log in or register to remove this ad


[Tarumen, Land of Earth and Sky] Secrets Below

Isida Kep'Tukari

Please put your charactes in the following format. You can quote this character sheet and just delete my information and put in your own if you like.


Lirelle Amakiir
Female Elf Sorcerer 4

Alignment: Chaotic Good
Height: 4' 9''
Weight: 104lbs
Hair: Dark Brown
Eyes: Emerald
Age: 123

Str: 12 (+1) [4 points]
Dex: 16 (+3) [6 points, +2 racial]
Con: 10 (+0) [4 points, -2 racial]
Int: 12 (+1) [4 points]
Wis: 12 (+1) [4 points]
Cha: 17 (+3) [10 points, +1 level]

Class and Racial Abilities:
+2 Dex, -2 Con, immune to magic sleep effects and a +1 racial saving throw bonus against enchantment spells and effects, low-light vision, weapon proficiency in longsword, rapier, longbow and shortbow (and composite versions of both), +2 racial bonus to Listen, Search, Spot, and Balance, can make a Search check within 5' of a concealed door.

Hit Dice: 4d4
HP: 13
AC: 13 (+3 Dex)
Init: +3 (+3 Dex)
Speed: 30ft

Fortitude +1 [+1 base, +0 Con]
Reflex +4 [+1 base, +3 Dex]
Will +7 [+4 base, +1 Wis, +2 familiar]

BAB/Grapple: +2/+3
Melee Atk: +4 (1d8+1/19-20/x2/S, MW longsword)
Ranged Atk: +6 (1d8/x3/100'/P, MW longbow)
Ranged Atk:: +5 (ranged touch attack)

Balance +5 [0 ranks, +3 Dex, +2 racial]
Bluff +6 [3 ranks, +3 Cha]
Craft (drawing) +7 [4 ranks, +1 Int, +2 tools]
Knowledge (arcana) +8 [7 ranks, +1 Int]
Listen +3 [0 ranks, +1 Wis, +2 racial]
Search +3 [0 ranks, +1 Int, +2 racial]
Spellcraft +10 [7 ranks, +1 Int, +2 synergy from Knowledge (arcana)]
Spot +3 [0 ranks, +1 Wis, +2 racial]

Sudden Extend (1st level)
Sudden Empower (3rd level)

Languages: Common, Elven, Draconic

Spells Known/Per Day
Save DC +3
0th - detect poison, detect magic, mage hand, message, prestidigitation, read magic
1st - lesser orb of cold, lesser orb of electricity, mage armor
2nd - create magical tattoo


Wearing or carrying
Belt pouch - 1gp
Waterskin - 1gp
Wand of magic missile - 750gp
Spell component pouch - 15gp
Traveler's outfit (free)
Ring of protection +1 - 1,000gp
MW longsword - 315gp
MW longbow - 375gp
20 arrows - 1gp
Dagger - 2gp

Backpack- 2gp
-Bedroll - 5sp
-50 ft. silk rope - 10gp
-Paper (10 sheets) - 4gp
-Ink (two vials) - 16gp
-Inkpen - 1gp
-Trail rations (20 days worth) - 10gp
-20 uses of ink for create magical tatoo - 2,000gp
-Focus needles
-MW Painting tools - 55gp
-Hammock - 5gp
-Tent - 10gp
-4 tanglefoot bags - 200gp
-4 cure light wounds potions - 200gp
-4 antitoxins - 200gp

Pack lizard (Greesh) and pack saddle - 205gp

21gp, 5sp

Sursha, dark chanting goshawk familiar: Tiny magical beast; HD 1: hp 7; Init +3; Spd 10 ft., fly 60 ft. (average); AC 19 touch 15, flat-footed 16; Base Atk +2; Grp -8; Atk +5 melee (1d4-2, talons); full Atk +5 melee (1d4-2, talons) and +0 melee (1, bite); Space/Reach 2-1/2 ft./0 ft.; SQ low-light vision, deliver touch spells, improved evasion, alertness, share spells, empathic link; AL CG; SV Fort +2, Ref +5, Will +6; Str 6, Dex 17, Con 10, Int 7, Wis 14, Cha 6.

Skills and Feats: Craft (drawing) +5, Knowledge (arcana) +5, Listen +2, Spellcraft +7, Spot +14; Weapon Finesse.

Appearance: Lirelle is a sturdily-built elf woman, her dark hair braided with strands of blue and gray thread. Her eyes are deep green, and she wears simple traveling clothes of ocher, sand, and gray. A slate gray and black hawk sits upon her shoulder, watching everyone with a discerning eye. She bears a sword at her hip and a bow upon her back, and leads a docile and stoic pack lizard that seems to flinch at nothing the world throws at him.

Personality: Lirelle looks like no wizard, and she likes people to continue to think that as long as possible. Quiet and more willing to let others take the lead, she pipes up only when her expertise on the arcane is needed. Otherwise she tries to pass herself off as a ranger.

Background: Lirelle rarely speaks of her background, only telling her friends that she left her lofty tree-home after some kind of unfortunate incident. What this was she has yet to tell, but it may have something to do with her refusal to reveal her arcane powers to strangers or her near-muteness amongst others of her own kind.
Last edited:

log in or register to remove this ad


First Post
Dristun Sikun Noba

Dristun Sikun Noba
Male Halfling Cleric of Ehlonna 4
Alignment: Neutral Good
Height: 3' 1''
Weight: 30lbs
Hair: Dark Brown
Eyes: Light Blue
Age: 25

Str: 13 (+1) [8 points, -2 racial]
Dex: 16 (+3) [6 points, +2 racial]
Con: 10 (+0) [2 points]
Int: 10 (+0) [2 points]
Wis: 16 (+3) [8 points, +1 4th Level]
Cha: 14 (+2) [6 points]

Class and Racial Abilities:
+2 Dex, -2 Str, Small (+1 to AC and attacks, +4 to Hide checks), Base Speed 20 ft., +2 racial bonus on Climb, Jump, and Move Silently checks, +1 racial bonus on all saving throws,
+2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general, +1 racial bonus on attack rolls with thrown weapons and slings, +2 racial bonus on Listen checks.

Hit Dice: 4d8
HP: 26
AC: 18 (+3 Dex, +1 size, +3 armor, +1 shield)
Init: +3 (+3 Dex)
Speed: 20ft

Fortitude +5 [+4 base, +0 Con, +1 racial bonus]
Reflex +5 [+1 base, +3 Dex, +1 racial bonus]
Will +8 [+4 base, +3 Wis, +1 racial bonus]

BAB: +3
Melee Atk: +5 (1d6+1/x2/B, Heavy Mace)
Melee Atk: +5 (1d6+1/x3/P, Spear)
Melee Atk: +5 (1d4+1/x2/P, Shortspear)
Melee Atk: +5 (1d6+1/x3/P, Longspear, 10ft reach)
Ranged Atk: +8 (1d3+1/x2/50 ft./B, Sling)
Ranged Atk: +8 (1d6+1/x3/20 ft./P, Spear)
Ranged Atk: +8 (1d4+1/x2/20 ft./P, Shortspear)
Ranged Atk: +8 (1d4+1/x2/30 ft./P, Javelin)
Ranged Atk: +7 (1d8/(19-20)x2/120 ft./P, Heavy Crossbow)
Ranged Atk: +7 (1d6/(19-20)x2/80 ft./P, Light Crossbow)

Concentration +4 [4 ranks, +0 Con]
Diplomacy +3 [1 rank, +2 Cha]
Heal +7 [4 ranks, +3 Wis]
Knowledge (arcana) +1 [1 rank, +0 Int]
Knowledge (nature) +1 [1 rank, +0 Int]
Knowledge (religion) +2 [2 ranks, +0 Int]
Spellcraft +1 [1 rank, +0 Int]

Power Attack (1st Level)
Divine Might (3rd Level)

Languages: Common, Halfling

Priest Domains: Plant, Good

Spells Prepared
Save DC +3

0th - light, guidance, detect magic, read magic, resistance
1st - Domain Spell - protection from evil; bless, magic stone, shield of faith, divine favor
2nd - Domain Spell - barkskin; shield other, aid, bull's strength


Wearing or carrying
-Explorer's Outfit
-Masterwork Leather Scale Armor 180gp
-Masterwork Buckler Shield 165gp
-belt pouch 1gp
-waterskin 1gp
-wand of lesser vigor (750gp)

Heward's Handy Haversack (2,000gp)
-3 bags of sling bullets (30) 3sp
-Bedroll 5sp
-Everburning torch 110gp
-50 ft. silk rope 10gp
-Paper (10 sheets) 4gp
-Ink (two vials) 16gp
-Inkpen 1gp
-Trail rations (20 days worth) 10gp
-Mug 1sp
-Beer (Dwarven Stout) (2 gallons) 10gp
-Silver Holy Symbol 25gp
-Healer's Kit 50gp
-Scroll of Cure light Wounds (3) 75gp
-Explorer's Outfit (2) 20gp
-Cleric's Vestments 5gp

Quiver of Ehlonna (1800gp)
-crossbow bolts (30) 3gp
-javelin (3) 3gp
-Heavy Crossbow 50gp
-Light Crossbow 35gp
-Heavy Mace 12gp
-Shortspear 1gp
-Spear 2gp
-Longspear 5gp

56g 1s


Dristun tries to always be dressed nicely, taking care to keep his clothes clean as well as he can. He almost always wears the same green cloak, a gift from his mother. Blue, green, and brown dominate his wardrobe, he has an eye for what looks good together and would be ashamed to be seen in anything too gaudy. He has a set of cleric vestments that he keeps in immaculate condition, but seldom wears. He keeps his hair clean, but does little else, a comb or brush is not important to him, he simply rakes it back with his hand each morning and will tie it back if it is getting in his eyes.


While he worries quite a bit about his own appearance he does not project this onto others. He is a friendly sort, but is naïve from time to time. He understands the natural world well however the city and especially the politics there neither interest him nor make sense to him. He believes in the goodness of nature, since he was a child he has been in awe of the magnificent trees where his people make their homes and wished to protect them from harm. He holds a deep respect for all of nature, but is not prone to push this onto others either, although if his beloved trees are misused or abused he will do what he can to protect and/or repair them.

Dristun has an embarrassing secret he keeps from all but his parents, when he becomes panicked or occasionally when he becomes too excited he looses control of his southerly bodily functions. To hide this he carries extra clothes with him and usually wears a cloth wrapped around his groin and midsection. When such an event takes place he will usually try to excuse himself and wash up as soon as he can. He would like nothing more than for this situation to go away and has tried unsuccessfully before to find a better way of dealing with it. It happens rarely to him, but if anyone were to find out he would be beside himself with shame and embarrassment.


Unlike many Halflings, Dristun ignored the pull to leave home for the road at an earlier age. He is an only child and was doted on excessively by his mother growing up. He is very close to his parents especially his mother and found it hard to leave them. As a child he met a passing warrior who made him want to become a great warrior himself. Her name was Lily Mary Prisco and though he didn’t know it at the time she is a paladin of Yondalla. She was merely passing near his home and heard a yell for help and came to aid whoever it may be. It was Dristun’s father; he had fallen from a tree while making repairs to their home and had fractured his arm in the process of landing on a lower branch. The paladin healed his father and this amazed Dristun as he had never seen the work of a healer before. He followed her around for the rest of the day asking every question he could think of and listening intently to her answers and stories. Dristun was further amazed by her skill with weapons and wished that someday he could be like her. Although his calling would be in the service of Ehlonna, he practiced with the simple weapons he could get a hold of every time he went to play in the woods. Eventually he decided that it was time for him to see the world and find out if any of his father’s stories were true, so far he hasn’t been disappointed. He has taken to his new traveling companions like the brothers he never had and is very excited to see what they can get themselves into next.
Last edited:


First Post
Durak Bolgrin

Durak Bolgrin
Male Dwarf Fighter 4
Alignment: Chaotic Good
Height: 4’5”
Weight: 210lbs
Hair: Black - shoulder length, black beard
Eyes: Brown
Age: 45

Str: 16 (+3) [10 points]
Dex: 14 (+2) [6 points]
Con: 20 (+5) [13 points, +2 racial, +1 4th level]
Int: 10 (+0) [2 points]
Wis: 8 (-1) [0 points]
Cha: 7 (-1) [+1 point, -2 racial]

Class and Racial Abilities:

* +2 Constitution, -2 Charisma.
* Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
* Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
* Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
* Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
* Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
* +2 racial bonus on saving throws against poison.
* +2 racial bonus on saving throws against spells and spell-like effects.
* +1 racial bonus on attack rolls against orcs and goblinoids.
* +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
* +2 racial bonus on Appraise checks that are related to stone or metal items.
* +2 racial bonus on Craft checks that are related to stone or metal.

Hit Dice: 4d10
HP: 50
AC: 23 (+2 Dex, +6 armor, +2 shield, +1 shield specialization, +2 enhancement)
(+4 dodge bonus to Armor Class against monsters of the giant type)
Init: +2 (+2 Dex)
Speed: 20ft (even in heavy armor or heavy load)

Fortitude +7 [+2 base, +5 Con]
Reflex +2 [+0 base, +2 Dex]
Will +5 [+0 base, +5 Con (steadfast determination feat)]
(+2 vs poison)
(+2 vs spells and spell-like effects)

BAB: +4 (+1 racial bonus on attack rolls against orcs and goblinoids.)
Melee Atk: +7 (+8 dwarven waraxe 1d8+3/1d10 X3)
(+7 shield 1d3/1d4 X2)
( +6/+5 axe/shield *agile shield fighter feat)
(+7 spear 1d6/1d8 X3)
(+7 dagger 1d3/1d4 X2)
Ranged Atk: +6 (light xbow 1d6/1d8 19-20/X2 80ft)
(+6 spear 1d6/1d8 X3 20ft)
(+6 dagger 1d3/1d4 X2 10ft)

Balance +7 (+2 dex, 5 ranks)
Climb +5 (+3 dex, +2 ranks)
Use rope +7 (+2 dex, 5 ranks)
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.

You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

Shield Specialization (heavy)
+1 ac with chosen shield type

Agile Shield Fighter
When making a shield bash and armed strike attack as part of a full attack action, you take a -2 penalty on each attack. These penalties replace the normal ones you incur for fighting with two weapons.

Steadfast Determination
You can use your Con modifier in place of Wisdom on Will saves.

Improved Shield Bash
When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.

Languages: Common, Dwarf

+1 Dwarven Waraxe
50' silk rope
piton X5
chalk X5
flint and steel
trail rations X5

Belt and Sacks X2
Dagger X2
Caltrops X5
Cure Light Wounds Potion X2
Darkvision Powder

Saddlebag #1
block and tackle*
grappling hook*
masterwork climbing kit*
(* go in BP when walking)

Saddlebag #2
iron pot
feed X3

Riding Lizard (Nelsa is what Durak calls her)
Military Saddle

Wearing or carrying
Everything but what is in saddlebag #2
+1 Breastplate
+1 Shield
Traveler's Outfit (very worn)

202 gp
12 sp
5 cp


He cares not for primping or cleanliness of any kind; such vanity could not be more of a waste of time in his eyes. At times one smells Durak coming before he is seen. When one does lay eyes on the dwarf, it is often difficult to determine whether he just returned from a month on the road or if he has spent the previous day relaxing by the fire of an inn. He frequently has some of yesterday’s (or is that last week’s?) lunch in his black beard; dust or even gravel pepper his clothing and the few visible patches his flesh, and his facial expression usually makes one wonder if he cares if you fell dead at his feet.


Durak is loyal and brave as most dwarves are. He lets his actions speak for themselves and views talk as meaningless until backed up with deeds.

Durak (the dwarven word for stone) is tough, even by dwarf standards. He prides himself on his ability to deprive himself of sleep and food. While others may be begging for relief, he is begging for more of the same, and looks down upon those who cannot deal with the hardships that he may endure easily. Durak almost seeks hard conditions, ever grateful for a time where he can prove himself tougher (read “better” in his eyes) than someone else.

Durak is the firstborn of five brothers of the Bolgrin clan. Bolgrin men are expected to go into the world and provide for the women of the clan, who the men hold in utmost regard. The men live to keep their women living as best as they can. Bolgrin women are expected to do nothing more than to keep the men on their feet, cooking, and mending of wounds are foremost in their duties. The Bolgrin clan has never been much for mining or excavating; they simply don’t have the wits to master them. They live, about 30 of them altogether, in a (mostly) natural cave, and all are exceptional spelunkers. Their use of rope, climbing ability, and balance exceeds the average dwarf. The clan gathers for a family reunion of sorts every Spring, to deposit their riches in the clan vault and try to one-up their clan mates with their stories of adventure.

Now that he has reached the age of 45 years, it is Durak’s time to go into the world, and pull his weight in the clan. He has chosen to adventure far from home in the hopes that he may find riches beyond what the caves might provide. After some successful adventures with a couple halflings, he now considers them good luck. Hoping to preserve his good luck, he does his best to protect them should they find themselves in danger.
Last edited:


First Post
Sylarin Farseer

Sylarin Farseer
Male Human Rogue
Alignment: Neutral Good
Height: 5' 3''
Weight: 83 lbs
Hair: Brown
Eyes: Brown
Age: 15

Str: 12 (+1) [4 points]
Dex: 15 (+2) [8 points]
Con: 12 (+1) [4 points]
Int: 14 (+2) [6 points]
Wis: 13 (+1) [4 points, +1 fourth level]
Cha: 14 (+2) [6 points]

Class and Racial Abilities:
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. Human base land speed is 30 feet. 1 extra feat at 1st level and 4 extra skill points at 1st level and 1 extra skill point at each additional level. Evasion, Uncanny Dodge, Trapfinding, Trap Sense +1,

Hit Dice: 4d6
HP: 20
AC: 16 (+2 DEX, +4 armor [from Mithral shirt])
Init: +2 (+2 DEX)
Speed: 30ft

Fortitude +3 [+1 base, +1 CON, +1 Cloak]
Reflex +7 [+4 base, +2 DEX, +1 Cloak]
Will +3 [+1 base, +1 WIS, +1 Cloak]

BAB: +3
Melee Atk: +6 (+1 enhancement) (+1 STR)
Ranged Atk: +7 (+1 enhancement)(+2 DEX)

Skills: 44+33

Hide +7 [5 ranks, +2 DEX]
Move Silently +7 [5 ranks, +2 DEX]
Search +7 [5 ranks, +2 INT]
Disable Device +7 [5 ranks, +2 INT]
Open Locks +3[5 ranks, +2 DEX]
Sleight of Hand +7 [5 ranks, +2 DEX]
Tumble +7 [5 ranks, +2 DEX]
Spot +6 [5 ranks, +1 WIS]
Climb +6 [5 ranks, +1 STR]
Escape Artist +7 [5 ranks, +2 DEX]
Appraise +7 [5 ranks, +2 INT]
Gather Information +7 [5 ranks, +2 CHR]
Jump +7 [5 ranks, +1 STR]
Sense Motive +6 [5 ranks, +1 WIS]
Use Rope +5 [3 ranks, +2 DEX]
Disguise +4 [2 ranks, +2 CHR]
Knowledge (where I’m from) +4 [2 ranks, +2 INT]

Alertness (You get a +2 bonus on all Listen and Spot checks.)
Combat Reflexes (You may make a number of additional AoO equal to your Dexterity bonus.)
Vexing Flanker (+4 on attacks when flanking)

Languages: Common, Halfling, Dwarven


Wearing or carrying
Ring of Feather fall (2,000 GP)
Mithral shirt (1,100 GP)
+1 Cloak of Resistance (1,000 GP)
Masterwork Short Sword (310GP)
Masterwork Short Bow (330GP)
Short Bow Arrows 20 (1GP)
Belt pouch (1GP)
-Waterskin (1GP)
-Silver dagger (10GP)
-Bedroll (1GP)
-Trail rations (20 days worth) 10gp
-Cold weather outfit (8gp)


Background /History
When people live in a village it is much easier to pick up the odd skill here and there. Syl, offspring or innkeepers, worked for his father and mother tending to the stables, digging in the garden, filling the cisterns, carrying supplies, cleaning the rooms, sweeping the tavern, and emptying the privies. Syl was given the opportunity to learn from everyone who stayed at the inn. In fact, frequent guest often gave payment in lessons to the boy rather than coin or good. He was a quick learner but always lacked the desire to continue his studies. Since leaving his home he has sold himself as a problem solver, street performer, and at times thieving the odd bobble from the well off.

Syl seeks to a life of adventure, not to toil in the tavern, the fields or the mines.

Sylarin Farseer is a short, slender man with raggedly cut hair. His face is homely, but he has a friendly smile and laughing brown eyes. He wears a hooded cloak to cover his mail shirt.
Last edited:


First Post
Finally Made it in!

Blitzen G Firkinfilcher
Male Halfling Rogue 4
Alignment: Neutral Good
Height: 2' 11''
Weight: 33lbs
Hair: Blue Black
Eyes: Dark Ruby Red/Black
Age: 28

Str: 10 (+0) [4 points, -2 racial]
Dex: 20 (+5) [16 points +2 racial]
Con: 12 (+1) [4 points]
Int: 13 (+1) [5 points]
Wis: 10 (+0) [2 points]
Cha: 10 (+0) [1 point, +1 @ at 4th Level]

Class and Racial Abilities:
+2 Dex, -2 Str 'small size (+1 AC, +1 Attack, +4 Hide) use small weapons, 3/4 CC of Medium
+2 Climb,Jump,Move Silently, +1 All Saves, +2 Moral against fear (stacks with +1 Racial to Saves), +1 attack w/ thrown,slings, +2 listen
Automatic languages - Common and Halfling

Hit Dice: 4d6
HP: 25
AC: 16 (10 base, +5 dex, +1 size)
Init: +5
Speed: 20ft

Fortitude +2 (+1 base, +1 Racial)
Reflex +5 (+1 base, +1 Racial)
Will +2 (+1 base, +1 Racial)

BAB: +3/-
Melee Atk:
Ranged Atk:

Sneak attack 2d6, trap finding, evasion,uncanny dodge, trap sense +1

Appraise +2 (+1 Rank,+1 INT)
Desciper Script +2 (+1 Rank,+1 INT)
Disable Device +3 (+2 Rank,+1 INT)
Search +3 (+2 Rank,+1 INT)
Knowledge(local) +4 (+3 Rank,+1 INT)
Listen +6 (+4 Rank,+0 WIS, +2 Racial)
Sense Motive +4 (+4 Rank,+0 WIS)
Spot +4 (+4 Rank,+0 WIS)
Disguise +1 (+1 Rank,+0 CHA)
Gather Information +1 (+1 Rank,+0 CHA)
Use Magic Device +1 (+1 Rank,+0 CHA)
Jump +3 (+1 Rank,+0 STR, +2 Racial)
Climb +3 (+1 Rank,+0 STR, +2 Racial)
Swim +1 (+1 Rank,+0 STR)
Escape Artist +8 (+3 Rank,+5 DEX)
Balance +11(+6 Rank,+5 DEX)
Hide +15(+6 Rank,+5 DEX, +4 Racial)
Move Silently +13(+6 Rank,+5 DEX, +2 Racial)
Open Lock +10(+5 Rank,+5 DEX)
Sleight of Hand +6 (+1 Rank,+5 DEX)
Use Rope +6 (+1 Rank,+5 DEX)
Tumble +6 (+1 Rank,+5 DEX)

Weapon Finesse Rapier
Quick Hands (Song and Silence)

Languages: Common, Hafling,Goblin

Equipment: Soon


Appearance: Soon...

Personality: Soon...

Background: Soon...
Last edited: