Pathfinder NPC: Sam Leary, Absalom Rogue

Sam Leary cases her next target for the evening in Absalom.
Image created by Rotten Ragamuffin, legalese at bottom of the page

I was born for the streets.  Most people think that it is some kind of horrible existence but you relate to it and learn the rules pretty quickly.  You learn them or you die trying anyway.  I was raised in a forest under traditional Elven parents.  That is before the raiders arrived and forced us from the forests well North of the island I find myself on now.  My father stayed and fought a pointless war that cost him his life and my mother was killed by soldiers as we fled through Cheliax.  I almost suffered the same fate as her but I was too swift on my feet for them.  I made my way to Absalom as that is where my Uncle on my mother’s side lived.  Stowing away in a Chelish vessel saw me on the docks of Absalom in no time.

I had no idea what my Uncle’s address was, nor really the civilised name that he had taken since entering the city.  I was young and naive to think that I would ever find him but I did try for over a year.  In this year I did not realise it but I was picking up all the skills that I required to live, and thrive on the streets.  I would steal my food from the market vendors, learn to spot the signs of a vacant house, I learnt the guards routines as well as the routines of the guild so that I knew where and when was safest to take a little here and there.  When I say learn, of course I got it wrong often.  The Guild would give me a beating and the guard would take me off the streets for a night, give me some broth and generally send me out again.

It was a little bit over a year that I realised that my search for my Uncle was fruitless.  The realisation came as I was investigating the town house of a possible candidate.  I had done all my work thoroughly and believed the influential elf to be out of the city.  I slipped in the third storey window and carefully made my way to his desk.  I found no letters to or from my mother and no sign that he was anything but an Absalom local counsellor with no major history.  As I moved toward the window to be free I heard a noise from the supposedly empty bedroom.  I moved to take a look, as one does and as I slowly opened the door to the room I found the good counsellor was indeed not on a trip to Katapesh as recorded but privately staying in his bed chambers with the honourable master of construction in the city.

I laughed at the folly and startled them.  This was an affair that both their wives would love to have known about and I had caught them with their pants down, literally!  They confused me for someone else, or believed that I was spying on them for someone else and they promised to keep me in coin if I did not mention this to anyone else.  Either that or grant me a few favours along the way.  It was that night that I started recording a journal and gave up on finding my Uncle.  What could he do for me now?  A little investigation here and there would allow me to slowly build up information I needed to make life in this town all that more easier.

I have almost filled my first journal with some scandalous stories.  High or low station in the city I have some details that would turn this town inside out.  I have more favours owing me than a sultan in a harem and I intend to make sure I use each just as frugally as I can.  If you know of anything that might help me find out a few more dirty little secrets, you come and see me.  I can more than likely help you out, no matter what you are after…

Sam Leary    CR 6
XP 2400
Female Elf Rogue (Investigator) 7
CG Medium humanoid (elf)
Init +8; Senses low-light vision; Perception +12


AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 22 (7d8-6)
Fort +1, Ref +8 (+2 bonus vs. traps), Will +2; +2 vs. enchantments
Defensive Abilities evasion, trap sense, uncanny dodge; Immune magic sleep; Resist elven immunities


Speed 20 ft.
Melee dagger +8 (1d4-1/19-20/×2) and
   sam’s claw +9 (1d6/19-20/×2) and
   sap +8 (1d6-1/×2)
Ranged light crossbow +8 (1d8/19-20/×2)
Special Attacks sneak attack +4d6


Str 8, Dex 16, Con 9, Int 16, Wis 10, Cha 14
Base Atk +5; CMB +4; CMD 15
Feats Experienced Vagabond, Improved Initiative, Stealthy, Sure Grasp, Weapon Finesse
Skills Acrobatics +7 (+3 jump), Appraise +11, Bluff +9, Climb +3, Disguise +11, Escape Artist +9, Knowledge (local) +12, Perception +12, Ride +0, Sense Motive +10, Sleight of Hand +7 (+9 to hide small objects on your person), Stealth +9, Swim +0, Use Magic Device +12; Racial Modifiers +2 Perception, follow up
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ elven magic, rogue talents (finesse rogue, ledge walker, stand up)
Combat Gear Potion of cure moderate wounds (2), Alchemist’s fire, Shard gel; Other Gear +1 Darkleaf Cloth Studded leather armor, Sam’s Claw, Crossbow bolts (20), Dagger (5), Light crossbow, Sap, Dust of tracelessness, Ioun stone (dusty rose prism, cracked), Sleeves of many garments, Blue book (Absalom), Breakaway chains, Chalk, Chalkboard, Chest, medium (4 @ 6 lbs), Compass, Ink, black, Inkpen, Journal, Lock, good, Perfume, common (10), Pickpocket’s outfit, Powder, Rogue’s kit, Silk rope, Torch, 2 PP, 8 SP, 7 CP

Special Abilities

Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities – Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Experienced Vagabond When dealing with criminals, vagabonds, unsavory characters, or other members of a country’s underclass, you gain a +1 bonus on Bluff, Gather Information, Knowledge (local), and Sense Motive checks. When traveling with at least one other person who h
Follow Up (Ex) Make two Gather Information checks in the time normally required for one.
Ledge Walker (Ex) No penalty to use Acrobatics to move full speed on narrow surfaces & not flat footed.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sleeves of many garments Transform current clothes into any non-magical new form.
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Stand Up (Ex) Stand up as a free action instead of a move action (but still provokes AoO).
Sure Grasp When climbing, roll twice and take the highest result
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

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