Estril

Dhansig's page

2 posts. Alias of Dustin Ammerman.


Full Name

Dahnsignianamon

Race

Half-Elf

Classes/Levels

Sorcerer 1

Gender

M

Size

M

Age

24

Alignment

CG

Deity

Desna

Strength 10
Dexterity 16
Constitution 10
Intelligence 16
Wisdom 12
Charisma 19

About Dhansig

short background:
Dhansig was a youth being raised by his elven mother. He had never met his father but she always described him as a rather hansom, yet strangely different man. she herself was a somewhat talented sorceress. Dhansig learned many things about both magic and life in general from her, yet he was shunned by the other elves, they all said there was something odd about him. so he and his mother while not estranged from their elven community were also not very welcome. Dhansig has decided to travel the world and try to find his father and learn more magic in order to try and impress him and gain his respect.

personality:
Dhansig could be considdered somewhat hyper and yet in control of himself at the same time. he doesnt always have the same means to an end as many people and his method of thinking and where he sees connections can be a bit strange at times. for his faults though many are inexplicably attracted to him and he can be a charmer at times.

Dhansig CR 1/2
Male Half-Elf Sorcerer 1
CG Medium Humanoid (Elf, Human)
Init +5; Senses Low-Light Vision; Perception +3
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DEFENSE
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AC 14, touch 14, flat-footed 10. . (+3 Dex, +1 dodge)
hp 6 (1d6)
Fort +0, Ref +3, Will +3
Immune sleep; Resist Elven Immunities
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OFFENSE
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Spd 20 ft.
Melee Dagger +0 (1d4/19-20/x2) and
. . Sickle +0 (1d6/20/x2) and
. . Unarmed Strike +0 (1d3/20/x2)
Special Attacks Acidic Ray (7/day)
Sorcerer Spells Known (CL 1, +0 melee touch, +3 ranged touch):
1 (4/day) Magic Missile, Mage Armor (DC 15)
0 (at will) Ray of Frost, Read Magic (DC 14), Touch of Fatigue (DC 14), Light
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STATISTICS
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Str 10, Dex 16, Con 10, Int 16, Wis 12, Cha 19
Base Atk +0; CMB +0; CMD 14
Feats Dodge, Eschew Materials, Skill Focus: Knowledge (Arcana) (Adaptability)
Traits Elven Reflexes, Gifted Adept: Magic Missile
Skills Acrobatics +0, Appraise +7, Bluff +8, Climb -3, Escape Artist +0, Fly +0, Intimidate +8, Knowledge (Arcana) +10, Perception +3, Ride +0, Spellcraft +7, Stealth +0, Swim -3, Use Magic Device +8
Languages Common, Draconic, Elven, Gnome, Halfling
SQ Aberrant, Elf Blood
Combat Gear Dagger, Sickle; Other Gear Backpack (11 @ 27 lbs), Bedroll, Blanket, Flint and steel, Pot, iron, Pouch, belt (1 @ 2.08 lbs), Rations, trail (per day) (5), Spell component pouch, Tent, Small, Waterskin, Whetstone
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TRACKED RESOURCES
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Acidic Ray (7/day) (Sp) - 0/7
Dagger - 0/1
Rations, trail (per day) - 0/5
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SPECIAL ABILITIES
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Aberrant Increase the duration of [polymorph] spells by 50%.
Acidic Ray (7/day) (Sp) Ranged touch attack deals 1d6 acid damage
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Gifted Adept: Magic Missile A chosen spell gets +1 CL.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

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