Every member of Huri's clan is expected to possess both technical and martial skills. Because he is smaller than the average dwarf, Huri fulfilled his military obligation by training as a tunnel scout. He learned to move silently through the caves around his home and to make sneak attacks from a hidden location. When not training, Huri worked as an apprentice locksmith. Huri excelled at opening locked doors and chests for owners who had lost their keys.
In order to improve upon his craft, Huri left the dwarven halls to learn about locks and traps built by other races. Adventuring suits Huri because it allows him to test his skills under stressful, dangerous conditions. He also doesn't mind the gems and gold that come along with the risk.
People who meet Huri find him to be kind and decent. Even though Huri is a Rogue, he's not a thief. Huri will never steal and prides himself on his honest and generous nature. In combat Huri will use his crossbow to strike from a distance. He will then close to melee and look for flank attacks with his short sword.
|Huri Keyfate, male dwarf Rog3; Medium humanoid (4’ 1”, 130 lbs); CR 3; HD 3d6+6; hp 15; Init +2; Spd 20 ft; AL NG; |
Armor: AC 14 (+2 leather armor, +2 dex), touch 12, flat-footed 12.
Attacks: Base Atk +2, Grp +3; Melee: Shortsword +3 (+2 BAB, +1 str) (d6+1, 19-20/x2); Ranged: Light crossbow +4 (+2 BAB, +2 dex) (d8, 19-20/x2).
Saves: Fort +3, Ref +5, Will +2.
Abilities: Str 13 (+1), Dex 14 (+2), Con 15 (+2), Int 15 (+2), Wis 12 (+1), Cha 9 (-1).
Languages: Common, Dwarven, Giant, Goblin.
Special Abilities: Darkvision, dwarven traits, Evasion, Sneak attack +2d6, Trapfinding, Trap Sense.
Skills and Feats: Appraise +8, Bluff +6, Decipher Script +7, Disable Device +10, Listen +7, Move Silently +8, Open Lock +12, Search +11, Spot +7, Use Magic Device +4; Skill Focus (open lock), Skill Focus (search).
Possessions: Shortsword, light crossbow, 12 bolts, backpack, iron rations, wineskin, thieves tools, blanket, antitoxin, Goggles of Minute Seeing, 3 x 20 gp gems, 30 gp.