Initiative: +2
Senses: Perception +6, Low-light Vision, Darkvision 60ft.
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AC 14 (12 Touch, 12 FF)(+2 Dex, +2 Natural)
Hp 9/9 (1d8(max) + 1 Con)
Fort +1, Ref +2, Will +4
Resist Cold 10
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Speed 30 ft (30 ft Base)
Melee Claws +2 (1d4+2, x2), MW longsword -1 (1d8 + 2, 19-20, x2)
Special Attacks
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Spells *Spells Known* 0-level spells [DC 13]prestidigitation, ray of frost, detect magic, message 1st-level spells [DC 14]magic missile, identify|4/4
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BAB +0, CMB +2, CMD 14
FeatsNoble Scion (Magic), Combat Casting, Eschew Materials
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SkillsSorcerer 2 + 3 Int, +2 Background
[BG] Appraise +7 (1 Rank, 3 Class, 3 Int)
Bluff +9 (1 Rank, 3 Class, 3 Cha, 2 Silver Tongued)
Craft +3 (0 Rank, 0 Class, 3 Int)
Diplomacy +7 (0 Rank, 0 Class, 3 Cha, 2 Silver Tongued, 2 Altruistic Diplomat)
Fly +2 (0 Rank, 0 Class, 2 Dex)
Intimidate +7 (1 Rank, 3 Class, 3 Cha)
Knowledge (arcana) +7 (1 Rank, 3 Class, 3 Int)
Knowledge (nobility) +5 (0 Rank, 0 Class, 3 Int, 2 Noble Scion)
Perception +6 (1 Rank, 3 Class, 2 Wis)
[BG] Profession (gambler) +6 (1 Rank, 3 Class, 2 Wis)
Sense Motive +2 (0 Rank, 0 Class, 2 Wis)
Spellcraft +7 (1 Rank, 3 Class, 3 Int)
Use Magic Device +3 (0 Rank, 0 Class, 3 Cha)
Skill Notes Once per day, as a free action, you can gain a +2 bonus on any Spellcraft check you make. You must spend the free action to gain this bonus before you make the check.
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SQ:
Weapon and Armor Proficiency
Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Bloodline PowersDraconic Bloodline (Silver) At some point in your family’s history, a dragon interbred with your bloodline, and now its ancient power flows through your veins. Bloodline Arcana Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled.
Claws (Su)
Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Cantrips
Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Eschew Materials
A sorcerer gains Eschew Materials as a bonus feat at 1st level
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Racial Traits +2 to One Ability Score (Cha), Medium, Normal Speed, Silver Tongued (replaces Skilled), Bonus Feat, Languages.
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Traits(Regional) Altruistic Diplomat, (Social) Rich Parents
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Items Noble's outfit (latest style), a masterwork backpack, canteen, a belt pouch and a waist pouch, a hip flash full of whiskey, a bedroll, flint and steel, a mess kit, 5 trail rations, a grooming kit, a silver holy symbol of Lothian, a House Dallmothan signet ring, a plain bronzescale ring, a deck of playing cards, a pair of premium dice, and an ioun torch.
Combat Gear Masterwork rapier
Wealth (361 gp, 6 sp)
Carrying Capacity
Light (66 lbs or less); Medium (67-133 lbs.); Heavy (134-200 lbs.)
Current Load: 30.5
Height 6'0", Weight 190 lbs, Hair Brown, Eyes Sapphire
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Description:
Argenon (R-Gen-On) Dallimothan stands at 6 foot with long brown hair worn back and braided, often with accessories. This noble has the traditional Dallimothan square jaw and tight bone structure. Argenon tries to keep up with the current fashion, yet like all members of House Dallimothan, dragons and various drakes can always be seen with the fabric and stitching.
On his hip, this sorcerer keeps a masterwork longsword at the ready, also with a dragon motif. Beneath his custom-made clothing, Argenon hangs a silver symbol of Lothian.
Personality:
Personally, Argenon keeps himself to high principles that House Dallimothan is known for: stewardship, fairness, justice, and personal strength. Despite his stellar reputation, the young house scion does have some faults. So far, Argenon's love for gambling has not bankrupted House Dallimothan. And there are times without really knowing it, Argenon can be greedy. This nobleman's star is just starting to rise and he has many obstacles to reach the lofty status of Lord Kristol Dallimothan.
The young sire loves his father, Lord Kristol, and gladly serves him and the house. Argenon hope to one day play a more prominent part in house business, but not to outshine his patriarch, but shine alongside him.
This noble scion enjoys the theater, opera in particular; along with fine wine and tasteful liquors. Argenon enjoys the noble dating scene and despite what he says publicly, the young noble loves to see the papers talk about his exploits.
Background:
Argenon Dallimothan was born 18 years ago to Lord Kristol and Lady Silvara Dallimothan of House Dallimothan in the city of Ptolus. Argenon wanted for nothing and was surrounded by a large loving family. Growing up, Lord Kristol and other elder house members spoke candidly about the virtues of service, charity, justice and right-thinking to young Argenon.
During his middle adolescence, Argenon's sorcerous abilities began to manifest. Unlike other households, House Dallimothan was thrilled by the prospect of their latest scion becoming another font of arcane knowledge and power for the family.
Argenon was determined to fully blossom as a sorcerer. This focus left little time for child parties and debutante balls. Yet, his mother and father pushed him out from his meditations and sword practice to socialize all the same. Argenon's late adolescence was a dizzying dance of arcane experimentation and social graces. Argenon achieved mastery of himself to become a full sorcerer. Lord Kristol admired his son's ambitious drive, and looked forward to what Argenon could accomplish next.