Lantern Bearer

Theodore Endrin's page

16 posts. Alias of Scaffold Kane.


About Theodore Endrin

Theodore Endrin
CG Male Elf Unchained Knifemaster/Scout 3 (Variant Multiclassing: Foresight Wizard)
Init +13; Senses; Perception +8, Sense Motive +8
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Defense
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AC 20, touch 16, flat-footed 14
(10 base, +5 dex, +4 armor, +0 shield, +0 deflection, +0 natural, +1 dodge)
Hp 21 (3d8 + 3 FC)
Fort +2, Ref +8, Will +1
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Offense
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Speed 30 ft.
Melee
Masterwork Dagger +8 (1d4+5/19-20-x2)
Masterwork Dagger x2 +6/+6 (1d4+5/19-20-x2/1d4+2/19-20-x2)
Ranged

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Statistics
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Str 7, Dex 20, Con 10, Int 10, Wis 10, Cha 15
Base Atk +2; CMB +1; CMD 18
Feats Run, Weapon Finesse, Two-Weapon Fighting, Dodge
Skills Acrobatics 3 [+12], Escape Artist 3 [+11], Intimidate 3 [+8], Knowledge (Religion) 3 [+5] Perception 3 [+10], Sense Motive 3 [+8], Sleight of Hand 3 [+11], Stealth 3 [+11]
Languages Common, Elven
Special Abilities Foresight School, Sneak Stab +2d8/2d4, Hidden Blades +1, Evasion, Combat Trick (Dodge), Blade Sense +1, Finesse Training (Dagger), Familiar
Favored Class Rogue - +3 HP
Traits Nobleborn "High Above" (Campaign), Group Fighter (Regional), Warrior of Old (Race)
Drawback Foul Brand
Combat Gear Mithral Chainshirt, Masterwork Dagger x2
Other Gear Masterwork Backpack, Quick Runner's Shirt, Pickpocket's Outfit, Springloaded Wrist Sheath x2, Gold Holy Symbol; 0 pp, 136 gp, 0 sp, 0 cp
Encumbrance 0 – 26 lbs; 27 – 53; 54 – 80; [Current Weight: 22.5 lbs/ Light Load]
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Magic
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Spell-Like Abilities:
Dream 1/day

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Special Abilities
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Dreamspeaker (Race): +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf's character level).
Fleet-Footed (Race): Gain Run as a bonus feat and a +2 racial bonus on initiative checks.
Silent Hunter (Race): Reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait).
Low-light Vision (Race): Elves can see twice as far as humans in conditions of dim light.
Run (Bonus Racial Feat): When running, increase move multiplier by one. Retain dexterity bonus to AC while running.
Foul Brand (Drawback): -2 to Diplomacy, Bluff, and Disguise.
Nobleborn "High Above" (Trait): +1 to acrobatics and CMD.
Group Fighter (Trait): +1 to attack flanked enemies.
Warrior of Old (Trait): +2 to initiative.
Weapon Finesse (Bonus Class Feat): Use dexterity to attack with certain weapons instead of strength.
Two-Weapon Fighting (Level 1 Feat): Reduce the penalties for fighting with a weapon in each hand.
Hidden Blades (Rogue Special Ability): +1/2 level to Sleight of Hand checks made to conceal light blades.
Sneak Stab (Rogue Special Ability): +2d8 damage when flanking an opponent or attacking an opponent who is denied their dexterity bonus to AC and using a light blade. When not wielding a light blade, bonus damage is +2d4 instead.
Evasion (Rogue Special Ability): Take no damage on successful reflex saves instead of half.
Combat Trick (Level 2 Rogue Talent): Gain a bonus combat feat.
Dodge (Combat Trick Feat): Gain a +1 dodge bonus to AC.
Blade Sense (Rogue Special Ability): Gain a +1 dodge bonus to AC against anyone attacking with a light blade.
Finesse Training (Daggers) (Rogue Special Ability): Use dexterity instead of strength for damage rolls with daggers.
Familiar (Variant Multiclassed Wizard Level 3 Ability): Gain a familiar.

Lady:

Picture of the Lady

Painted Lady
CG Female Butterfly School Familiar Emissary 3
Init +10; Senses; Perception +10, Sense Motive +3
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Defense
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AC 21, touch 19, flat-footed 16
(10 base, +5 dex, +0 armor, +0 shield, +0 deflection, +2 natural, +0 dodge, +4 size)
Hp 10 (3 HD)
Fort +2, Ref +8, Will +1
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Offense
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Speed 5 ft., Fly 30 ft
Melee
None
Ranged
None
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Statistics
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Str 1, Dex 20, Con 10, Int 7, Wis 10, Cha 2
Base Atk +2; CMB -3; CMD 8
Feats Improved Initiative
Skills Fly 1 [+19], Perception 3 [+10], Stealth 3 [+23]
Languages
Special Abilities School Link, School Cantrip, Ever Ready
Favored Class N/A
Traits N/A
Drawback N/A
Magic
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Spell-Like Abilities:
Detect Magic At-will
Guidance At-will

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Special Abilities
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Divine Guidance (Familiar Ability): Familiar can cast Guidance at will.
Share Will (Familiar Ability): Once per 24 hours, if either the master or familiar fail a will save against a mind-effecting effect, the other may roll the save. If that save succeeds, the original save also succeeds.
Domain Influence (Familiar Ability): Use Bit of Luck domain power once per day. Standard action to touch a willing creature, for the next round they can roll twice and take the better result.
Improved Evasion (Familiar Ability): If the familiar succeeds any reflex save, it takes no damage. It takes half damage on a failed save.
Empathic Link (Familiar Ability): Express emotions empathically between master and familiar up to a mile away.
School Link (Familiar Ability): Can only share spells and deliver touch spells with Divination spells.
School Cantrip (Familiar Ability): Can cast one Divination cantrip at-will.
Ever Ready (Familiar Ability): Roll initiative for master and familiar at the beginning of combat. The master can choose to take the familiar's result instead of his own. Familiar gains benefit of Forwarned and always acts in a surprise round.

Background:

Born just over a century ago, Theodore's adoptive human parents are long gone. Otherwise, his childhood and journey to maturity was a fairly normal one. He was raised in a small, almost hamlet, sized town in Cheliax by his parents who were simple shopkeepers. Otherwise normal people, they only had one major quirk; they worshiped Lamashtu, the chaotic evil god deception, ferocity, demons, and nightmares. They were not evil, though, and neither were the other members of their very selective religious sect. They worshiped both Desna, the chaotic good god of dreams, and Lamashtu as if they were almost a single entity. They believed all dreams had their use regardless of if they were good, as Desna, or bad, as Lamashtu.

As a baby, Theodore was branded with a small jackal symbol on his left cheek and a small butterfly symbol on his right as a sort of baptism into the group to remind the members of the balance between dreams and nightmares throughout life. As he grew, he began disagreeing with many of the tenets of his religion. While his adoptive parents were alive, he tried to keep his opinion of the more evil activities to himself, but learning more to think for himself led to the abandonment of the church in which he was raised. He stole what he could from the group and trekked out to make it on his own. His devoutness to Desna grew as his final steps into adulthood were met with more struggles than he had anticipated.

Finally making it as a thief and rebel against tyranny, he took up the path of spreading Desna's will around Golarion and using his extensive skills as a thief to do so. Desna has since been granting him small prophetic visions in his dreams, or so he interprets them, and has granted him the ability to speak to people through dreams and has sent him a guide in the form of a familiar. Through further work in Desna's name, he hopes to unlock more of her blessings to continue doing good in the world.

If he can somehow get the brand of Lamashtu removed from his face, for he sees it as a stain and nothing more, he also is on a mission to do that. For now, though, he must deal with the blackness of his upraising.

Physical Description:

Theodore's Portrait

Theodore stands about 5'11" tall and weighs an unimpressive 132 lbs. His stature, likely a result from the amount of time he spent barely able to find food, is small and weak. His musculature doesn't just look degraded though, it looks like his body doesn't want to take on any more muscle. He certainly doesn't appear to be made of the stuff of heroes.

He has a charming face, set aside the small brandings he sports on either cheek. Being that he's probably 3/4 elf instead of a pure blood (though he doesn't know his parents so it is hard to say for sure), he is able to grow a small amount of facial hair and he uses it to accent his slender elven face. He keeps his hair fairly long, but he likes to keep it in a ponytail to show off his strong jaw and somewhat small, for an elf, ears. His eyes are a light blue and his hair is a very dark brown, but not to be mistaken for black hair.