Rogue

Elkrakyrr tlar'Eilser's page

7 posts. Alias of Tourach.


Gender

AC 12, T12, FF10 | HP 7/7 | F:+0, R:+2, W:+2 | Init : +8 (+12 with Familiar) | Perc +2

About Elkrakyrr tlar'Eilser

Elkrakyrr tlar'Eilser

Drow Sorcerer (False Priest) 1
LE Medium humanoid (elf)

Init +8; Senses darkvision 120 ft., low-light vision; Perception +2

Background:

Elkrakyrr was born to a family with a long history of producing notable wizards - notable female wizards. Knowing that he wouldn't rise to the level of some of his family members, he set himself to a life in service. Luckily for him, however, he found early on that the blood of so many mages that ran through his veins gave him some measure of power. Still knowing he couldn't reach the level of power of his more powerful relatives through normal means, he set out to connive and deceive - tricking others into giving him more station than he deserved.

It was an even greater boon when he discovered a budding worship of Asmodeus among others of his House. Throwing himself wholeheartedly into the church. Quickly he claimed that his powers, unusual as they may be, came directly from the god himself. None generally doubted it. As his power and devotion grew, so too did his ruthlessness. Starting to wear a mask, similar to common inquisitors of Asmodeus, he started to act as priest and doctrinal enforcer, seeking to keep order particularly amongst the newer recruits. His sermons are firey and passionate and he figures that devotion will conceal his lack of actual divine magic - besides, flashing an Asmodean holy symbol does truly work - Asmodeus must support it after all.

Appearance:

Tall for a drow, Elkrakyrr stands over six feet tall and though he is thin, he wears flowing black robes to make his visage more threatening. His skin is light gray and pale and he typically has an iron mask fixed to his face, his hair hidden under a hood.

Defense:

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)

Fort +0, Ref +2, Will +2; +2 vs. enchantments

Immune sleep; SR 7

Weakness light blindness

Offense:

Speed 30 ft.

Ranged Light Crossbow +2 (1d8/19-20)

Drow Spell-Like Abilities (CL 1st; concentration +8)
. . 1/day—dancing lights, darkness, faerie fire

Sorcerer (False Priest) Spells Known:

(CL 1st; concentration +8):
. . 1st (5/day)—ear-piercing scream (DC 16), mage armor
. . 0 (at will)—acid splash, daze (DC 15), detect magic, prestidigitation

Statistics:

Str 10 (+0)
Dex 14 (+2)
Con 10 (+0)
Int 12 (+1)
Wis 10 (+0)
Cha 20 (+5)

Base Atk +0
CMB +0
CMD 12

Feats:

False Focus
Improved Initiative

Traits:

Desperate Focus (Magic)
Reactionary (Combat)
Ancestral Grudge (Alternate Racial)

Skills:

Intimidate +9
Knowledge (planes) +5
Knowledge (religion) +5
Perception +2
Spellcraft +5
Use Magic Device +9

Racial Modifiers +2 Perception

Languages:

Common
Elven
Undercommon

Special Qualities:

Ancestral Grudge
Arcane Bonds (Arcane Bond [familiar])
Bloodlines (Arcane)
False Piety

Weapons and Armor:

Light Crossbow +2 (1d8/19-20)
20 Bolts

Other Gear:

Backpack
Bedroll
Blanket
Chalk
Flint and Steel
Ink, Black
Inkpen
Parchment (5)
Hemp Rope (50 ft.)
Soap
Iron Unholy Symbol (Asmodeus)
Waterskin

Scroll Case

Belt Pouch
11 gp, 2 sp, 8 cp

Tracked Resources:

Crossbow bolts - 0/20
Dancing Lights (1/day) - 0/1
Darkness (1/day) - 0/1
Faerie Fire (1/day) - 0/1

Special Abilities:

Ancestral Grudge +1 to attack rolls vs humanoids with the dwarf or elf (non-drow) subtype.
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
False Focus You can use a divine focus to cast arcane spells.
False Piety +0 (Ex) Gain +0 bonus on Use Magic Device checks to activate spell trigger and spell completion items that use divine spells.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Resistance (7) You have Spell Resistance.

Arcane Familiar:

Scorpion, Greensting (Pathfinder RPG Bestiary 4 0)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 20, touch 16, flat-footed 16 (+3 Dex, +2 size, +4 natural, +1 dodge)
hp 3 (1d8)
Fort +2, Ref +3, Will +2
Immune mind-affecting effects
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Offense
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Speed 30 ft.
Melee sting +5 (1d2-4 plus poison)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 8 (20 vs. trip)
Feats Dodge, Weapon Finesse
Skills Climb +7, Intimidate -3, Perception +4, Spellcraft -1, Stealth +16, Use Magic Device -3; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.