Character Concept: Ainion Feb 2, 2014 15:17:10 GMT -6
Post by Rigil Kent on Feb 2, 2014 15:17:10 GMT -6
Male Drow Rogue 1/Sorcerer 2
CG Medium humanoid (elf)
Init +9; Senses darkvision 120 ft., low-light vision; Perception +10
AC 15, touch 14, flat-footed 11 (+1 armor, +3 Dex, +1 dodge)
hp 18 (1d8+2d6+3)
Fort +0, Ref +5, Will +4; +2 vs. enchantments
Immune magic sleep; SR 9
Weakness light blindness
Speed 30 ft.
Melee masterwork rapier +3 (1d6+1/18-20)
Ranged masterwork composite shortbow +5 (1d6+1/×3)
Special Attacks bloodline arcana: arcane, sneak attack +1d6
. . 1/day—dancing lights, darkness, faerie fire
Sorcerer Spells Known (CL 3rd; concentration +7):
1st (5/day)—mage armor, magic missile
0 (at will)—acid splash, detect magic, flare (DC 14), prestidigitation (DC 14), read magic
Str 13, Dex 17, Con 11, Int 12, Wis 13, Cha 18
Base Atk +1; CMB +2; CMD 16
Feats Dodge, Eschew Materials, Toughness
Traits adopted, elven reflexes, magical knack
Skills Acrobatics +7, Bluff +8, Climb +5, Diplomacy +8, Disable Device +11, Disguise +8 (+13 to simulate illness), Knowledge (arcana) +6, Knowledge (dungeoneering) +5 (+7 to navigate underground), Perception +10 (+11 to locate traps), Sense Motive +3, Spellcraft +6, Stealth +7, Swim +5, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Common, Elven, Undercommon
SQ arcane bonds (arcane bond [familiar]), bloodlines (arcane), poison use, trapfinding +1
Combat Gear potion of cure light wounds (4), wand of cure light wounds, tanglefoot bag (2), thunderstone; Other Gear arrows (20), masterwork composite shortbow, masterwork rapier, bracers of armor +1, backpack, bedroll, belt pouch, blanket, winter, climber's kit, compass, disguise kit, explorer's outfit, fishing net, grappling hook, signet ring, silk rope, spell component pouch, symptom kit, thieves' tools, masterwork, trail rations (10), waterskin, weapon cord, 24 GP, 3 SP
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Sorcerer) +2 CL for a specific class, to a max of your HD.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spell Resistance (9) You have Spell Resistance.
Symptom kit (10 uses) +5 Disguise to simulate illness.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Weapon cord Attached weapon can be recovered as a swift action.
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History: Although he was very clearly a trueborn drow, Ainion was not raised in the Underdark. Instead, the people he knew as his parents were a wealthy half-elven suburban couple who never quite explained how they obtained him. His mother was convinced until her death that he was no drow, but instead her natural child who simply suffered from a strange skin condition, while his father was very nearly crippled with terror over unspoken fears; eventually, eventually, he would turn to drugs to suppress these concerns and fears, which would prevent him from making hard decisions about his wife’s condition.
The truth about Ainion’s birth was a secret he would never learn (and remains oblivious of even now.) Born at a time when elves and drow were in a state of … well, not peace, but at least absence of war, Ainion was stolen by those he considered his parents who promptly fled to far distant lands where they lived in relative obscurity, hidden from sight by the trappings of wealth.
Something of a prodigy, Ainion quickly took to sorcery and he was well-loved by all of his parents’ servants. This wealth, unfortunately, was something of a weakness as he grew up spoiled and wanting for nothing which would later cause him much grief in his later years. In time, though, he and his family were betrayed by one of the servants he cared for most, a maid that he had grown very … attached to. Through him, she saw a means to great wealth and her manipulations were so skilled, no one even realized what she was doing until the assassins arrived.
And in a single night of blood and murder, his entire family put to the sword. Ainion’s narrow escape was due only to happenstance and luck and even to this day, he remains ignorant of both the whys and who.
Following this near miss, Ainion spent many years on the run from additional assassins who seemed intent on capturing or killing him. This would lead him to allying with a Thieves’ Guild, though his time with them was short – only fifteen or twenty years – before they too betrayed him and he was once more forced to go on the run.
Any ideas about how to get him into the party are greatly appreciated.