Old Squint (3.5e NPC)

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Old Squint

CR 9

Male gnome bard 9
CN Small humanoid (gnome)
Init/Senses +1/low-light vision; Listen +2, Spot +0
Languages Common, Gnome, plus one or two more languages, speak with animals 1/day (burrowing mammal only, CL 1st)
AC 18, touch 13, flat-footed 17; +4 dodge against giants
(+1 size, +1 Dex, +1 natural, +2 armor, +2 shield, +1 deflection)
hp 50 (9 HD)
Fort/Ref/Will +5/+7/+6; +2 against illusions
Speed 20 ft. (4 squares)
Melee +1 ghost touch mithral dagger +9/+4 (1d3−1/19–20)
Ranged +1 ghost touch mithral dagger +9/+4 (1d3−1/19–20)
Base Atk/Grp +6/+0
Atk Options +1 against kobolds and goblinoids
Special Actions bardic music 9/day (inspire courage +2, fascinate 3 creatures, countersong, inspire competence, suggestion (DC 18), inspire greatness 1 ally)
Combat Gear caster's shield (divine water breathing), dust of tracelessness, handy haversack, hat of disguise, pipes of the sewers
Spells Known (CL 9th, 5% arcane spell failure chance):
3rd (3/day)—glibness, remove curse (DC 17), sculpt sound (DC 17)
2nd (4/day)—invisibility, locate object, suggestion (DC 16), tongues (DC 16)
Spell-Like Abilities (CL 1st):
1/day—dancing lights, ghost sound (DC 14), prestidigitation (DC 14), speak with animals (burrowing mammal only)
Abilities Str 7, Dex 13, Con 14, Int 14, Wis 10, Cha 18
SQ weapon familiarity, bardic knowledge +11
Feats Craft Wondrous Item, Negotiator, Stealthy, Weapon Finesse
Skills Appraise +14, Bluff +16, Decipher Script +10, Diplomacy +18, Disguise +6, Hide +15, Intimidate +6, Knowledge (dungeoneering) +10, Listen +2, Move Silently +11, Perform (oratory) +12, Sense Motive +10, Sleight of Hand +11
Possessions combat gear plus +1 ghost touch mithral dagger, amulet of natural armor +1, bracers of armor +2, cloak of charisma +2, goggles of minute seeing, ring of feather falling, ring of protection +1, mandolin, ring of climbing (not included in stats)
Weapon Familiarity (Ex) Old Squint may treat gnome hooked hammers as martial weapons rather than exotic weapons.


Few folks have been around the sewer longer than Old Squint, and no fewer have been in the Thieves' Guild longer. He runs the Guild store, which is not so much a location as an opportunity. He wanders about the sewers with the store on his back and its up to you to find him. He regularly moves the store all about the sewers. If you need him, the Guild always knows where to find him, if he wants to be found.

If you need to buy something questionable, the Guild Store is the place to go.

Back to Main Page3.5e HomebrewNPCsCR 9

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