Darkvision 60'/120', Freedom of Movement, Water Breathing
Age
Dominate Monster 1/week Creatures of Aquatic or Water subtype(DC 23, CL 17)
Special Abilities
+1 Attack, +1 AC,+1 to all saves, +2 saves vs Fear,+4 to Stealth, +2 Perception
Alignment
Con Check D20+16 SR D20+14
Deity
He no longer believes in gods as gods no longer believe in him
Location
Somewhere in the Shackles
Languages
Celestial, Common, Halfling
Occupation
Scout/Spy
Strength
8
Dexterity
20
Constitution
12
Intelligence
12
Wisdom
12
Charisma
22
About Dimitrious Black
Backstory:
"Dimitri" was born in a vale bordering the city of Canorus That had been under enemy control for the better part of 50 years. More specifically, He was born in Camp 14 a work camp with a reputation for housing higher level people that run afoul of the tyrant that rules the army Lord Kain. It is a no-exit camp that guards treat as a military front line. The captives were not executed as a matter of course. but were worked to death.
His parents did not know each other before their brief conjugal visit arranged by the guards for their own amusement. Dimitrious grew up with no idea of a world other than beatings, torture and snitching that was part of everyday life in the camp. He betrayed his mother and brother over a meal of rice, sending them to their execution, he saw his father as an aquiatance, and they often roasted rats together to stay alive,during these "bonding" sessions, His father told him of the power that lies dormant in the families blood.
Then came the day when the elven/human army had pushed Lord Kain and his army out of the vale and he was free. The first act of kindness bestowed upon him was by the Lady Sapphire White as she gently lifted him out of the mud and blood. Realizing his inner power he was offered a chance to hone his talents in Port Peril and he took it without a second thought.
The Lady herself offered him a job as a scout/spy realizing the benefits that one such as him possessed. Although none of his exploits are known in the general public, He is known to have sniffed out a traitor in the guild looking to take over. Most of the guild was warned but his Lady was killed on the streets.
The day his Lady died a part of him died as well for he blames himself for the death of his patron. He now spends his days in the shadowshore district drinking his days and nights away existing in a state of full blown depression.
Traits:
Fleet Footed(Racial): Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
,Magical lineage(MM): One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.,
Reactionary:You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
1) 8/Day:Cloak of Shadows (sp) You can grant one target a cloak of shadows. This cloak gives the target a bonus on stealth checks made in dim or no light equal to 1/2 sorcerer level for 1 rd per 2 sorcerer levels.
3. Nighteye At 3rd level you gain darkvision 30', at 9th, you gain darkvision 60'. If you possess darkvision it's range increases by these amounts
9.Shadow Well At 9th level you can use the stealth skill even while being observed and without cover and concealment, as long you are within 10' of a shadow other than your own. In addition, when within an area of darkness or dim light, as a standard action you may chose to switch places with a willing ally within 60' who must also be in darkness or dim light. At 13th level, you can instead switch the position of two willing allies, each of whom must be within 60' of you. Unless otherwise noted this travel is identical to dimension door . You may use this ability to switch places once a day at 9th level, plus one additional time a day at 17th and 20th
15.Enveloping Darkness: At 15th level, you may create an area of deeper darkness that you can see through without penalty. All creatures except you are entangled within this darkness unless using freedom of movement or a similar effect. You may use this ability once per day.
Equipment:
Haramaki +1 AC, Sorcerors Kit, 40 bolts
Offense:
+1 Light Crossbow +12 1d8 19-20 x2
Money:
2950gp
Magic Items:
Headband of Charisma +4, Bracers of Armor +1, Belt of Dex/Con +2, Wand of Infernal Healing x2(37)(50), Wand of True Strike(47/50), Wand:Comprehend Languages(9) Robe of Arcane Heritage with Resistance +5 and Elvenkind +5 stealth,Goz Mask, Medallion: Freedom of Movement/Dominate Monster 1/Week creatures of aquatic or water subtype(DC 23, CL17)