Irda racial traits, evasion, improved uncanny dodge, sneak attack +5d6, trapfinding, trap sense +3, uncanny dodge.
Appraise +8, Balance +8, Climb +9, Decipher Script +8, Disable Device +9, Disguise +10, Gather Information +12, Hide +13, Knowledge (Arcana) +6, Knowledge (History) +8, Listen +12, Move Silently +13, Open Lock +15, Peform (Song) +9, Profession (Mercenary) +5, Search +10, Sleight of Hand +10, Spot +12, Use Magic Device +8, Survival +6.
ListAlertness, Exotic Weapon Proficiency (bolas), Investigator, Urban Tracking*.
High Ogre, Common, Dwarven, Elven, Solamnic.
Melee +8/+3 (1d6+2/19-20, +1 shortsword)
Dagger, disguise kit, leather armor, masterwork thieve's tools, medallion of thoughts, bolas, +1 shortsword, explorer's outfit, other sundry items.
In his natural form, Nerrinth appears as a tall and slender blue-skinned irda with silver hair and eyes. His long hair is pulled back in a braid which reveals placid, patrician features and a warm smile. Nerrinth wears a short, gray tunic of fine linen over oiled leather armor and soft trousers that allow for ease of movement. He is quiet and cautious, but possesses a wry sense of humor. Only Nerrinth's most trusted friends know his true identity.
Over the years, Nerrinth has cultivated several other personas using his natural talent for shapeshifting. Halinath is a serious and reserved, but exquisitely handsome, Qualinesti scholar with blue eyes and flowing blond hair. Voda, an aging Neidar covered in scars, is a relaxed joker. The last persona is a surly Solamnic warrior named Timik with common features, light brown hair, and green eyes.
Nerrinth was raised in an isolated irda community and trained from his youth to retrieve knowledge and relics of historical importance to his people. He is extremely curious about the wider world and desires to explore the length and breadth of Krynn. Once a year, Nerrinth meets with a courier who reports back to the community with any important information or artifacts he has discovered in his travels.
In order to make a living, Nerrinth occasionaly hires as a bounty hunter specializing in the recovery of stolen goods. He also acts as a vigilante, using his natural talents and skill to battle the corruption that pervades all levels of Ansalonian society. As he was trained in reconnaisance and retrieval, Nerrinth prefers to gather information and turn it over to the proper authorities rather than fighting. When such authorities do not exist, or are corrupt themselves, then he takes matters into his own hands.
In Your Campaign:
Nerrinth can be used in any era of play as friendly competition to player characters attempting to recover a magic item, as a mysterious benefactor interested in lost lore, or as a close ally interested in thwarting the forces of evil and corruption. In the Age of Mortals, Nerrinth may ask the heroes to travel with him to the little-known island beyond Ansalon where his kindred cracked the Graygem and released Chaos. Their mission might be to recover ancient relics of irda culture or even to be the advanced scout for a group of irda pilgrims, though whatever the mission Nerrinth will try to keep his true identity a secret.
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