by Clive Squire
Evasion, Immune to fear, Sneak Attack +2d6, Taunt, Trapfinding
Dodge, Skill Focus (hide)
Balance +6, Bluff +5, Climb +2, Concentration –4, Diplomacy +0, Disable Device +4, Escape Artist +8, Hide +19, Intimidate +0, Jump +2, Listen +5, Move Silently +13, Open Lock +10, Search +6, Sleight of Hand +14, Spot +7, Swim +2, Tumble +7.
Hoopak +3 melee (1d4) as quarterstaff or shortspear
2 tanglefoot bags, +2 leather armor, hoopak, 10 bullets, dagger, 1,200stl.
Like all true kender, Raph is innocent to the mayhem he causes when he investigates the world. He doesn't understand why people seem to get angry whenever he helps them out by unlocking their doors so they can get in their houses or picking up their belongings that they have dropped.
Raph looks much like a bright-eye, young human child. Only on a closer look can you see the kender's adult lean face. He has loose, reddish hair, which is unkempt (hence his name).
Originally for Hylo, Raph left to see the world when he entered his wanderlust. He traveled over much of western Ansalon before meeting up with Blister Nimblefingers in Solace.
Raph has stories, like all kender, of far away places and people, and will tell any of those who wish to listen (as well as all of those who don't want to know) about the time that he saw a tidal wave or the time he entered Darken Wood and searched for unicorns.
Heroes of Steel
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