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    Alak: Male drow Tra6; CR 7; Medium-size humanoid (elf); HD 6d4; hp 15; Init +3; Spd 30 ft.; AC 16 (touch 13, flat-footed 13); Atk +2 melee (1d4-1/19-20/x2, dagger); or +6 ranged (1d8/19-20/x2, light crossbow); SQ drow traits, empathic link with familiar, scry on familiar, share spells with familiar, tiny viper familiar, touch (via familiar); AL NE; SV Fort +5, Ref +9, Will +7; Str 8, Dex 18, Con 10, Int 18, Wis 13, Cha 12.
    Skills and Feats: Concentration +9, Hide +6, Knowledge (arcana) +10, Knowledge (geography) +7, Knowledge (local) +7, Knowledge (planes) +7, Listen +5, Move Silently +14, Scry +7, Search +6, Spellcraft +13, Spot +5, Tumble +8, Alertness, Combat Casting, Craft Wondrous Item, Great Fortitude, Lightning Reflexes, Scribe Scroll.
  Drow Traits: Immune to magic sleep spells and effects; +2 racial bonus to Will saves against enchantment spells or effects; darkvision 120 ft.; entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; +2 racial bonus to Will saves against spells or spell-like abilities; spell-like abilities (1/day-dancing lights, darkness, and faerie fire as though cast by a sorcerer of the drow's character level); light blindness (blinded for 1 round by abrupt exposure to bright light, -1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light); +2 racial bonus to Listen, Spot, and Search checks (already figured into the statistics given above).
   Gear: bracers of armor +2, boots of elvenkind, cloak of resistance +1, gloves of Dexterity +2, scrolls: cat's grace (2), dimension door, dispel magic, endurance, haste, invisibility (3), shadow mask.
    Wizard Spells Prepared: (5/5/5/4; base DC = 14 + spell level): 0-detect magic, detect poison, mage hand (2), read magic; 1st-burning hands, change self, color spray, expeditious retreat, feather fall; 2nd-cat's grace, invisibility, mirror image, protection from arrows, shadow mask; 3rd-blacklight, flame arrow, fly, haste. Prohibited school: evocation.
    Spellbook: 0-arcane mark, daze, detect magic, detect poison, disrupt undead, ghost sound, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, 1st-animate rope, burning hands, change self, color spray, expeditious retreat, feather fall, identify, mage armor, message, obscuring mist, shield, shocking grasp, 2nd-blur, bull's strength, cat's grace, endurance, invisibility, levitate, Melf's acid arrow, mirror image, protection from arrows, rope trick, shadow mask; 3rd-analyze portal, blacklight, dispel magic, flame arrow, fly, haste.hold person, keen edge, protection from elements, tongues.
    Wealth: 212 gp, 4 100 gp pearls (for the identify spell).
    Description: Alak is of medium height and somewhat scrawny, although he prefers the term "rakish," and dresses in stylish and flamboyant clothes in shades of black and gray so as to not draw undue attention to himself when he is supposed to be concealed. He is very intelligent and it can be seen in his face, along with an unhealthy dose of self-importance.
    History and Personality:Alak is Seldzar's cousin's son and has always looked up to the gifts his "uncle" brought him from his various mercenary ventures. When he graduated from his city's wizard academy, he served his required years in the city guard, and then left to join Seldzar's company as soon as his time of service was ended. Alak is selfish and conceited, and attempts to use his relationship with his "uncle" to advance his position within the mercenary company. He uses his item creation feats to further his own power and only rarely uses his precious items on his fellows (although he shares his prepared spells as needed). He treasures his familiar, a jet black snake, and usually has her adorning his person as an attention-getting complement to his outfit.