^ AC ^ Fort ^ Ref ^ Will ^
|**25** \\ +4 (Mage Armor) \\ +7 (DEX) \\ +2 (Nat. Armor) \\ +2 Shield \\ \\ \\ |**+6** \\ +2 (CON) \\ +3 (Base) \\ +1Res (Cloak) \\ **Twist Away** \\ \\ \\ |**+16** \\ +7 (DEX) \\ +8 (Base) \\ +1Res (Cloak) \\ \\ \\ \\ |**+8** \\ +0 (WIS) \\ +7 (Base) \\ +1 (Trait) \\ +1Res (Cloak) \\ (+2 Vs. Div) \\ (+2 Vs Ench) |
|**Spell Resistance:** 17 \\ Immune to Sleep \\ Immune to FearEvasion \\ Not Light-Sensitive \\ Darkvision 150' ||||
^ Melee ^^ Ranged ^^
| **+12 ToHit** \\ +7(DEX) \\ +5(BAB) \\ \\ **1d4-1** Slashing Damage \\ -1(STR) \\ (+2 On Crit & SA) ||**+12 ToHit** \\ +7(DEX) \\ +5(BAB) \\ \\ **1d4** Piercing Damage \\ \\ \\ ||
|+4d6 Sneak Attack \\ Impromptu Sneak Attack 1/day \\ //Poison Use//||||
|{{:random:characters:120d93b37f5e5d441c12ac194c48adcd.jpg?200|}}|
|{{:random:characters:klonk_avy.png|Klonk}}[[Klonk]]|
|**Name: \\ Race: \\ Birthplace: \\ Age: \\ Build: \\ Height: \\ Weight: \\ Hair Color: \\ Eye Color: \\ Habitual Dress: \\ Distinguishing marks: \\ Parents: \\ \\ Alignement: \\ \\ Deities: \\ \\ \\ **|Vorova \\ Drow \\ Absalom \\ 78 \\ Lean \\ 5'11" \\ 132 lbs. \\ White \\ Teal \\ Varies \\ Slave brand on right cheek \\ Viollca Cart \\ None (Father) \\ Neutral-neutral \\ \\ Ulon \\ Sivanah \\ Amaznen|
|**Contacts:** \\ ||
//"Døm som i vil. Alle dør på et eller andet tidspunkt. Det er min intention at gøre mig fortjent til det."//
===== Skeleton =====
Sor4(Crossblooded, Wildblooded, Orc Bloodline, Primal elemental bloodline), URog2, ATrick 5
^Level ^Class ^BAB ^SP ^CL ^Saves ^Feat/ure |
| 1 |Sor1 ♥ |+0 | 3+3 |1 |0/0/0 |Feat(Skill Focus(Stealth)), Eschew Materials, Bloodline Familiar replacement(Gain Familiar & Dualistic Energy) |
| 2 |Sor2 ♥ |+1 | 6+6 |2 |0/0/1 | |
| 3 |Sor3 ♥ |+1 | 9+9 |3 |1/1/1 |Feat(Improved Familiar(Inevitable Arbiter(Figment, Sage))), Bloodline power(Orc:Fearless) |
| 4 |Sor4 ♥ |+2 |12+12 |4 |1/1/2 |Bloodline spell(Burning Hands(Cold)(Delayed Due Familiar) |
| 5 |URog1 |+2 |20+15 |4+1 |1/3/2 |Feat(Accomplished Sneak Attacker),SA+2, Finesse Training, Trapfinding |
| 6 |URog2 |+3 |28+18 |4+2 |1/4/2 |Evasion, Rogue Talent(Ninja Trick(Pressure Points)) |
| 7 |ATrick1 |+3 |32+21 |5+2 |1/5/3 |Feat(Eldritch Heritage(Shadow Bloodline(Bloodline Familiar Replacement))), Ranged Legerdemain |
| 8 |ATrick2 |+4 |36+24 |6+2 |2/5/3 |SA+3 |
| 9 |ATrick3 |+4 |40+27 |7+2 |2/6/4 |Feat(Improved Eldritch Heritage(Shadow Well)), Impromptu Sneak Attack 1/day |
|10 |ATrick4 |+5 |44+30 |8+2 |2/6/4 |SA+4 |
|11 |ATrick5 |+5 |48+33 |9+2 |3/7/5 |Feat(Twist Away), Tricky Spells 3/day |
|12 |ATrick6 |+6 |52+36 |10+2 |3/7/5 |SA+5 |
|13 |ATrick6 |+6 |56+39 |11+2 |3/8/6 |Feat(Hellcat Stealth), Impromptu sneak attack 2/day, tricky spells 4/day |
===== Attributes =====
^ ^Total ^Lv ^Item ^Original ^
|STR | 8 (-1)| | | 8 |
|DEX | 25 (+7)|+3 |+4 |16(+2) |
|CON | 14 (+2)| |+4 |12(-2) |
|INT | 16 (+3)| |+2 |14 |
|WIS | 10 (+0)| | |10 |
|CHA | 18 (+4)| |+2 |14(+2) |
| **80/80 HP** \\ 6+4+4+4+5+5+4+4+4+4+4+4+12*2+4 |||||
===== Spells =====
^Cantrips \\ (DC: 14) \\ \\ |(01-03) Ray of Frost \\ (04-06) Detect Magic \\ (07-09) Detect Poison \\ (10-12) Read Magic \\ (13-15) Penumbra \\ (16-18) Mage Hand \\ (19-21) Mending \\ (22-24) Message |
^1st \\ (DC: 15) \\ 6+1/day|(25-27) Snowball \\ (28-30) Chill Touch \\ (31-33) Magic Missile \\ (34-36) Vanish \\ (37-39) Mage Armor \\ (40-42) *FrostBurning Hands|
^2nd \\ (DC: 16) \\ 6+1/day|(43-45) Scorching Ray \\ (46-48) Invisibility \\ (49-51) Web \\ (52-54) Whip of Spiders \\ (55-57) Telekinetic Volley|
^3rd \\ (DC: 17) \\ 6+1/day|(58-60) Ice Spears \\ (61-63) Vampiric Touch \\ (64-66) Dispel Magic \\ (67-69) Greater Magic Weapon|
^4th \\ (DC: 18) \\ 6+1/day|(70-72) Greater Invisibility \\ (73-75) Wall of Ice \\ (76-78) Shadow Projection|
^5th \\ (DC: 19) \\ 4/day|(79-82) Teleport \\ (83-85) Overland Flight|
===== Skills =====
^Skill ^Total ^Ranks ^Attr ^Class ^Misc ^
|**Acrobatics \\ Disable Device \\ Escape Artist \\ Fly \\ Sleight of Hand \\ Stealth** ^+17 \\ +23 \\ +14 \\ +11 \\ +23 \\ +33 | 7 \\ 13 \\ 4 \\ 1 \\ 13 \\ 13|(+7 DEX)|(+3 Class)| \\ (+1 Vs Traps) \\ \\ \\ \\ +6(Skill Focus)+5Comp(Soles) |
|**Craft(Alchemy) \\ Craft(Cooking) \\ Know:(Arcana) \\ Linguistics \\ Spellcraft** ^+18 \\ +9 \\ +10 \\ +7 \\ +19 | 11 \\ 1 \\ 4 \\ 1 \\ 13|(+3 INT)|(+3 Class)|+1 (Portable Lab) \\ +2 (Cookbook) \\ \\ \\ \\ |
|**Perception** ^+18 | 13|(+0 WIS)|(+3 Class)|+2(Keen Senses)(+1 Vs Traps) |
|**Bluff \\ Disguise \\ UMD** ^+20 \\ +20 \\ +18 | 13 \\ 13 \\ 11|(+4 CHA)|(+3 Class)||
|**Languages:** Undercommon, DSL, Elven, Common, Giant, Orc||||||
===== Items =====
^Worn| __**Value**__ \\ 3000 \\ 3000 \\ 3000 \\ 40000 \\ 10000 \\ 20000 \\ 40000 \\ 17500 \\ 8250 \\ 1000 \\ 1000\\ 1 \\ 2500 \\ 5| __**Weight**__ \\ 0 lbs. \\ 0 lbs. \\ 0 lbs. \\ 1 lbs. \\ 1 lbs. \\ 1 lbs. \\ 0 lbs. \\ 5 lbs.\\ 0 lbs.\\ 1/4 lbs.\\ 1 lbs.\\ 4 lbs. \\ 15 lbs. \\ 3 lbs|__**Item**__ \\ MMR (Reach Spell) \\ MMR (Elemental(cold) Spell) \\ MMR (Elemental(cold) Spell) \\ Belt of Dexterity & Constitution +4 \\ Headband of Int & Charisma +2 \\ Sniper Goggles (1 lb.) [SA@Any Distance, +2dmg/die] \\ Ring of Freedom of Movement \\ Mirrored Caster's Shield \\ Soles of the Silent Stride \\ Muleback Cords \\ Cloak of resistance +1\\ Waterskin \\ Bag of Holding (86.5/250lbs.) \\ Pickpocket's Outfit|
^Bag| __**Value**__ \\ - \\ - \\ 75 gp \\ 55 gp \\ 100 gp \\ 25 gp \\ 100 gp \\ 1 gp \\ 50 gp \\ 10.5 gp \\ 8 gp \\ 3 gp| __**Weight**__ \\ 4 lbs. \\ 3 lbs. \\ 20 lbs. \\ 5 lbs. \\ 2 lbs. \\ 2 lbs. \\ 2 lbs. \\ 1 lbs. \\ 8 lbs. \\ 20.5 lbs. \\ 4 lbs. \\ 15 lbs.|__**Item**__ \\ Quarterstaff \\ Club \\ Portable Alchemist Lab \\ Masterwork Cookbook \\ Masterwork Thieves Tools \\ Drow Razor (+Scabbard)(+2dmg on SA/Crit) \\ Hand Crossbow \\ Quivver (10 Crossbow Bolts) \\ Disguise kit (7/10) \\ Waterproof Bag Holding 20 Trail Rations \\ Hot Weather Outfit \\ 3x Traveller's Outfit|
207.03 gp
+66.5 gp
+325 gp Stjålet fra svedig spyd
+25000
+cloak of resistance +1
Amulet of natural armor +1
+3481 gp
+1250 gp
+4895,2 gp
-154
+Tiny Cold Iron Masterwork Longspear
+666,2
+18958
+3880
+6535,13
+400
+Ring of Protection
+Ioun Torch
-Ring of Protection
+500
-Amulet of Natural Armor
+1000
-40000
+Ring of Freedom of Movement
-8250
+Soles of the Silent Stride
-17500
+Mirrored Shield of the Mage (+1/0/0%)
-1000
+Muleback Cords
===== Feat/ures =====
__**Feats**__
[[https://www.d20pfsrd.com/feats/general-feats/skill-focus-final/|Skill Focus]] \\
**Benefit:** You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
[[https://www.d20pfsrd.com/feats/general-feats/improved-familiar/|Improved Familiar]] - [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/inevitable/inevitable-arbiter|Inevitable Arbiter]] \\
**Benefit:** When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil). \\
\\
Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate). \\
\\
- \\
[[https://www.d20pfsrd.com/classes/core-classes/wizard/familiar/familiar-archetypes/figment-familiar-archetype/|Figment]] Archetype: \\
**Recurring Dream (Su)** \\
A figment has a total number of hit points equal to 1/4 of its master’s total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night’s sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment’s master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day. Because it is a being of its master’s mind, a figment can never serve as a witch’s familiar, a shaman’s spirit animal, or any other spell-granting familiar, and it can’t use any divination spells or spell-like abilities the base creature has. \\
\\
This replaces improved evasion. \\
\\
**Manifest Dreams (Su)** \\
At 3rd level, a figment is shaped by its master’s dreams. Each time the master awakens from a full night’s rest, he can apply to the figment 1 evolution point’s worth of eidolon evolutions that don’t have a base form requirement. At 7th level, he can apply 2 points’ worth of eidolon evolutions; at 13th level, he can apply 3 points’ worth of eidolon evolutions. \\
\\
This replaces deliver touch spells, speak with animals of its kind, and scry on familiar. \\
\\
**Shared Evolution (Su):** \\
Select a 1-point or 2-point evolution the eidolon has. As a standard action, the eidolon can touch the summoner and transfer the selected evolution to him. This functions as the summoner’s aspect ability, and the same limitations apply. The summoner can touch the eidolon as a standard action to return the evolution. The evolution returns to the eidolon automatically if the eidolon is dismissed by the summoner or sent back to its home plane. \\
\\
**Shadow Form (Su):** \\
The eidolon’s body becomes shadowy and more indistinct. This shadow form grants the eidolon constant concealment (20% miss chance), and its melee attacks affect incorporeal creatures as if it had the ghost touch weapon property. The eidolon’s melee attacks deal only half damage to corporeal creatures.
- \\
[[https://www.d20pfsrd.com/classes/core-classes/wizard/familiar/familiar-archetypes/sage-familiar-archetype/|Sage]] Archetype: \\
**Sage Skills:** A sage treats all Knowledge skills as class skills. \\
**Dazzling Intellect (Ex)** \\
A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level. \\
\\
This alters the familiar’s Intelligence score and natural armor adjustment. \\
\\
**Sage’s Knowledge (Ex)** \\
A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level. \\
\\
This replaces alertness and the familiar’s ability to share its master’s skill ranks.
[[https://www.d20pfsrd.com/feats/general-feats/accomplished-sneak-attacker/|Accomplished Sneak Attacker]] \\
**Benefit(s):** Your sneak attack damage increases by 1d6. \\
Your number of sneak attack dice cannot exceed half your character level (rounded up).
[[https://www.d20pfsrd.com/feats/general-feats/eldritch-heritage/|Eldritch Heritage]] \\
**Benefit:** Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities. \\
\\
[[https://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/shadow-bloodline/|Shadowstrike(sp)]] replaced with [[http://www.d20pfsrd.com/classes/core-classes/wizard/familiar/|Bloodline Familiar]] (See Bloodline Familiar)
[[https://www.d20pfsrd.com/feats/general-feats/improved-eldritch-heritage/|Improved Eldritch Heritage]] \\
**Benefit:** You gain either the 3rd-level or the 9th-level power (your choice) of the bloodline you selected with the Eldritch Heritage feat. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities. \\
\\
**[[https://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/shadow-bloodline/|Shadow Well (Sp):]]** At 9th level, you can use the Stealth skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own. In addition, when within an area of darkness or dim light, as a standard action you may choose to switch places with a willing ally within 60 feet, who must also be in darkness or dim light. At 13th level, you can instead switch the positions of two willing allies, each of whom must be within 60 feet of you. Unless otherwise noted, this travel is identical to dimension door. You may use the ability to switch places once per day at 9th level, plus one additional time per day at 17th level and 20th level.
[[https://www.d20pfsrd.com/feats/general-feats/twist-away/|Twist Away]] \\
**Benefit:** While you are wearing light armor or no armor, if you are forced to attempt a Fortitude saving throw, you can use an immediate action to instead attempt a Reflex saving throw (at the same DC). If you succeed at this saving throw and the attack has a reduced effect on a successful save, you avoid the effect entirely. Whether the saving throw is successful or not, you are staggered until the end of your next turn. If you are prevented from becoming staggered, you can’t use Twist Away, nor can you ignore the staggered condition from Twist Away or remove it early
__**Traits**__
[[https://www.d20pfsrd.com/traits/magic-traits/magical-knack/|Magical Knack]] (Magic) \\
**Benefit:** Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
[[https://www.d20pfsrd.com/traits/social-traits/adopted/|Adopted]] (Enduring Spellcraft)(Race) \\
**Benefit:** As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race. \\
\\
[[https://www.d20pfsrd.com/traits/race-traits/carefully-hidden-human/|Carefully Hidden]] (Race, Human) \\
**Benefit:** You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
__**Features**__
[[https://www.d20pfsrd.com/races/other-races/featured-races/arg-drow|Standard Racial Traits]]
* **Ability Score Racial Traits:** Drow are nimble and manipulative. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.
* **Type:** Drow are humanoids with the elf subtype.
* **Size:** Drow are Medium creatures and thus receive no bonuses or penalties due to their size.
* **Base Speed:** Drow have a base speed of 30 feet.
* **Weapon Familiarity:** Drow are proficient with the hand crossbow, rapier, and shortsword.
* **Languages:** Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin. See the Linguistics skill page for more information about these languages.
Defensive Racial Traits
* **Immunities:** Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
* **Spell Resistance:** Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.
Feat & Skill Racial Traits
* **Keen Senses:** Drow gain a +2 racial bonus on Perception checks.
Magical Racial Traits
* **Spell-Like Abilities (Su):** Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.
Offense Racial Traits
* **Poison Use:** Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Senses Racial Traits
* **Superior Darkvision:** Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Weakness Racial Traits
* **Light Blindness:** As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
__**Class Features**__ \\
Eschew Materials \\
Bloodline Power replacement(Gain Familiar & Dualistic Energy(Does nothing)) \\
Bloodline power(Orc:Fearless) \\
Bloodline spell(Burning Hands(Cold) \\
Sneak Attack \\
Trapfinding \\
Evasion \\
Rogue Talent (Ninja Trick (Pressure Points) ) \\
Ranged Legerdemain \\
Impromptu Sneak Attack \\
Tricky Spells \\