I imagine that somewhere somebody has asked the question, “what does Mike play when he gets to sit down in a role other than GM?”

It’s a good question and in answering it, I may have something worth adding to your game!

Every week or so I’ll be posting one of my characters—Farrak the naked half orc sorcerer devotee to a dead god, Befev the sheep rider, Olllld Man, etc.—and we’re going to start off with ROGUE DOOR and his erstwhile companion, PROFESSOR RATWICKET (following up with ELITE ROGUE DOOR next time for you high level rollers out there).


WARNING: As per usual, there’s a level of levity and whimsy to this character. Use with caution! Rogue Door is ultimately a support PC meant to increase the effectiveness (usually via stealthiness) of more seasoned adventurers and if you put him into the front line of combat, he is very likely to die.


Rogue Door

When something needs to be professionally hidden, there’s no name in the halls of thievery more trusted (or distrusted) than ROGUE DOOR.

Form-trapped mimic unchained rogue 3/sorcerer 1
CG Medium aberration (shapechanger)
Init +3; Senses darkvision 60 ft.; Perception +8

AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 28 (3d8+1d6+8)
Fort +4, Ref +6, Will +4
Defensive Abilities danger sense +1, evasion; Immune acid

Speed 10 ft.
Melee slam +5 (1d8+4 plus adhesive) or mwk dagger +6 (1d4+4, Crit 19-20/x2)
Ranged hand crossbow +5 (1d4, Crit 19-20/x2, Range 20 ft.) or mwk dagger +6 (1d4+2, Crit 19-20/x2, Range 10 ft.)
Special Attacks sneak attack +2d6
Sorcerer Spells Known (CL 1st; concentration +3)
     1st (5/day)—magic missile (1d4+1), ventriloquism
     0th—acid splash, detect magic, mage hand, message

Before Combat ROGUE DOOR hides professionally.
During Combat ROGUE DOOR opens a portal to pain for his opponents with sneak attack slams, attempting to only fight in places with many doors.
Morale ROGUE DOOR strikes swiftly but doesn’t often stay for a prolonged combat.

Str 12, Dex 16, Con 12, Int 12, Wis 12, Cha 14
Base Atk +2; CMB +3; CMD 16 (11 vs. steal)
Feats AlertnessB, Deceitful, Eschew MaterialsB, Extra Rogue Talent, Weapon FinesseB
Skills Acrobatics +10, Bluff +11, Disable Device +7, Disguise +11 (+31 to disguise as a door), Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (history) +5, Knowledge (local) +5, Linguistics +5, Perception +8, Perform (entrance, ventriloquism) +7, Sense Motive +7, Sleight of Hand +7, Stealth +10, Swim +5, Use Magic Device +6; Racial Modifiers +20 disguise when mimicking objects
Languages Common, Halfling, Undercommon
SQ bloodline power (arcane bond: familiar [Professor Ratwicket]), cantrips, finesse training (natural), rogue talent (camouflage, fast stealth), trapfinding +1
Combat Gear potion of cure light wounds (6), potion of expeditious retreat (10) potion of magic fang (3), potion of stone fist (2), potion of touch of the sea (2), acid flask (5), alchemist’s fire (3); Other Gear +1 glamered chain shirt, mwk dagger, mwk hand crossbow (30 bolts), grappling hook, rope (200 ft. silk), sacks (3), 342 gold

Adhesive (Ex) A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 13 Reflex save. A successful DC 13 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based.

Pinned Items (Su) Fewer slots, still restricted by location on “body”, easier to steal (-5 CMD).


N Tiny animal
Init +2; Senses low-light vision, scent; Perception +3

AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 14 (4d8; ½ master’s hp)
Fort +2, Ref +5, Will +4
Defensive Abilities improved evasion

Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +5 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2
Base Atk +1; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
Skills Climb +10, Perform (entrance) -4, Stealth +18, Swim +10; Racial Modifiers +4 Stealth
SQ empathic link, share spells
Gear tophat, monocle, and cane mimic-adhesive stuck to head, around eye, and in “hand”


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