Thief

Fenlin Dell's page

109 posts. Alias of TriShadow.


Full Name

Fenlin Dell

Classes/Levels

Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |

Strength 12
Dexterity 16
Constitution 12
Intelligence 20
Wisdom 10
Charisma 9

About Fenlin Dell

Fenlin Dell
Half-elf investigator (empiricist) 2 / Alchemist (mind chemist) 2
LN Medium humanoid (elf, human)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +7
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Defense:

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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 27 (1d8+1)
Fort +4, Ref +8, Will +3; +2 vs. enchantments
Immune sleep

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Offense:

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Speed 30 ft.
Masterwork Elven curve blade +6 (1d10+1/18-20)
Masterwork Composite Shortbow +4 (1d6+1/x3)
Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +5)
1st— cure light wounds , shield

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Statistics:

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Str 12, Dex 16, Con 12, Int 20, Wis 10, Cha 9
Base Atk +2; CMB +3; CMD 14

Feats:

Weapon Finesse (1st)
Piranha Strike (3rd)
Brew Potion (FREE Alchemist 1st)
Throw Anything (FREE Alchemist 1st)

Traits
Reactionary
Seeker of brightness

Skills:

Acrobatics +6
Appraise +9
Bluff +6
Climb -2
Craft (alchemy) +12 (+4 to create alchemical items)
Diplomacy +3
Disable Device +12
Disguise +6
Escape Artist +4
Fly +4
Heal +4
Intimidate -1
Knowledge (arcana) +14
Knowledge (dungeoneering) +14
Knowledge (Engineering) +14
Knowledge (Geography) +14
Knowledge (history) +14
Knowledge (local) +15
Knowledge (nature) +14
Knowledge (planes) +14
Knowledge (religion) +14
Linguistics +9
Perception +17
Ride +0
Sense Motive +9
Slight of Hand +4
Spellcraft +9
Stealth +7
Survival +7
Swim -2
Use Magic Device +12

Racial Modifiers +2 Perception

Languages:

Abyssal
Common
Draconic
Dwarven
Elven
Goblin
Infernal

Special Qualities:
alchemy (alchemy crafting +1), elf blood, inspiration (4/day), trapfinding +1

Gear:

Clear Ear
studded leather
masterwork elven curve blade
masterwork shortbow
masterwork thieves' tools
masterwork tool (perception)
15 gp

Magic Gear:

Cognatogen: +4 Int, -2 Str, +2 Nat AC
Hand of the Mage
Headband of Vast Intelligence +2 (Survival)

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Special Abilities:

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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Darkvision (60 feet) You can see in the dark (black and white only).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to
attack or save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

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5 Questions/background:

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.

Growing up as a half-elf in Molthune meant trying to find ways to fit in. For years Fenlin was the butt of countless jokes. He was never certain which was worse, the humans asking about why his ears were so 'dull', or the absolute disdain and silence he received from most elves. He spent hours upon hours in his mother’s apothecary shop. Though he lacked the healing touch of his human mother, Fen had a thorough understanding of what all the ingredients could do.

Fenlin decided that instead of giving in to the barbs of others, he would pursue acceptance by becoming an Imperial Enforcer for Canorate. He went through the basic training. He mastered the laws and academic material in short order. To ensure he was able to respond to any type of threat Molthune may face, Fenlin would study notes from esoteric texts describing any number of dangers. He expanded his research to include histories and royal lineages in order to protect the area from civil wars.

Fenlin also spend time in the alchemy lab, expanding his knowledge and learning new ways to combine components. It turns out that just enough of his father’s arcane spark flowed through his veins. While he could never become another magus, he could duplicate spell effects using materials from the lab.

At the end of the training, Fenlin was dismissed despite how well he had performed on the written and oral tests. It seems that preparing for theoretical threats impinged on his martial training. In the end, it was deemed that Fenlin was too lacking in melee ability. He was sent away with an invitation to return in the future. Once again, Fenlin found himself cast aside by society.

When he returned home, he explained his frustration to his mother. He decided he would leave Canorate and make his own way in the world. His mother retrieved a long lacquered box from her room. She gave it to Fenlin, telling him that it had belonged to his father. Ilsia rarely spoke of elf who left her a widow. Anxiously curious, Fenlin opened the case. It was his father’s sword, the only item recovered when he died all those years ago. The only legacy he would pass down to his son. He looked up at his mother. With tears in her eyes, Ilsia asked Fenlin not to leave Molthune, not to leave her. She could not bare to loose another man from her life, not yet.

Fen decided he could not stay. He wanted to find answers about his father. Fen also knew that to find a way to make a difference in the lives of those who had mocked and belittled him he would have to return a hero, or at least with some status afforded to him. He would return to show Wellspring the man he had become.

2) Two goals that you'd like the character to accomplish in-game.
*To become titled or gain a position of prominence in the town.
*To learn what happened to his father.

3) Two secrets,
one the PC keeps to himself~ His love for Keela
one kept from the PC. ~ Fen actually passed the martial test, but the Captain Recho of the Imperial Enforcers was a rival of Fenlin's father long ago (about the time of his disappearance), and failed Fenlin.

4) 3-5 people that are tied to your PC
blood ~ Ilsia - Mother, runs apothecary shop,
love~Keela, Jeld's sister and daughter to Captain Recho
rivalry/enemy-Jeld, son of the Captain of the Enforcers.

5) Three key memories that define your character as the person they are at the time of submission.
*The day a messenger arrived with word his father was lost. Fen was too young to know what was happening, but remembers his mother falling to her knees in tears.
*Spending time close to her mother in the Alchemy Shop, sometimes sneaking in after she went to sleep to play "mixing"!
*The day Jeld asked him about his ears and got all the other kids to Fenlin "DULL"