Shulgo was the son of a lesser Drow priestess, conceived during a perverse ritual with foul demonspawn. As the result of this pairing, he had no real status in his house, which was not particularly powerful in any event. Shulgo grew up in the shadows, ignored and tried to survive as best he could. As is common in the Underdark, houses rise and fall, and his house fell even further, betrayed by a more powerful house. His family was enslaved, killed or exiled. Shulgo managed to escape, because he happened to not be home at the time of the raid. When discovered what happened, he fled and hid in a trade caravan to the surface, slipping away before being found. Shulgo lives by his wits and quick reflexes. If he can't sneak or run away, he will lie his way out of the situation. If he has to fight, he has a pair of wicked claws, Thanks to Dad.
Shulgo has always kept a silvery key with him. He is not sure what it leads to. He had always hoped it opened a vault with vast treasure, but it never worked for any lock he has ever encountered. It seems important, so he has kept it all these years.
He has been on the surface for only a few months, but has learned much about the world, and his attitude has adjusted about the other races and societies. They say old habits die hard, but Shulgo is ready to be done with the backstabbing and web of deceit that was the Underdark. Currently he is employed by a pair of gnomes, working in their shop assisting with appraisals, alchemical projects and tinkering with clockwork gagdgets and other devices. He also keeps an eye on things and makes sure that other thieves and swindlers stay away.
He doesn't plan to stay at the shop forever, but for now its ok until something more interesting comes along. Having seen the surface world, he realizes there is so much more out there to see and an eagerness to explore is building quickly.
Shulgo tends to be quiet and reserved, not gregarious, he keeps his hood pulled over his face often. He is independent and a survivor and grits his teeth through tough times. His Common speech has a strong accent when he does speak.
Class: Rogue 1
Alignment: N
Race: Tiefling (Elf)
Size : Medium
Init +4; Senses Perception +4, Darkvision 60'
Stats:
Str 13 (+1), Dex 18(+4), Con 10(0), Int 16(+3), Wis 10(0), Cha 10(0)
Defense:
AC 16, touch 14, flat-footed 12 (+4 dex, armor +2)
hp 9 (1d8 +1 FCB )
Fort +0 ( base 0, stat 0)
Ref +6 (base 2, stat 4)
Will +0 (base 0, stat 0)
Resistance: Cold 7, Fire 7, Electricity 7
Spell Resistance: 11
Ranked:
Acrobatics +8 (rank 1, stat 4, class skill 3)
Appraise +7 (rank 1, stat 3, class skill 3)
Bluff +9 (rank 1, stat 3(uses int), class skill 3, race 2)
Climb +5 (rank 1, stat 1, class skill 3)
Craft Alchemy +7 (rank 1, stat 3, class skill 3)
Disable Device +10/11 (rank 1, stat 4, class skill 3, trapfinding 1, tookit 2)
Knowledge Dungeoneering +7 (rank 1, stat 3, class skill 3)
Perception +4 (rank 1, stat 0, class skill 3)
Sleight of Hand +8 (rank 1, stat 4, class skill 3)
Stealth +10 (rank 1, stat 4, class skill 3, race 2)
Use Magic Device +4 (rank 1, stat 0, class skill 3)
Nonranked:
Escape Artist +4 (stat 4)
Ride +4 (stat 4)
Swim +1 (stat 1)
Handle Animal 0 (stat 0)
Special Abilities:
Class
Sneak Attack +1d6
Trapfinding (+1/2 levels Perception vs traps, and to Disable Device)
Racial
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Variant Tiefling Ability: Spell Resistance 10 +1/2 level. This replaces Spell Like Ability.
Traits:
Unscathed: Each type of energy resistance you have (if any) increases by 2 points.
Clever Wordplay : Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier. Bluff
guard dog 25gp
alchemy crafting kit 25gp 5lbs (typically not carried)
230.7 gp out of 240gp
weight: 46 lbs (anything under 50lbs is light encumbrance)
Guard Dog:
N Small animal
Init +1; Senses low-light vision, scent; Perception +8
DEFENSE
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 6 (1d8+2)
Fort +4, Ref +3, Will +1
OFFENSE
Speed 40 ft.
Melee bite +2 (1d4+1)
STATISTICS
Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Appearance:
Shulgo is a very tall fellow, towering over most humans. he is not particularly strong or hardy. His stature is the result of his demonic heritage. He draws some features from his Drow mother: graceful movements and a quick wit, skin black as night, and reddish eyes. From his demonic sire, he acquired a long prehensile tail, wicked razor sharp claws, and a thick saggital crest with a row of horns down the middle. He typically wears a hooded cloak, leather armor, and will hunt with a bow.