Ability Score Racial Traits: Drow are nimble and manipulative. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.
Type: Drow are humanoids with the elf subtype.
Size: Drow are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Drow have a base speed of 30 feet.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and shortsword.
Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Immunities Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.
Feat and Skill Racial Traits
Keen Senses– Drow gain a +2 racial bonus on Perception checks.
Magical Racial Traits
Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.
Offense Racial Traits
Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Senses Racial Traits
Surface Infiltrator: Some drow dwell close to the surface lands, either because they serve drow causes or they were exiled. Drow with this racial trait gain low-light vision, allowing them to see twice as far as humans in conditions of dim light. This racial trait replaces the darkvision and light blindness racial traits.
Trapfinding
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Equipment:
Headband of Cha +2 (4000)
Belt of Dex +2 (4000)
+1 weapon (2000)
Haversack (2000)
Eyes of the eagle (2500)
+1 chain armor mithril (2100gp)
Anytool (250gp)
Dagger x2 cold iron
whetstone
climbing kit
Rogue kit
Medium tent
bedroll, cot
travellers outfit
wand cure light wounds (750 gp) 50 ch
spring loaded wrist shealth 1 gp holding wand of clw.
familiar More Adlad:
Small Aether Elemental(CR 1)
XP 400
N Small outsider (aether, elemental, extraplanar)
Init +6; Senses blindsense 60 ft., darkvision 60 ft.; Perception +5
DEFENSE
AC 14, touch 14, flat-footed 12 (+1 deflection, +2 Dex, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +5, Will +0
Defensive Abilities telekinetic deflection; Immune elemental traits, force
OFFENSE
Speed fly 60 ft. (good)
Melee slam +4 (1d4+1)
Ranged telekinetic throw +5 (1d8+2)
Special Attacks telekinetic maneuver, telekinetic throw (DC 12)
STATISTICS
Str 12, Dex 15, Con 12, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 15
Feats Improved Initiative B, Point-Blank Shot
Skills Acrobatics +6, Fly +12, Perception +5, Stealth +11
SQ telekinetic invisibility
Languages Aquan, Auran, Ignan, Terran
SPECIAL ABILITIES:
Telekinetic Invisibility (Ex)
An aether elemental’s body bends light and dampens sound waves. This works as the kineticist utility wild talent telekinetic invisibility, except that it is constant and doesn’t end when the elemental attacks. As this ability is inherent, it is not subject to effects such as invisibility purge.
Telekinetic Throw (Ex)
An aether elemental can fling a creature or object (with a maximum range of 480 feet). A creature receives a Fortitude save to avoid being thrown (the save DC is Constitution-based). The telekinetic throw deals the listed damage to both the thrown creature or object and the target.
The aether elemental can throw a creature or object that weighs at most 50 pounds per Hit Die the elemental possesses.
Telekinetic Deflection (Su)
An aether elemental gains a deflection bonus to its AC equal to its Constitution modifier.
Telekinetic Maneuver (Su)
An aether elemental can attempt a ranged combat maneuver check, as per telekinesis, with a CMB equal to its Hit Dice + its Dexterity modifier
Background:T'Karra belonged to the House of Lanterns, a house closer to the surface who conducted raids for specific targets and did scouting as well for those targets to make money by trade and sale to the houses below. After a hundred years doing this she was assigned to orcish village in the surface due to her lack of light sensitivity so that she might better learn the ways of the surface. The half orc shaman of Darkwoods eventually grew to like her and adopted her into the clan for her harsh and well trained fighting ways. She receives magical messages through the houses contacts on the surface which she is still contracted to uphold and which has made her good money as well.
Meanwhile in another world a young woman named Naomi grew up in the circus with her brothers and parents as a trapeze performer and excellent gymnast. Naomi dreamed of the Olympics and graduating from ULCA into business eventually becoming a lawyer defending herbal medicine and working on getting laws passed for making it more mainstream.
Naomi went to bed as normal on the UCLA campus only to wake up entirely somewhere else in someone else's body.