ARKUMIL DESPOT, the Master Thief

Male Human, 3rd-Level Fighter, 4th-Level Ranger, 8th-Level Rogue
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Hit Points

13 (+1)
17 (+3)
13 (+1)
15 (+2)
14 (+2)
15 (+2)

93

Fortitude Save
Reflex Save
Will Save
Alignment
Speed
Size

Melee Attack:
Ranged Attacks:

+13
+10
+6
TN
30ft
M (5'9")

+14/+9/+4
+16/+11/+6

Armor Class
Flat-footed AC
Touch AC

Initiative

14
10
14

+6

Skills: Animal Empathy +5, Appraise +6, Balance +7, Bluff +6, Climb +9, Craft (Leatherworking) +6, Decipher Script +6, Diplomacy +6, Disable Device +6, Disquise +5, Escape Artist +6, Forgery +5, Gather Information +9, Handle Animal +6, Heal +5, Hide +18, Innuendo +6, Intimidate +5, Intuit Direction +5, Jump +7, Knowledge, Nature +6, Listen +11, Move Silently +12, Open Lock +6, Perform +5, Pickpocket +5, Read Lips +4, Ride +8, Search +9, Sense Motive +4, Spot +6, Swim +2, Tumble +4, Use Rope +4, Wilderness Lore +7.
Feats: Combat Reflexes, Improved Initiative, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Mounted Combat, Quick Draw, Track, Weapon Finesse (Saber).
Languages: Common, Vridaran, Toomaran, Amaran.
Possessions: Arkumil bears a masterwork quality saber, as well as thieves' tools of remarkable design and build. He carries other items, as each contract dictates, and usually prepares quite well for any eventuality. His most remarkable prize is a Chre warhorse from the Toomaran plains named Yivano; the horse is well-trained and aids him in his contracts.
Documented Spell-Use: 1st-level: alarm, animal friendship, entangle, pass without trace, speak with animals.

Appearance: Arkumil is a human in his mid thirties, with light green, almost yellow eyes. His jet-black hair is swept back in a long braid that is often wrapped around his neck. The Master Thief's features and lack of facial hair hint at Toomaran and Vridaran ancestory. He dresses in tight, black leathers, with looser brown and green leathers over them. At his side is a beautifully crafted saber of dark ebonite, and he usually keeps several daggers hidden about his person.

Background: Arkumil Despot was born Prince Arkumil Thonala of the House of Turellia in Vridara. His father was the powerful duke of the House of Turellia, and his mother was the daughter of the Clan Chief of the Blooded Blade tribe of Toomara. Both the House of Turellia and the Blooded Blade tribe had powerful enemies, and when Arkumil was nine, he was kidnapped for ransom. His kidnappers received their ransom, and then escaped into the Mule Mountains with young Arkumil in the hopes of demanding more ransom. The boy escaped north into the tribes of the Amarans, where he was raised, and trained as a tracker, and then a thief, for raids and protection against the Vridaran Empire. During the War of the Undead, Arkumil began to do freelance master thieving, eventually shedding all of his loyalties to his three national homes.

Roleplaying Notes: Quick to laugh and quick to smile, Arkumil can be very disarming when he chooses to be. He finds all the world very humerous, but turns intently serious when one speaks of national politics or hippocracy among the ruling class. Though he knows he is a prince, he is chagrined by the fact, and shudders at the thought of assuming the title Duke of Turellia (not to mention, that he'd have to claim the title from his younger brother, whom he despises). Arkumil will take on any contract to retrieve or find anything or anyone. If he can't complete the contract, he'll return the money plus half, so he usually researches a contract very carefully before executing it. Arkumil refuses to be bribed, or take on conflicting contracts, and thus insures a somewhat loyal following among all potential buyers.

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