Member of Church of Razmir

Tenebral Vryce's page

22 posts. Alias of David James Olsen.

About Tenebral Vryce

Current AC - 17
Current HPs - 10/10
disguise self (1/day CL1) - Used 0/1
Current Effects

Male Fetchling Rogue (Bugler/Chameleon)


Initiative +4; Senses Low-light vision, Darkvision 60'
HP 10 (8+2Con) Current HP 12
AC 17 (+3 Armor, +4 Dex) FF13 T14
Speed 20
Str 12 Dex 18 Con 14 Int 10 Wis 8 Cha 15
Fort 2 Ref 6 Will 0
BAB 0 CMB +1 CMD 16

Resistance 5 (Cold, Electricity)
Special Abilities

Melee Dagger +1 (1d6+1/18-20)

Range Shortbow +4 (1d6/x3)

Languages Common

8 Skill Points/Level +1 FC (9 Total)

Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Acrobatics 10 (1+3CS+4Dex)
Bluff 6 (1+3CS+2Cha)
Disable Device 8 (1+3CS+4Dex)
Disguise 6 (1+3CS+2Cha)
Escape Artist 8 (1+3CS+4Dex)
Knowledge (Local) 4 (1+3CS+0Int)
Knowledge (Planes) 4 (1+3CS+0Int+2Race)
Perception 5 (1+3CS-1Wis+2Race)
Stealth 10 (1+3CS+4Dex+2Race)

Feats and Traits:

Drawback Shadow-Scarred (-1 to saves when in shadows)
Trait Ordinary (+4 to stealth Blending in with Crowds)
Trait Indomitable Faith (+1 to Will Saves)
Campaign Trait Haunted (Alertness as a bonus feat)

Level 1 Weapon Finesse
Level 1 Alertness

Class/Racial Abilities:

Weapon and Armor Proficiency: Andrek is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. He is proficient with light armor, but not with shields.

Ability Score Racial Traits: Fetchlings are quick and forceful, but often strange and easily distracted by errant thoughts. +2 Dexterity, +2 Charisma, –2 Wisdom

Native Outsider: Fetchlings are outsiders with the native subtype.

Medium: Fetchlings are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Fetchlings have a base speed of 30 feet.

Darkvision: Fetchlings can see in the dark up to 60 feet.

Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light.

Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.

Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.

Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature using this spell-like ability. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day, and at 13th level, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day. A fetchling's caster level is equal to his total Hit Dice.

Sneak Attack: Andrek can catch an opponent when they are unable to defend themselves effectively from his attack, he can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue 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 (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Misdirection (Ex) Andrek begins his career knowing that the secret to disappearing lies in deceiving the senses of his observers. Every day he gains a pool of stealth points equal to his ranks in Bluff. These points refresh at the start of each day. Before making a Stealth check, he can choose to put stealth points into the roll, gaining a bonus on Stealth checks equal to the number of stealth points he puts into the roll. If he gains a bonus on Bluff checks because of a feat, he adds a number of points to her stealth pool equal to the bonus the feat grants.

This ability replaces trapfinding.


Money pp gp sp cp

Studded Leather Armor
20 Arrows (Red Fletching)+ 10 Cold Iron Arrows (Black) + 10 Silver (White)
Flint and Steel
Flask of Oil (4)
Hemp Rope 50'
Smoked goggles
2 Iron Spikes
Sack (2)

Magic Items:


Andrek appears to be a normal human except all of the color seems to have been drained from him. His skin appears grey and his eyes glow a strange color of yellow. His hair is black, but only because he dyes it, normally it is grey like the rest of him.

Andrek is normally wearing whatever is currently in fashion and tries his best to not stick out. When on a job he will use his inherent disguise self ability and appear as nondescript as possible.

Height 5'8''
Weight 120lbs
Age 27 Years
Eye Color Glowing dirty yellow
Hair Color Black (naturally grey)
With years of being a slave and now being on the run, Andrek isn't very trusting. However he has found that working with the Pathfinders very rewarding and has trust in his brothers.


Andrek was born a slave on the shadow plane. While some grew strong to survive, others like Andrek used stealth and guile to survive. by adulthood he was able to pass unseen from most eyes and even risked slipping out of his bonds and away from captivity for an hour or two before sneaking back in.

He skills were recognized and put to use by his master by sending him with others to the material plane. Andrek and his partner's job was to infiltrate and steal a special item to his master. The rest of his team would be the distraction. Everything was going to plan until Andrek realized that if he could lose his partner, he would finally be free. When his partner was at a crucial point of their mission, Andrek slipped away while making sure the guards were alerted to his partner's position.

On the run and knowing that his team (and ultimately his master) would be looking for him, he laid low for awhile until he needed some money. He decided join the Pathfinders and found it a great fit. They had need of his skills and he bonded with a few of the people from the material plane.

Lately he has been feeling anxious and exposed. He heard about a trip to Prism, a crossroads plane. He volunteered immediately feeling it was time to relocate before being discovered. As they left Absolom to Prism, something went wrong. He felt his master's presence in his mind, he had somehow found him! Crashing through the portal he knew he made a mistake and should never have left the material plane. His master had a bond to him and could find him, when in shadows he felt his presence. Now Andrek would have to be more cautious than ever!


Initiative[ooc] [dice]1d20+4[dice]


[ooc]Attack with Greatsword[ooc] [dice]1d20+6[/dice]
[ooc]Damage[ooc] [dice]2d6+6[/dice]

[ooc]Power Attack with mw Greatsword[ooc] [dice]1d20+6-1[/dice]
[ooc]Damage[ooc] [dice]2d6+6+3[/dice]

[ooc]Ranged Attack with Longbow[ooc] [dice]1d20+2[/dice]
[ooc]Damage[ooc] [dice]1d8[/dice]

[ooc]Fort Save[ooc] [dice]1d20+4[/dice]
[ooc]Reflex Save[ooc] [dice]1d20+2[/dice]
[ooc]Will Save[ooc] [dice]1d20+3[/dice]

Skill Checks

[ooc]Diplomacy[ooc] [dice]1d20+10[/dice]
[ooc]Knowledge (arcana)[ooc] [dice]1d20+6[/dice]
[ooc]Knowledge (religion)[ooc] [dice]1d20+5[/dice]
[ooc]Perception[ooc] [dice]1d20+5[/dice]
[ooc]Spellcraft [dice]1d20+5[/ooc]

[ooc]Lay on Hands[ooc] [dice]1d6[/dice]

Stat Generation:

Str 12 (2 Points)
Dex 18 w/+2 Race (10 Points)
Con 14 (5 Points)
Int 10 (0 Points)
Wis 10 w -2 Race (0 Points)
Cha 15 +2 Race (3 Points)