Without his disguise, this elf is short and wiry, his blond hair and pale skin mostly hidden by black clothing. A small pouch slung over his shoulder has slots for scroll cases and potion vials, and a rapier sits sheathed at his hip.
LARION PREVARIETH CR 2
Male Elf Rogue 2 Wizard 1
CN Medium Humanoid (Elf)
Init + 7; Senses Low-Light Vision; Perception + 6
AC 16, touch 13, flat-footed 13 (+ 3 armor, + 3 Dex)
hp 20 (2d8 + 1d6 + 3)
Fort + 1, Ref + 6, Will + 1
Defensive Abilities Evasion; Immune sleep; Resist Elven Immunities
Spd 20 ft.
Melee Dagger + 1 (1d4/19-20/x2) and
Masterwork Rapier + 2 (1d6/18-20/x2) and
Sap + 1 (1d6/20/x2)
Special Attacks Sneak Attack + 1d6
Wizard Spells Known (CL 1, 1 melee touch, 4 ranged touch):
1 (2/day) Unseen Servant, Disguise Self, Feather Fall (DC 12)
0 (at will) Light, Ghost Sound (DC 11), Mage Hand
Str 10, Dex 16, Con 12, Int 13, Wis 8, Cha 13
Base Atk + 1; CMB + 1; CMD 14
Feats Elven Weapon Proficiencies, Improved Initiative, Quick Draw, Rogue Weapon Proficiencies, Run, Scribe Scroll, Wizard Weapon Proficiencies
Skills Acrobatics + 6, Bluff + 7, Climb + 3, Diplomacy + 7, Disable Device + 7, Disguise + 7, Escape Artist + 6, Fly + 0, Perception + 6, Ride + 0, Stealth + 0, Swim – 3 Modifiers Nimble Climber
Languages Celestial, Common, Elven
SQ Blinding Ray (4/day) (Sp), Bonded Object:
Combat Gear Masterwork Rapier, Dagger (8), Sap, Masterwork Studded Leather; Other Gear Backpack, Masterwork (empty), Oil of Magic Weapon, Potion of Jump (2), Potion of Spider Climb (2), Rope, silk (50 ft.), Scroll: Comprehend Languages, Scroll: Comprehend Languages, Scroll: Erase, Scroll: Expeditious Retreat, Scroll: Knock, Scroll: True Strike, Spellbook, wizard’s (blank), Sunrod (2), Thieves’ tools
Blinding Ray (4/day) (Sp) 30’ ranged touch attack, blinds / dazzles for 1 round.
Elven Immunities + 2 save bonus vs Enchantments.
Elven Immunities – Sleep You are immune to Sleep effects.
Elven Magic + 2 racial bonus on caster checks to overcome spell resistance. + 2 to spellcraft checks to determine the properties of a magic item.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Extended Illusions (+ 1r) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Nimble Climber (Ex) If you fail a Climb check by 5 or more, re-try at + 10 DC to stop your fall.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Run You run faster than normal.
Sneak Attack + 1d6 + 1d6 damage if you flank your target or your target is flat-footed.
Trapfinding + 1 + 1 to find or disable traps.