Rogue (Eldritch Scoundrel) 1 | HP 10/10 | AC 14 TO 14 FF 10 | F +1 R +6 W +1 (+2 vs. Ench) | CMD 15 (17 Dirty, Disarm, Repo, Steal, Trip) | Init +4 | Perc +5 (+6 Traps) DV LLV | Immune Sleep
Gender
Female
Age
124
Alignment
Chaotic Good
Deity
Desna
Languages
Common, Draconic, Elven, Goblin, Sylvan
Occupation
Scoundrel
Strength
12
Dexterity
18
Constitution
12
Intelligence
16
Wisdom
12
Charisma
7
About Marz Shun
Background:
Marz barely ever met her family - they used to live on the Varisian forests, but ended up decimated by the constant attacks of hobgoblins. The young Elf survived, but went to live by the streets of the nearby towns together with the other short lived races, and therefore became a forlorn. The tribeless girl grew up depending solely on her own wits and agility, and made ends meet through petty crimes and a life on the run. She eventually came of age, with over a century of life - and despite still young for an Elf, it more than sufficed to keep her on her toes.
In one of such services, Marz and the rest of the young troublemakers invaded the manor of a somewhat rich, yet retired, adventurer. Most of the kids got their hands on jewels and nice clothes, but Marz herself thought the man's books could be of larger value - and across such volumes, she ended up stealing an old spellbook. While it had more spells, the decades charged a toll on the pages and she was only able to savage a small handful set of cantrips and low level spells. Yet, she became fascinated with them, and slowly started studying and trying to replicate them.
But law caught up with them - the local guards were able to detect and aprehend all the kids with the help of the adventurer's scrying abilities. Yet, before she was taken with the others, the man stopped the guards. "No, not her", he said, "She's my apprentice". He had taken to like the young Elf, and while scrying grew admired by her passion to learn the books, despite not being actually a wizard like him. He pulled her aside and told her, "I take you know well how to lie, right? Well - I will sponsor your admission to the academy. Don't make me regret it!" - and, just a few weeks later, the Eldritch Scoundrel joined as if she was a true wizard's apprentice.
Appearance and Behavior:
Marz is a young Elf with large, curious green eyes, and medium length silver blond hair. She's intelligent and dexterous; yet, it's clear life wasn't kind with her. She's uneducated, roughed up, not really used to a proper social life or polite manners, to the point of being plain unattractive. She doesn't dress up or tie her hair well; she gives a natural appearance of peasant, and not even her scholar clothes could truly hide it.
Being a street rat, her entire life had been those of lying, stealing, pickpocketing and literally surviving however she could. However, under her layers of a scoundrel, she has a good heart and a free spirit - dying to grow and escape her fate. She wants to learn, escape her life, and is willing to do what it takes to truly become a wizard.
Character Sheet:
Marz Shun
Female elf (Forlorn) unchained rogue (eldritch scoundrel) 1 (Pathfinder Player Companion: Arcane Anthology 23, Pathfinder Unchained 20)
CG Medium humanoid (elf)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +5
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 10 (1d8+2)
Fort +1, Ref +6, Will +1; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4+1/19-20) or
. . rapier +4 (1d6+1/18-20) or
. . unarmed strike +4 (1d3+1 nonlethal)
Ranged longbow +4 (1d8/×3)
unchained rogue (Eldritch Scoundrel) Spells Prepared (CL 1st; concentration +4)
. . 1st—color spray (DC 14), mage armor
. . 0 (at will)—detect magic, jolt[UM], prestidigitation
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Statistics
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Str 12, Dex 18, Con 12, Int 16, Wis 12, Cha 7
Base Atk +0; CMB +4 (+6 dirty trick, disarm, reposition, steal and trip); CMD 15 (+17 dirty trick, disarm, reposition, steal and trip)
Feats Agile Maneuvers, Breadth Of Experience[APG], Deft Maneuvers
Traits cunning liar (any city), pragmatic activator
Skills Acrobatics +8, Bluff +7, Craft (poison) +7, Disable Device +9, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +5, Profession (any) +3, Sleight of Hand +8, Spellcraft +7 (+9 to identify magic item properties), Stealth +8, Use Magic Device +7; Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Goblin, Sylvan
SQ elven magic, finesse weapon attack attribute, spells, trapfinding +1
Other Gear arrows (50), dagger, longbow, rapier, backpack, bandolier[UE], belt pouch, eldritch scoundrel starting spellbook, flint and steel, hemp rope (50 ft.), ink, inkpen, mess kit[UE], spell component pouch, thieves' tools, trail rations (5), waterskin, wrist sheath, spring loaded, 26 gp, 8 sp, 2 cp
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Tracked Resources
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Arrows - 0/50
Dagger - 0/1
Trail rations - 0/5
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Breadth of Experience You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
Darkvision (60 feet) You can see in the dark (black and white only).
Deft Maneuvers You don't provoke attacks of opportunity when tripping, disarming, repositioning, stealing or doing a dirty trick, and gain a +2 bonus on these maneuvers.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Spells Can cast wizard spells with the number of slots of a magus.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.