Drovic Syrendross's page

385 posts. Alias of CampinCarl9127.

Full Name

Drovic Syrendross


Elf (Dusk Elf)


Knife Guy l HP 40/40 l AC 17, T 15, FF 12 l F +3, R +11, W +7 l Init +9 l Perc +12










Common, Elven, Draconic, Infernal, Abyysal

Strength 12
Dexterity 20
Constitution 10
Intelligence 16
Wisdom 12
Charisma 12

About Drovic Syrendross

Male Elf Rogue (Knifemaster) 1/Wizard 4/Assassin 1/Arcane Trickster 1
LE Medium Humanoid (Elf)
Init +9; Senses Perception +11; darkvision
AC 17, touch 15, flat-footed 12 (+2 armor, +5 dex)
hp 40
Fort +3, Ref +11, Will +7
Speed 30 ft.

Melee TWF Daggers +8/+8 (1d4+2/1d4+1)
Dagger +10 (1d6+2)
Rapier +10 (1d6+1)
Morningstar +10 (1d8+1)

Ranged Shortbow +10 (1d8+1)
Hand Crossbow +10 (1d4)
Str 12, Dex 20, Con 10, Int 16, Wis 12, Cha 12
Base Atk +4; CMB +5; CMD 20
Traits Magical Knack, Resilient
Feats Weapon Finesse, Two-Weapon Fighting, Arcane Armor Training, Toughness
Skills (45 points; 8 rogue, 8 wizard, 4 assassin, 4 arcane trickster, 21 INT)
ACP -0
(1) Acrobatics +13
(1) Bluff +12
(1) Craft (Alchemy) +12
(1) Escape Artist +15
(1) Disable Device +17
(1) Disguise +8
(1) Knowledge (Arcana) +10
(1) Knowledge (Local) +10
(1) Perception +13
(1) Sense Motive +8
(1) Sleight of Hand +15
(1) Spellcraft +8
(1) Stealth +15
*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, Elven, Draconic, Infernal, Abyysal

Special Abilities:

Arcane Focus Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell.

Dreamspeaker A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast.

Silent Hunter Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait).

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Sneak Attack (Sneak Stab) +2d8/2d4 A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s.

Hidden Blade A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade.

Extended Illusions Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round).

Face in the Crowd At 1st level as a standard action, you can cause yourself to appear so normal, mundane, and unexceptional that you blend in to your surroundings. All creatures within 30 feet treat you as if you belonged there, effectively ignoring you. Creatures outside of this area may notice that you appear out of place, but as soon as they approach within 30 feet they are affected by the magic and no longer think something is amiss. If you interact with an affected creature in any way, it gains a Will save (DC 10 + 1/2 your wizard level + your Intelligence modifier) to disbelieve the illusion and notice you. The effect lasts for a number of minutes equal to your wizard level, or until the illusion is dispelled. The minutes do not need to be consecutive, but must be used in 1-minute increments. This is a mind-affecting phantasm effect. This ability does not turn you invisible and opponents are not considered flat-footed. It does not allow you to disguise yourself as a specific individual, type of person, or member of another race, so you cannot blend into a group of uniformed guards or appear as a member of an individual’s family, and a human cannot blend into a group of gnolls. You can blend in with any group made up of different types of people, such as a crowd of courtiers in a king’s throne room, and you can disguise yourself (either through magic or more mundane means) to appear as a specific type of person or another race (such as a uniformed guard or a gnoll) before using this ability.

Arcane Bond Viper

Alertness While a familiar is within arm's reach, the master gains the Alertness feat.

Death Attack If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). Studying the victim is a standard action. The death attack fails if the target detects the assassin or recognizes the assassin as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + the assassin's class level + the assassin's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Poison Use Assassins are trained in the use of poison and cannot accidentally poison themselves when applying poison to a blade.

Ranged Legerdemain An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.


0th level (at will) Detect Magic
Mage Hand
Ghost Sound

1st level (5/day) Disguise Self (Prepared)
Silent Image (Prepared)
Mage Armor (Prepared)
Obscuring Mist
Vanish (Prepared x2)
Shadow Weapon

2nd level (4/day) Invisibility (Prepared)
Glitterdust (Prepared)
Darkness (Prepared)
Levitate (Prepared)

3rd level (3/day) Haste (Prepared x2)
Invisibility Sphere (Prepared)


Carrying Capacity
Light 0-50 lb. Medium 51-100 lb. Heavy 101-150 lb.
Current Load Carried 42 lb.

Money 40 GP 6 SP 7 CP
+1 Dagger (1002gp)
Masterwork Dagger (302gp)
Dagger x5 (10gp)
Masterwork Rapier (320gp)
Masterwork Morningstar (308gp)
Masterwork Composite (+1) Shortbow (430gp)
Hand Crossbow (100gp)
Rosewood Armor (50gp)
Gloves of Reconnaissance (2000gp)
Belt of Incredible Dexterity +2 (4000gp)
Boots of the Cat (1000gp)
Cloak of Resistance +1 (1000gp)
Wand of CLW (750gp)
Potion of CMW (300gp)
Elixir of Hiding (250gp)
Backpack, Masterwork (50gp)
Lock, Good (80gp)
Grappling Hook x2 (2gp)
Mirror, Small Steel (10gp)
Rope, Silk (10gp)
Waterskin x2 (2gp)
Disguise Kit (50gp)
Thieves' Tools, Masterwork (100gp)
Antiplague x2 (100gp)
Antitoxin x2 (100gp)
Poison Pill Ring (20gp)
Masterwork shortsword


Blue Whinnis
2 doses (80gp)
Type: Injury
Save: Fortitude DC 14
Frequency: 1/round for 2 rounds
Initial Effect: 1 Con damage
Secondary Effect: Unconsciousness for 1d3 hours
Cure: 1 save

Dragon Bile
1 dose (500gp)
Type: Contact
Save: Fortitude DC 26
Frequency: 1/round for 6 rounds
Effect: 1d3 Str damage
Cure: 1 save

2 doses (1200gp)
Type: Injury
Save: Fortitude DC 20
Frequency: 1/round for 6 rounds
Effect: 1d3 Con damage
Cure: 2 consecutive saves

Insanity Mist
1 dose (500gp)
Type: Inhaled
Save: Fortitude DC 15
Frequency: 1/rounds for 6 rounds
Effect: 1d3 Wis damage
Cure: 1 save

1 dose (833.33gp)
Type: Ingested
Save: Fortitude DC 18
Onset: 10 minutes
Frequency: 1/minute for 6 minutes
Effect: 1d6 Dex damage, creatures reduced to 0 Dexterity suffocate
Cure: 2 consecutive saves

Ungul Dust
1 dost (333.33gp)
Type: Inhaled
Save: Fortitude DC 15
Frequency: 1/round for 4 rounds
Initial Effect: 1 Cha drain
Secondary Effect: 1d2 Cha damage
Cure: 1 save

Male Viper Familiar 4
N Tiny Animal (Viper)
Init +3; Senses Perception +9
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 20
Fort +1, Ref +8, Will +6
Speed 20 ft., climb 20 ft., swim 20 ft.

Melee Bite +8 (1d2-2 plus poison)
Str 4, Dex 17, Con 8, Int 7, Wis 13, Cha 2
Base Atk +3; CMB +4; CMD 11 (can't be tripped)
Feats Weapon Finesse
Climb +11
Perception +9
Stealth +15
Swim +11
Non-Standard Skill Bonuses
+4 Perception (racial)
+4 Stealth (racial)

Poison Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

Improved Evasion When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Emphatic Link The master has an emphatic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.


Drovic's was born in the Venduran Forest during the first full moon of the year. His parents, Treyan (father) and Ilian (mother), both had a rusty brown color to their hair. Drovic's older siblings, Caladrel (brother) and Faunra (sister), shared their parents rare hair color. But as Drovic emerged from the womb under the light of the full moon his hair was a light salmon color, almost as if the rust brown was mixed with white. Nothing was thought of this for a few years, but then Drovic's ability to see in the dark became apparent.
Ilian and her ancestors have been members of the same clan for hundreds of years, but Treyan has only recently joined their family and as such his ancestry was brought into question. Ilian, Caladrel, and Faunra supported him during this hard time. Drovic was still too young to understand the whole matter, but he recognized the disdain and rejection from the other elven children as well as the more outspoken adults. For a time was depressed at the lack of social interaction outside his family, but he grew into and accepted it, adapting to the solitude. His father was too busy to spend much time with him and his older siblings were afraid to be grouped in with him. His mother was the only person who truly loved him, raising him equally and with all of her love.

While the search for Treyan's ancestry developed, Drovic spent his time reading books and pursuing various hobbies. He also learned how to deter others from talking or confronting him, either through lies, stealth, or misdirection. While these tactics certainly helped ease the difficult situation life has handed him, they did not help his relations with people. Already born an outcast, Drovic became alienated from his race.

As Drovic came of age a pair of elves returned who had been searching for the answers to Treyan's past. Their entire family was brought before the elders to hear the news. The two read off a scroll, revealing that no other elven clan had ever had Treyan or his ancestors nor has his name branched off from a previous family name. Treyan remained silent with a white knuckled grip as they continued to read, saying that they have spoken to spies in the drow society who claimed Treyan was seen leaving one of their underground cities. The council grew quiet as everybody turned to stare at Treyan. He stared in disbelief for a moment, then gave a wicked grin and mockingly raised his hands. "You got me." He grabbed Ilian, pressing a dagger to her throat as he began to back away from the council. The warriors trained bows on him but were afraid of hitting Ilian. He backed to the edge of the treeline, then with a gesture his hair wavered and turned completely white. He savored the looks of shock for a moment, then laughed and slit Ilian's throat, fleeing into the forest.

The elves immediately set out to bring Treyan to justice, but he either vanished into the wilderness or escaped to the safety of the drow, beyond the reach of the elves. Caladrel and Faunra mourned for many years in solitude before learning to cope with, if not accept their loss. Drovic stayed in shock and denial for a much longer amount of time. The other elves shunned him even more, not only for his new silence but also since all their suspicions have been confirmed. His siblings tried to help him through the ordeal once they themselves recovered, but he had thrown up walls that no one could breach. After many years of failure they finally gave up, Faunra approaching him during the first full moon of the new year. "We were all wounded terribly by the death of our mother and the betrayal of Treyan, but even us lofty elves must move on." Drovic looked up at her, speaking his first words in years. "Than you didn't love her like I did." With that said he stood up and left. He didn't agree with his sister, but she did do one thing for him. She moved him onto the next stage of grieving: anger.

Drovic approached the elders, asking for their assistance. He wanted to personally track down his father and confront him. The elders grew wary, and one asked "I admire your spirit and the drive for a noble cause, but is this for justice or for revenge?" Drovic looked at him for a moment, giving him all the answer he needed. The elders would not grant their blessing nor their aid, but this did not deter him. He severed all ties to the only family he ever knew and set out south into the nation of Taldor.

Drovic made his way to the capitol, thinking he was most likely to hear information there. It took him a few weeks to adjust to the busy nature of the city. Once he was certain he could survive and live in the city he immersed himself in its busy flow. Sticking to the shadows and staying off the record, Drovic aimlessly targeted people of importance and approached them alone to question them. His effort was in vain and his questioning fruitless, random nobles and merchants knowing nothing of the drow communities.

Drovic's quest did not go unnoticed by the authorities of Oppara. Eventually an investigation was started, trying to find the mysterious figure asking so many questions and harassing important men. Much to their surprise he wasn't to be found and they resorted to other measure. They had Lion Blades pose as nobles and set up an ambush. Drovic fell right into their trap, jumping a lone man only to be surrounded by a dozen Lion Blades.

While they were upset at Drovic's activities, he wasn't doing any permanent damage. Plus they had to admit they were impressed at how difficult it was to find him as well as how he always managed to find these men alone, even after they were alerted of some strange person doing just that. So he was given two options: Pay a heavy fine and go to jail, or work for Oppara and Taldor in exchange for his freedom. Drovic grudgingly accepted, realizing he could do more as a slave than he could in jail.

Appearance and Personality:

Drovic has salmon colored strait hair that falls to his shoulders and outlines his thin face. His eyes are a pale green that match the paleness of his skin. He's short and thin for an elf, looking like a wiry runt. Crossing from his right temple through his left eye is a pale scar that stretches back all the way to his ear and continues, disappearing into his hair.