Realms Personalities : Artemis Entreri
Male human Rog4/Rgr1/Ftrl2/Asn1: CR 18; Medium-size humanoid (human); HD 4d6+8 plus 1d10+2 plus 12d10+24 plus 1d6+2; hp 121; Init +9; Spd 30 ft.; AC 22 (touch 18, flat-footed 22); Atk +20/+15/+10/+5 melee (1d8+7/17-20 plus wounding, +3 longsword of wounding) and +21/+16 melee (1d4+7/17-20, +4 defending dagger) SA Death attack (Fort DC 14), fight with two weapons, sneak attack +3d6; SQ Evasion, favored enemy (human +1), locate traps, poison use, uncanny dodge (Dex bonus to AC); AL LE; SV Fort +13, Ref +15, Will +2; Str 14, Dex 20, Con 15, Int 16, Wis 16, Cha 13. Height 5 ft. 5 in.
Skills and feats: Balance +14, Bluff +6, Climb +12, Decipher Script +6, Diplomacy +5, Disable Device +5 Disguise +9, Escape Artist +8, Forgery +6, Gather Information +4, Handle Animal +6, Hide +13, Intimidate +6, Intuit Direction +6, Jump +12, Knowledge(Sword Coast local) +6, Listen +8, Move Silently +13, Open Lock +10, Pick Pocket +13, Read Lips +6, Ride (horse) +11, Search, +8, Sense Motive +8, Spot +8, Swim +7, Tumble +13, Use Magic Device +9, Use Rope +12, Wilderness Lore +7; Blind-Fight, Combat Reflexes, Dodge, Expertise, Improved Critical (dagger), Improved Critical (longsword), Improved Initiative, Improved Two-weapon Fighting, Mobility, Quick Draw, Spring Attack, Track, Weapon Focus (dagger); Weapon Focus (longsword), Weapon Specialization (dagger), Weapon Specialization (longsword).
Spells Prepared (1): 1st-detect poison.
Possessions: +1 longsword of wounding, +4 defending dagger, cloak of armor +4 (as bracers of armor), ring of protection +3, cloak of arachnida, periapt of health
Artemis Entreri was born in Memnon and spent his youth as a thief in Calimport. He has become one of the most accomplished thieves and assassins in all Faerûn, active all over (and under) the Sword Coast North. His determination, iron self-control, and natural agility make this small, wiry man dangerous. Artemis is a swift learner and always in control of himself. He may taunt foes (a favor tactic), but he never allows his emotions to hamper his cold, efficient professionalism.
Artemis is an expert swordsman and a cunning master of tact. He kills only when it's necessary, keeps himself in top physical form, and is always seeking to improve his martial skills. As he travels he learns the latest news and the little details of life everywhere Faerûn. He can perfectly impersonate a camel driver here and a life-long native of Baldur's Gate there. He doesn't forget faces a names - least of all those of his archenemy, the drow Dtizzt Do'Urden (against whom he's very closely matched.
Artemis is compact, carries not an ounce of fat, and has thick raven-black hair. Though he prefers to be clean-shaven, he always looks like he needs to shave. Above this heavy growth, eyes are lifeless. They mirror his empty existence - beyond satisfaction at tasks well done, Artemis seems to derive no pleasure from life.