Bard Worshipper of Desna

Sindra Disdal's page

100 posts. Alias of Ravagwen Darksbane.


Full Name

Sindra Disdal

Race

Elf

Classes/Levels

Rogue 5/Shadow Dancer 2 | AC:21 FF: 21 Touch: 14 | Saves: Fort: +3 Ref: +8 Will: +3| Perception: +12 | Init: +3 | HP: 50/50 | CMB: 5 | CMD: 19

Gender

Female

Size

Medium

Age

120

Special Abilities

Feather Fall, Disrupt Undead

Alignment

Chaotic Neutral

Deity

none

Languages

Common, Elven, Dwarven, Draconic, Celestial

Occupation

Bounty Hunter

Strength 12
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 12
Charisma 14

About Sindra Disdal

Physical features:
Height: 5'8'
Weight: 110lbs
Long blond hair with a brain to the side
Green eyes

Backstory: Sindra is an elf from a village far to the south of the location. She was the daughter of several town healers who trusted anyone that came into the town. She did not trust many and that came to be true as some assassins tried to take out the local cheif. She aided several of the guards in taking down the assassins. She then decided to take up bounty hunting to earn some money and see the world that was when she heard about Flame rock refuge falling into darkness and decided to go out and find out why.

SINDRA DISDAL
CR 5
XP XPAWARD
Female Elf Rogue 5 / Shadowdancer 2
None Medium humanoid (elf)
Init +3; Senses Darkvision, Low-Light Vision, Perception+12
DEFENSE
AC 21, touch 14, flat-footed 21 (+7 armor, +3 Dex, +1 dodge)
hp 50 (5d8)+(2d8)+12
Fort +3, Ref +8, Will +3, +2 vs. enchantment spells and effects, +1 Reflex to avoid traps
Defensive Abilities Evasion, Hide in Plain Sight, Improved Uncanny Dodge, Trap Sense +1, Uncanny Dodge,
OFFENSE
Speed 20 ft.
Melee dagger +1 +6 (1d4+2/19-20)
Ranged dagger +1 (thrown) +8 (1d4+2/19-20)
Ranged masterwork longbow +8 (1d8/x3)
Melee morningstar +5 (1d8+1)
Melee scorpion whip +1 +6 (1d4+2)
Special Attacks Sneak Attack 3d6, Sniper's Eye, STATISTICS
Str 12, Dex 16, Con 12, Int 14, Wis 12, Cha 14
Base Atk +4; CMB +5; CMD 19
Feats Armor Proficiency, Light, Combat Reflexes, Dodge, Exotic Weapon Proficiency (Scorpion Whip), Mobility, Simple Weapon Proficiency
Skills Acrobatics +8, Acrobatics (Jump) +4, Appraise +9, Bluff +7, Climb +4, Craft (Untrained) +2, Diplomacy +7, Disable Device +9, Disguise +6, Heal +1, Intimidate +6, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Linguistics(Dwarven, Orc) +7, Perception +12, Perception (Trapfinding) +14, Perform (Dance) +8, Perform (Untrained) +2, Sense Motive +9, Sleight of Hand +7, Stealth +15, Survival +2, Swim +7, Use Magic Device +12,
Languages Celestial, Common, Dwarven, Elven, Goblin, Orc
SQ Darkvision, Darkvision, Elven Immunities, Elven Magic, Keen Senses, Low-Light Vision, Minor Magic (Disrupt Undead), Trapfinding, Weapon Familiarity,
Gear dagger +1; ring of feather falling; elven chain +1 (shadow); outfit (explorer's); wand of cure light wounds; wand of magic missile; morningstar; scorpion whip +1; Backpack [ Arrows (20) (x2); Arrows (Blunt/20); ]; Masterwork Longbow ;
SPECIAL ABILITIES
Darkvision (Ex) At 2nd level, a shadowdancer gains darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet.
Darkvision (Ex) Range 90; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Hide in Plain Sight (Su) A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Improved Uncanny Dodge (Ex) You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 11.
Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.
Killer You made your first kill at a very young age and found the task of war or murder to your liking. You deal additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.
Low-Light Vision (Ex) You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Minor Magic (Disrupt Undead) (Sp) You can cast Disrupt Undead. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is 5. The save DC for this spell is 12.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 3d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Sniper's Eye (Ex) A rogue with this talent can apply her sneak attack damage on ranged attacks targeting foes within 30 feet that benefit from concealment. Foes with total concealment are still immune.
Suspicious You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Trapfinding (Ex) You add +2 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.