| Full Name |
Rath |
| Race |
Half-elf |
| Classes/Levels |
Fighter 1/Transmuter 3 |
| Gender |
Male |
| Size |
Medium |
| Special Abilities |
Arcane Bond, Elven Immunities, Keen Sense, Physical Enhancement (Su) |
| Alignment |
Chaotic Neutral |
| Languages |
Common, Elven |
| Occupation |
Adventurer, Sellsword |
| Strength |
16 |
| Dexterity |
12 |
| Constitution |
14 |
| Intelligence |
18 |
| Wisdom |
10 |
| Charisma |
8 |
About Rath
AC: 16
Hit Points: 40
XP: 14000
Initiative: +5
Melee Attack Bonus: +7
Ranged Attack Bonus: +3
CMB: +5
CMD: +16
Saving Throws:
Fortitude: +5
Reflex: +3
Will: +4
Spells Known:
0 - all
1 - Burning Hands
1 - Enlarge Person
1 - Feather Fall
1 - Magic Missile
1 - Magic Weapon
1 - Protection from Evil
1 - Ray of Enfeeblement
1 - Shield
1 - True Strike
2 - Acid Arrow
2 - Bull's Strength
2 - Mirror Image
2 - Protection from Arrows
2 - Scorching Ray
Skills:
Acrobatics +5
Appraise +8
Climb
Craft (Alchemy) +8
Fly
Intimidate +5
Knowledge: Arcana +8
Knowledge: Dungeoneering +8
Knowledge: Local +8
Knowledge: Nature +8
Knowledge: The Planes +8
Linguistics +8
Perception +6
Profession
Ride
Spellcraft +14
Survival +4
Swim
Feats:
Improved Initiative
Power Attack
Scribe Scroll - Wizard
Skill Focus (Spellcraft) - Racial Bonus
Weapon Focus (Falchion)
Traits:
Magical Knack - +2 trait bonus to caster level, unless this would exceed HD
Deft Dodger - +1 trait bonus to Reflex Saves
Class Abilities:
Arcane Bond
Arcane School (Transmutation)
Cantrips
Physical Enhancement (Su): Strength +1
Prohibited Schools: Divination, Enchantment
Telekinetic Fist (Sp) 7/day
Racial Bonuses:
+2 to one ability score (INT)
Elf Blood
Elven Immunities
Keen Sense
Multi-talented
Adaptability
Demographic Data:
Height: 6'1"
Weight: 195 lbs
Eyes: Amber
Hair: White
Equipment:
+1 Mithral Shirt
Adamantine Falchion (Arcane Bond)
Dagger
Spellbook
Spell component pouch
1 flask of acid
2 flasks of alchemist's fire
2 potions of cure light wounds
Wealth:
Gold: 158 gp
Background:
Rath's birth parents are a mystery even to himself. What is clear is that he is a formidable killer, trained in the ways of both sword and spell. Further inquiries into his past are likely to met with hostility.
For the past several years or so, he has traveled widely, looking for mercenary work. His most recent adventure resulted in the deaths of his entire group of adventuring companions, and he barely escaped with his own life. Left only with his most treasured possessions, he made his way back to town and is again looking for adventuring work at the local tavern.
Distinguishing Feature:
Rath possesses a long, thin scar running over (above and below) his left eye (narrowly missing the eye itself), the result of a dagger's slash in a near-fatal skirmish with a group of racist human ruffians who'd ambushed the half-elf in an alley.