Lucy Svensdottir (3.5e NPC)

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Lucy Svensdottir

CR 6

Female human Rogue 6
LN Medium humanoid (human)
Init/Senses +4/Listen 0, Spot 0
AC 14, touch 14, flat-footed 14
(+4 Dex)
hp 23 (6 HD)
Fort/Ref/Will +2/+9/+2
Speed 30 ft. (6 squares)
Melee sap +4 (1d6 nonlethal damage) or
Melee masterwork alchemical silver dagger +5 (1d4/19–20)
Ranged masterwork alchemical silver dagger +9 (1d4/19–20)
Base Atk/Grp +4/+3
Atk Options sneak attack +3d6
Abilities Str 9, Dex 18, Con 10, Int 16, Wis 10, Cha 16
SQ trapfinding, evasion, trap sense +2, uncanny dodge
Feats Agile, Run, Skill Focus: (Sleight of Hand), Stealthy
Skills Appraise +12, Balance +17, Bluff +12, Disable Device +6, Disguise +12, Escape Artist +15, Hide +12, Intimidate +8, Move Silently +12, Open Lock +10, Search +6, Sleight of Hand +18, Tumble +13
Possessions +1 masterwork alchemical silver dagger, sap, knife (hidden in stockings, Search DC 18), Small Knife (hidden in bodice, Search DC 23), ring of feather falling, potion of spider climb
Sneak Attack (Ex) Lucy can make a sneak attack, dealing an extra 3d6 points of damage, whenever a foe is denied his or her Dexterity bonus, or when she is flanking.
Evasion (Ex) Lucy can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. She does not gain the benefit of evasion if she is helpless.
Trap Sense +2 (Ex) Lucy gains an intuitive sense that alerts her to danger from traps, giving her a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex) Lucy can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.


Lucy was born into a wealthy and well respected merchant family. While here childhood was very protected, in her early teens she started to run with a street gang. One day, one of the gang's operations went tragically awry and young Lucy was caught in the middle of the mess.

To avoid the family's reputation to be ruined her father saw no other way than to disown her. Since her gang already had some ties to the thieves guild, Lucy found it natural to join them. And as her talents and skills had already been noticed, she was welcomed with open arms. Since then she has considered the guild her family.

She has specialized in picking pockets and earned some experience as a burglar. Currently she also acts as a tutor for a group of younger guild members, most of whom consider her as a big sister. This responsibility is is quite important to her, and she really cares about her wards!

Appearance and personality[edit]

She is 5'7", with red hair, pale skins and some freckles, see this DeviantArt link. To avoid being recognized easily she often varies her style, especially her hairstyle, and uses makeup to hide or fake distinguishing features.

Lucy will never break a given promise or abandon a comrade. On the other hand, she'll happily flirt with some rich foreign merchant, lead him into a dark alley and relieve him of his purse.

Though she has not yet met any lycanthropes, she heard about them in stories and developed a mixture of fascination and fear for them. Therefor she usually has a siver weapon with her.

Followers and allies[edit]

As a well respected guild member she may ask other members for help, and her requests are usually answered.

She has a more special relationship with her pupils, most of whom admire here and would do almost anything she'd ask for, but she will not expose them to greater risks. Occasionally these kids are too eager to please her, and get themselves into troubles by doing things too dangerous for them!

A member of the guild's leading circle is sponsoring her, but to avoid making her a lever for intrigues against him, he's very careful to keep this secret. Even Lucy herself is not really aware of the fact, considering her sponsor to be just a friendly superior. Her sponsor plans to make her a member of the leading circle once she's ready, but currently he considers Lucy to be a bit too naive and kind-hearted for this position. But, a few more years of collecting experience will teach her how the wind blows, and when her current pupils are grown up, they'll probably form a veritable power base inside the guild for her.


Up to now she has successfully avoided to make herself real enemies. Of course some people inside the guild are jealous of her progress, maybe there's one of her pupils who feels neglected by her. Her victims have either not seen her face, are foreign to the city, or would never suspect her to be the one who cut their purse.


She surely is no fighter, preferring to use her skills to escape a melee situation, or tries fasttalk, bribe or flattery when cornered. Her weapons are more often used as tools, to cut ropes and strings, than as weapons. The knifes hidden in her garment help her to escape after being bound, they give her a +5 bonus to her escape artist check if one of them is not discovered.

Normally she prefers to work alone, but if a guild job requires the use of violence she'll make sure that there are thugs to do the dirty work. If she decides that she needs someone to distract or to assist, her pupils are always ready, and most times eager, to do the job.

Unless there is no other way, she'll avoid killing her victims, preferring to use her sap to knock them out in a sneak attack.

Adventuring Ideas[edit]

You are welcome to flesh them out a bit, or a bit more...

  • The PC party is contacted by her to assist her in freeing one of her pupils who was captured while trying a job to big for him or her. She can offer some money, and may accompany the group for the job.
  • One of the PCs is targeted by Lucy for an "involuntary donation". This may lead into a wild chase, over roofs and into sewers. Or into a more detective like plot, where the PCs have to gather information and make conclusions for find her and get their property back. If she gets caught but is not handed over to the guards, she owes the PC a favor, and she takes such things quite seriously. Maybe she can act as a contact person to the guild for the PC group.
  • If the PCs treat her or one of her pupils in a way she considers unfair or undue, she may be the cause of many little mishaps and accidents. Usually these are not really dangerous, more intended to be embarrassing or annoying. Things like nicking a plank to get them sliding into a dung heap. Or scaring a herd of pigs so the PCs suddenly are in the middle of a mini stampede. Be creative! The issue can set right non violently, by some serious talk, an apology or maybe a little donation. If the PCs react violently it may get them into troubles with the guild, or even the city watch.

Back to Main Page3.5e HomebrewNPCsCR 6

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