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About Drosil the GreyCrunch:
HP: 24 Init: +4 AC: 17 (Touch: 14, Flat-footed: 13) (+3 Dex, +1 Dodge, +3 Armor) Fort: +2, Ref: +6, Will: +1 BAB: +2 CMB: +4 (2 (BAB) + 2 (Str)) CMD: 17 (10 + 2 (BAB) + 2 (Str) + 3 (Dex))
Ranged
Racial and Class Features:
Native Outsider: Fetchlings are outsiders with the native subtype. Darkvision: Fetchlings can see in the dark up to 60 feet. Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light. Skilled: Fetchlings have a +2 racial bonus on Stealth checks and a +1 racial bonus on Knowledge (nature) and Knowledge (local) checks. Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance. Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5. Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature using this spell-like ability. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day, and at 13th level, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day. A fetchling's caster level is equal to his total Hit Dice.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trap sense bonuses gained from multiple classes stack.
Feats, Traits, and Skills:
Dodge: Gain a +1 dodge bonus to your AC. Two-Weapon Fighting: Reduce two-weapon fighting penalties. Weapon Finesse: Use Dex instead of Str on attack rolls with light weapons.
Gear and Encumbrance:
Current Encumbrance: 52.3 lbs. (Light) Light Encumbrance: up to 58 lbs. Medium Encumbrance: 59-116 lbs. Heavy Encumbrance: 117-175 lbs.
Backpack (2 lbs.) (Total: 8 lbs.)
Belt Pouch (.5 lbs.) (Total: 3.3 lbs.)
Ammunition (Total: 3 lbs.)
Appearance:
Drosil sports a lithe, almost fragile-looking 6-foot frame, but handles it with an unnatural grace. He is attractive, with no visible scars or blemishes, but has a reserved demeanor. He understands that his otherworldly features might cause his neighbors' prejudices to erupt, perhaps violently, so he rarely draws attention to himself. He hides his face in his cloak and keeps to the shadows whenever possible. When forced to reveal himself, he will usually attempt to disguise himself by magical (via disguise self) or mundane means.
History:
Drosil arrived in Caliphas as a young child or 7 or 8 as part of a larger group of kayal. Upon entering the city, however, that group was confronted and told to leave. Drosil, having no desire to go back to his old life, had hidden himself away and lived as a gutter rat, foraging and stealing to survive. It was soon after that he was approached by Professor Lorrimor. The professor saw in Drosil a promising future - his build, his coloration, his racial predilections, all pointed to his becoming a successful...erm...procurer of hard-to-acquire items. However, he knew just as well that a young otherworldly boy living on the streets in a city with as many prejudices as Caliphas would likely not last nearly long enough to see that future realized. They travelled to Magnimar, where he convinced a small family of gnomes to take Drosil in and instruct him in the finer points of being a burglar. He befriended several of the children at a nearby orphanage - most because he was a curiosity - but one plainly stood out from the others and became a truly steadfast friend, Anton. When they were younger, they would each help defend the other from the jibes and teasing of the other kids. As they grew up, they grew more or less inseparable. As the adopted child of a gnome family, he took on several traits exhibited by gnomish children, becoming quick on his feet and somewhat adept at escaping bonds. He studied written languages and the art of diplomacy, as well as many other less savory abilities. As Drosil grew in stature and ability, Professor Lorrimor called on him to gather information about goings-on in the city, as well as to relieve certain individuals of certain goods. It was a mutually beneficial relationship, and Drosil always did everything he could to come through for the professor, regardless of the request.
Motivation:
Upon learning of the Professor's death, Drosil was suddenly aware of the fact that he would miss the old man for more reasons than their business relationship. He owed his life, his adoptive family, and all of his burgling skills to the professor - how could he not respond to the summons and do everything he could to fulfill his benefactor's final wishes? |
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