Al'Adhin's page

1 post. Organized Play character for poizen37.

About Al'Adhin

Male Elf Rogue (Swashbuckler) 2
NG Medium Humanoid (Elf)
Init +3; Senses Low-Light Vision; Perception +6
AC 18, touch 13, flat-footed 15. . (+5 armor, +3 Dex)
hp 17 (2d8+2)
Fort +1, Ref +6, Will +0
Defensive Abilities Evasion; Immune sleep; Resist Elven Immunities
Spd 30 ft.
Melee Masterwork Rapier +3 (1d6+1/18-20/x2) and
. . War Razor +2 (1d4/19-20/x2)
Special Attacks Sneak Attack +1d6
Str 13, Dex 16, Con 13, Int 14, Wis 11, Cha 12
Base Atk +1; CMB +2; CMD 15
Feats Elven Weapon Proficiencies, Rogue Weapon Proficiencies, Two-weapon Fighting, Weapon Finesse
Traits Dervish, Fencer
Skills Acrobatics +6, Appraise +6, Bluff +5, Climb +4, Diplomacy +5, Disable Device +9, Disguise +5, Escape Artist +6, Fly +2, Intimidate +5, Knowledge: Dungeoneering +6, Knowledge: History +3, Knowledge: Local +6, Perception +6, Prof: Locksmith +4, Ride +2, Sense Motive +4, Sleight of Hand +6, Stealth +6, Swim +4, Use Magic Device +5
Languages Common, Elven, Gnome, Sylvan
SQ Elven Magic
Combat Gear +1 Chain Shirt, Masterwork Rapier, War Razor; Other Gear Backpack, Masterwork (8 @ 11 lbs), Pouch, belt (1 @ 1.86 lbs), Rations, trail (per day) (7), Shadow Lodge Signet (+4 disguise to infiltrate Shadow Lodge), Thieves' tools, masterwork, Waterskin
Dervish +1 dodge bonus to AC vs. Attacks of Opportunity when moving into or out of threatened areas
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fencer +1 to hit with dagger or sword AoOs.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.


Al'Adhin's parents were elves in exile who had taken up the mantle of the Pathfinder Society. Over time they became very good at recovering valuable artifacts. Shortly after Al's birth, he was kidnapped and ransomed. Thinking rashly, his parents attempted a daring rescue. It failed miserably, and rather than killing the parentless child, Al was anonymously dropped off at an orphanage with nothing but his parents broken wayfinder [this is flavor text and does not appear on his sheet. When I eventually buy one, it will represent Al taking the time to have it fixed].

Qadiran orphanages are not known for much other than turning out precocious thieves, and Al was no exception. With his parents zest for life ingrained in him, he took to the streets early, pocketing coin, food, and any other items that took his fancy. When he took what he thought was a pocket watch from a traveler, he was stunned to find he held an item almost identical to the broken compass that had been left with him at the orphanage. He immediately returned it and demanded the owner direct him to his parents. Taken aback by the child's indignance, he was handed a ticket for an ocean voyage to Absalom with an escort that dropped him off at the Grand Lodge.

Al's main goal is to find his parents, as he wrongly assumes they abandoned him at the orphanage. In the mean time, he follows the Pathfinder rules and those of the Qadiran Venture-Captain who brought him into the fold. His high sense of adventure is a perfect fit for the society, although he often balks when asked to do something that goes against his morals and will either try to find an alternate way to succeed or purposely fail his mission.

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