Speed 20 ft.
Melee kukri +4 (1d3/18-20×2)
Special Attacks sneak attack +1d6
The phoney orphan orders his minions to attack, then moves to open a nearby door to yell out an alarm and let his allies enter the fray. He prefers to use his kukri in a real fight against intruders. If reduced to 4 hit points or less, he attempts to flee. If caught, he begs for his life and promises to tell the PCs everything they want to know.
Str 11, Dex 15, Con 14, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +0; CMD 12
Feats Martial Weapon Proficiency (kukri), Weapon FinesseB
Skills Appraise + 4, Bluff +5, Climb +3, Disguise +5, Escape Artist +6, Intimidate +5, Knowledge (Local) +5, Perception +7, Sleight of Hand +6, Stealth +14
Languages Common, Gnome, Sylvan
SQ trapfinding, evasion, rogue talent (finesse rogue)
Combat Gear kukri, studded leather, disguise kit, key to cabinet