Chain Mauler

Tenebral Sam's page

50 posts. Alias of Sai Ling.


Race

Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

About Tenebral Sam

Tenebral Sam, you're my main man.

Past:
Tenebral Sam's mother was captured by raiders on her way to join her husband in Absalom. She was sold to the most unscrupulous of slavers, and ultimately found her way into the Court of Ether, as housekeeper to one of the Svartalfar nobles. She was with child on her arrival, and the fey's fascination with the impending birth terrified her, such that she bargained with a dark outsider to rescue her child.
The demon transported her to the shadow plane, and left her in the care of a small clan of exiled humans in the Shadow Absalom. Though she had saved her child's life, he was born within arm's reach of his father who, on the material plane, still mourned the loss of his wife. When Sam was born, the demon returned, claiming that the bargain had been to save the child from a life of servitude. Sam's mother was returned to live out her days as a slave of the svartalfar, and Sam himself grew up in the shadow of the greatest city on Golarion.

From his adopted parents he learned stealth and secrecy, and he absorbed the essence of his birthplane. He also learned of his history. At the age of twelve, he found a portal to the material plane. He found his father, with a new wife and other children. Though his father welcomed him, his step siblings found him strange and alien, and he knew he could not remain there. Neither could he return to his adopted family in the shadow city, so he did what was necessary to survive.

His natural gifts made him a successful thief, but it also brought him to the attention of the local thieves guilds. For several years he has managed to remain an "independent contractor" in Absalom's underworld, but he knows he is walking a tightrope without a net. He will have to align himself with one group or another soon, or find a new occupation, preferably somewhere far from Absalom.

On his last heist, he found a little something extra among the spoils that he hadn't noticed rifling through the house. A silver key...

Present:
Tenebral Sam 1
Fetchling Ninja/Sorcerer 1
CG Medium outsider (native)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 8 (1d8)
Fort +1, Ref +6, Will +3
Defensive Abilities shadow blending; Resist cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee wakizashi +0 (1d6/18-20/×2)
Ranged shortbow +4 (1d6/×3)
Special Attacks sneak attack +1d6
Spell-Like Abilities
. . 1/day—disguise self
Sorcerer (Wildblooded) Spells Known (CL 1st; concentration +4):
1st (4/day)—vanish, obscuring mist
0 (at will)—open/close (DC 13), daze (DC 13), detect magic, penumbra
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Statistics
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Str 10, Dex 18, Con 11, Int 12, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 14
Feats Combat Reflexes
Traits indomitable faith, resilient
Skills Acrobatics +7, Bluff +7, Diplomacy +7, Disable Device +5, Escape Artist +7, Perception +4, Perform (dance) +7, Sense Motive +4, Stealth +9, Use Magic Device +7; Racial Modifiers +2 Stealth
Languages Aklo, Common
SQ poison use
Combat Gear Potion of cure light wounds (2); Other Gear Studded leather armor, Shortbow, Wakizashi, Backpack (empty), Grappling arrow, Silk rope, Thieves' tools, 7 GP

Spells lvl 1 (4/day) Vanish, Obscuring Mist
lvl 0 Detect Magic,
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Special Abilities
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Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Shadow Blending (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Cloak of Shadows +1 (6/day) At 1st level, as a standard action, you can grant one target a cloak of shadows. This cloak gives the target a bonus on Stealth checks made in areas of dim or no light equal to 1/2 your sorcerer level for 1 round per 2 sorcerer levels you possess.


Future:
Unknown, but probably shadow dancer