gain a 10% bonus to their chance of success.
  • Any spell cast by a caster of the city-states that directly harms an opponent has a -1 penalty for every die rolled for damage (minimum 1 per die).
  • A dilettante prefers high quality equipment and fashionable clothes. Thus he always spends an extra 10% more than the listed price for everything he buys. He pays this additional amount even for items not actually worth the additional cost. Appearances must be maintained, after all.
  • Dilettantes suffer a -2 penalty on all morale checks and saving throws vs. fear, horror, or madness.
  • Because of their lack of ambition to study anything in depth, dilettantes may never spend any proficiency slots on improving non-weapon proficiencies and suffer a -1 penalty on all non-weapon proficiency checks.
  • A dilettante may never devote more than 5 discretionary points per level (or 10 points at 1st level) to any thief skill.
  • A dilettante may never specialize in weapons or fighting styles, regardless of his class.
  • Dilettantes suffer a -10% penalty to all earned experience, due to their lack of discipline or drive (this stacks with any modifiers for an exceptionally high or low Intuition score).
  • Dilettantes receive a -2 penalty on NPC reaction rolls from any serious artist or scholar, as these individuals are annoyed with the superfluous dabbling of the dilettante.

Bard Spells: as 4th-level Wizard

1st 2nd 3rd 4th 5th
2 + A 1 + A

Paths: Breaker’s Path, Genie’s Path, Jeweler’s Road, Wild Road


  • 1st level: Chromatic Orb, Elemental Burst, Hornung’s Guess, Nahal’s Reckless Dweomer, Patternweave, Protective Amulet [A], Scatterspray
  • 2nd level: Chaos Shield [A], Elemental Guide, Nystul’s Crystal Dagger, Shatter
  • Prepared Spells:
    • 1st: Chromatic Orb, Nahal’s Reckless Dweomer, Protective Amulet
    • 2nd: Chaos Shield, Elemental Guide

Thief Spells: as 4th-level Wizard

2 + A

Paths: Artificer’s Path, Apprentice’s Path, Locksmith’s Path, Path of Spiders


  • 1st level: Alarm [A], Cantrip [A], Compass, Conjure Spell Component, Detect Magic, Hold Portal , Mending , Protection from Vermin [A], Read Magic, Spider Climb, Spidereyes, Wizard Mark
  • Prepared Spells:
    • 1st: Alarm, Mending, Spidereyes

Advancement Notes

Armor Allowed:

  • Chainmail or lighter armor. No shields.

Weapons Allowed:

  • Any weapons.
  • Each time the thief rises a level in experience, the player receives another 30 points to distribute.
  • Each time the Bard advances a level, he receives an additional 15 points to distribute.
  • All mongrelmen, regardless of class, can Pick Pockets. They receive a 5% bonus in Pick Pockets for every level above 5th.
  • A dilettante may buy two non-weapon proficiencies for the price of one. By spending half the normal number of slots (half-slots are allowed), he learns the proficiency but gains only half the normal proficiency score.
  • Dilettantes gain the ability to cast one 1st-level wizard spell for every two Thief levels he gains (round down). He learns paths as a rogue, but does not automatically gain access to any paths (he must find a spellbook or find someone to teach him). Since the dilettante does not fully understand the magical forces he sumons, he must make a Reason check every time he attempts to cast a spell. A failed check results in a failed spell. A natural 20 on the check results in a wild-magic surge.
  • Being something of a warrior, a bard can build a stronghold and attract followers upon reaching 9th level. The bard attracts 10d6 0th-level soldiers into his service. They arrive over a period of time, but they are not automatically replaced if lost in battle. Of course, a bard can build a stronghold any time, but no followers arrive until he reaches 9th level.
  • Upon reaching 10th level, a bard can attempt to use magical devices of written nature-scrolls, books, etc. However, his understanding of magic is imperfect (although better than that of a thief), so there is a 15% chance that any written item he uses is read incorrectly. When this happens, the magical power works the opposite of what is intended, generally to the detriment of the bard or his friends.
  • Once a thief reaches 10th level, his reputation is such that he can attract followers — either a gang of scoundrels and scalawags or a group of scouts eager to learn from a reputed master. The thief attracts 4d6 of these fellows. They are generally loyal to him, but a wise thief is always suspicious of his comrades.


  • Mantle of Mist (cast Fog Cloud 3/day)
  • Thieving Helmet
  • Laceleather Pantaloons
  • Elf Shoes
  • Blue Tunic & Black Vest
  • Money Belt
  • Fullcloth
  • Scabbard
  • Bracers (+1 AC vs. 1 attack)
  • Silver Razor Ring
  • Drusus
  • Adalbold’s Hammer
  • Fine Silver Razor (+1 att)
  • 4 Large Belt Pouches
    • Lock Picks
    • 3 Diamonds (50gp each)
    • Wand of Polymorphing (29 charges, as the polymorph other spell)
    • 1 vial of Rosemary (cures 2d4 hit points and grants protection from evil for 1 minute)
    • Bandages (50 yards)
    • 2 bags of Caltrops
    • 2 Cigars
    • 6 Large Sacks (empty)
    • Thieving Powder & Rosin (10 doses)
    • 2 flasks Sleep Gas
    • 2 Flash-Powder Grenades
    • Armor Repair Kit
    • Half-Gallon Canteen
    • Survival kit
    • Mess Kit
    • Pan Pipes

Coins: 2pp, 1gp, 4sp, 4cp


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