Sharpening his blade on the whetstone, the drow pauses a moment in thought, taking a deep breath. Man this place sucks. Of all the places within the Underdark, this is the one I find myself in. I guess it beats the alternative... if only barely. It's not even a house... it's a dump. There's no real power. I would take this place down myself if I could. He actually ponders that a moment before returning to sharpening his blade. He eventually tests it with the edge of his finger, drawing a line of blood. "Not bad." He then runs the blade along the whetstone a bit longer before sheathing it and repeating the process with the other one. Once done, he grabs them both and works on his form. There's got to be more to life than simply rotting away in this hole. I should be the number one guy under the most powerful Priestess! Or possibly even leader of my own house. I'm far too great to be stuck in here with a reject Baroness. She's a fool if she thinks she's ever going to wield any true power. Only the strong survive, Baroness, and you are as weak as a kobold.
A servant then shows up at his door in a rush. "We are under attack! Ready yourself; we've little time!" he commands and leaves in an equal rush. Moresh instantly acts, quickly gathering his gear and calling forth a bit of magic to aid him. Perfect timing. I'm out. Better the Underdark than death. He rapidly makes his way toward the back knowing that the house that is coming to destroy this one will soon have it completely surrounded. He shoves one of his own and dodges another as he continues to move with an unnatural speed. As he makes his way out, he notices several enemy drow have already made their way around back as well as some of his own house with equal thoughts of escape. Unconcerned, he continues through the Underdark undeterred by the terrain, moving at a rapid pace.
After several minutes of what feels like hours, the drow stops and finds a place behind a formation, peering around it to see if he's being followed. Grinning, "Yes! I'm free of that hole!" he exclaims as he leans back against the formation for a moment and grabs a drink before continuing on. "Alright, now to begin my life of free..." he starts but doesn't finish as he finds himself caught within a multitude of nets. "What in the freaking Abyss...!" he roars angrily as he unsuccessfully tries to break free. A group of dark dwarves come out of everywhere it seems and surround him, smirking. Halting his struggle, he can only roll his eyes. "Well this sucks," he comments, cursing under his breath as he shakes his head in frustration. Sloppy, Moresh, so freaking sloppy. How did I not notice these pathetic freaks?! Ugh. Looking back to the way he came, "I wonder if they'll let me go back and die with the others?" he asks facetiously as he finds himself being dragged away in the opposite direction. Sighing, "Guess not. Just so you know, every one of you are gonna pay for this! I know what each of you looks like!" he tells them. Not long after, his head just so happens to clunk hard on a rock as he's being dragged. "Freaking...! <Bleep!>" The drow then decides to remain quiet, protecting his head with his hands the rest of the way.
Being a part of powerful houses in the past - or so he thought - that fell to others, Moresh finds himself in a lowly outpost that he feels is not worthy of one such as he. Regardless of his situation, though, he deals with it - for now - but remains determined to find a way out at some point. No matter the cost. Unfortunately for him, when his way out was handed to him on a platter, the cost turned out to be higher than he really wanted to pay.
Moresh is fairly tall for an elf and quite well-built for one of his kind at 6'1" and 175lbs, yet, also light on his feet. The strangest thing about him, though, is his hair is blonde. He has no idea why and he doesn't care. Although, deep down, part of him is somewhat curious about it but he knows better than to ask questions. So he doesn't. He is extremely confident in his abilities and remains confident regardless of whether he succeeds or fails and regardless of the situation. As far as he's concerned, death is the only thing that can kill his confidence. Well... maybe.
Moresh Ma'anam
Male Drow Ranger (deep walker) 4/Fighter 2
NE Medium humanoid (elf)
Init +6; Senses darkvision 120 ft.; Perception +15
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Defense
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AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 56 (1d10+12con+4fc)
Fort +11 (+7base/+2con/+1trait/+1cloak)
Ref +9 (+4base/+4dex/+1cloak)
Will +4 (+1base/+2wis/+1cloak) (+2 vs. enchantments) Immune sleep; SR 12
Weaknesses light blindness
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Offense
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Speed 30 ft.
Melee mwk sawtooth sabre +11/+6 (1d8+5/19-20) or
. . mwk sawtooth sabre +11/+6 (1d8+5/19-20)
Ranged darkwood composite longbow +11/+6 (1d8+5/×3)
Special Attacks combat style (two-weapon combat), favored enemy (dwarves +2)
Ranger (Deep Walker) Spells Prepared (CL 1st; concentration +3)
. . 1st—longstrider
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Statistics
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Str 18(20), Dex 19(+1@4th), Con 14, Int 10, Wis 14, Cha 8
Base Atk +6; CMB +11; CMD 25
Feats Combat Stamina(Free), Double Slice, Endurance, Exotic Weapon Proficiency (sawtooth sabre), Improved Two-weapon Fighting, Nimble Moves, Quick Draw, Two-weapon Fighting, Weapon Focus (sawtooth sabre)
Traits: Forlorn: Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.
Reckless: You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
Racial Modifiers +2 Perception
Languages Dwarven, Elven, Undercommon
SQ ancestral grudge, darklands stalker, deep knowledge, double slice, hunter's bond (companions), improved two-weapon fighting, track +2, two-weapon fighting, weapon focus, wild empathy +3
Combat Gear +1 mithral chain shirt, arrows (x60), durable arrow (x30), darkwood composite longbow (+5 Str), mwk sawtooth sabre, mwk sawtooth sabre, belt of giant strength +2, cloak of resistance +1 Other Gear potion of cure light wounds (x8), potion of shield of faith +2 (x4); potion of spider climb (x2), hammer, masterwork backpack, piton (x6), silk rope (50 ft.), trail rations (x5), waterskin, 2 gp, 5 sp
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Special Abilities
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Ancestral Grudge +1 to attack rolls vs. humanoids with the dwarf or elf (non-drow) subtype.
Darklands StalkerDrow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat. This racial trait replaces the spell-like abilities racial trait. Darkvision (120 feet) You can see in the dark (black and white only).
Deep Knowledge +2 (Ex)At 3rd level, a deep walker gains a +2 bonus on initiative checks and Knowledge (dungeoneering), Perception, Stealth, and Survival skill checks while underground (in caves and dungeons). Every 5 levels thereafter, the deep walker gains an additional +3 on each of those checks while underground (to a maximum of +11 at 18th level). This ability replaces favored terrain. Double Slice [Combat Trick]When you hit an opponent with both a primary-hand attack and an off-hand attack while using Two-Weapon Fighting, you can spend a number of stamina points up to half your Strength bonus. If you do, add a bonus on the damage roll of the second of the two attacks equal to the number of stamina points you spent. You can use this combat trick only once per round. Drow Immunities - SleepYou are immune to magic sleep effects. Endurance+4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Favored Enemy (Dwarves +2) (Ex)+2 to rolls vs. Favored Enemy (Dwarves) foes. Hunter's Bond (Companions) (2 rounds) (Ex)As a move action, grant half favored enemy bonus to allies in 30 ft. Improved Two-Weapon Fighting [Combat Trick]5 stamina points to make an additional AoO attack with off-hand weapon at a -5. Light Blindness (Ex)Bright light blinds for 1 rd, then dazzled as long as remain in it. Quick DrawDraw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks. Spell Resistance (12)You have Spell Resistance. Track +2Add the listed bonus to survival checks made to track. Two-Weapon Fighting [Combat Trick]You can spend any number of stamina points to reduce the penalty from Two-Weapon Fighting on attacks made with a weapon in your primary hand by 1 for every 2 stamina points you spent. This benefit lasts until the start of your next turn. You can't reduce the penalty below 0. Weapon Focus [Combat Trick]2 stamina points to gain Weapon Focus bonus on another weapon for 1 rd. Wild Empathy +3 (Ex)Improve the attitude of an animal, as if using Diplomacy.