Hall of Heroes
| Milo Bolger
|Abilities: Str 9, Dex 18, Con 10, Int 16, Wis 8, Cha 8|
|Initiative: +4||Speed: 20 ft. (4 squares)|
|Hit Dice: 3d6 (16 hp)|
|AC/tch/ff: 18/14/14 (+4 Dex, +3 Armor, +1 Size)|
|Saves: Fort +2, Ref +8, Will +1|
|BAB/Grapple: +2/-3||Space/Reach: 5 ft./5 ft.|
|Attack: Dagger +2 (1d3-1 19-20/x2)
or Shortbow +7 (1d4-1 20/x3) rng. 60ft.
|Special Attacks: Sneak Attack +2d6|
|Special Qualities: Evasion, Trapfinding, Trap Sense +1, +2 Moral Bonus on Saves vs. Fear|
|Skills: Balance +12, Climb +9, Craft (Poisonmaking) +9, Disable Device +13, Escape Artist +10, Hide +16, Listen +7, Move Silently +14, Open Lock +14, Search +9, Tumble +10|
|Feats: Nimble Fingers, Stealthy|
|Languages: Common, Dwarven, Elven, Gnome, Halfling|
|Gear: Shortbow, 40 Arrows, Dagger, MW Studded Leather, MW Thieves’ Tools, Small Steel Mirror, Silk Rope (30 ft), Mithral Grappling Hook, Climber’s Kit, 6 Sewing Needles, 5 Drow Poisons, Vial, Hand of the Mage, 9 gp; (26.5 lbs total)|
Milo Bolger has many talents, but social skills aren’t among them. For many years, he thought he was destined to live out his days alone. But one day, he stumbled upon an adventurer’s guild. While there, he discovered that his unenviable social graces weren’t so important because others needed him for the skills he did have. Even if his associates think he’s weird, they depend upon him.
Milo can gather information for the guild. He can enter places unobserved and has found that people don’t lock doors on rooftops and in tunnels as often as they should. And even when they do, it’s not a problem that Milo’s picks can’t solve. On occasion, Milo is asked to play a more active role. His targets never notice his paralyzing needle floating toward them.
|Siblings||None specified, let’s get some somewhere along the line.|