Name: Shaorin Darkeyes
Race: Elf
Align: CN
Class: Sorcerer
Level: 4
Deity: Wee Jas
Size: Medium
Gender: Male
Age: 118
Height: 5'2"
Weight: 114lb
Eyes: Dark Green
Hair: Black, long
Skin: Fair


Str: 12/+1
Dex: 17/+3
Con: 12/+1
Int: 13/+1
Wis: 13/+1
Cha: 17/+3

HP: 15
AC: 13
Init: +3

Fort save: 2
Ref save: 4
Will save: 5

Base Attack Bonus: +2

Melee attack: +3
Ranged attack: +5

Melee Weapon:
(please include weapon damage, critical information, and special attributes)
Masterwork Spear: Damage: 1d8+2 Crit: x3 Range: 20ft. Type: Piercing

Ranged Weapon:
(please include weapon damage, critical information, ranged distance, and special attributes)
Masterwork Composite Longbow: Damage: 1d8+1 Crit: x3 Range: 110ft. Type: Piercing Ammo: 30
+1 Strength Bonus to damage

Inventory:
(please also list how many of something you have.)
Backpack (1)
Bedroll (1)
Blanket (1)
Rations {8}
Torch (3)
Waterskin (3)
Spyglass (1)
Spell component pouch (1)
Belt Pouch (1)
Tindertwig (5)
Traveler's Outfit

Armor:
(please list what armor [this includes shields] that your character is wearing. Include any bonuses and special information)
N/A

Skills:
Bluff (Cha): 4
Concentration (Con): 5
Craft (Int): 2
Knowledge (arcana) (Int): 6
Profession (Wis):2
Spellcraft (Int): 8

Feats:
Toughness: +3 HP

Combat Casting: +4 bonus on Concentration checks made to
cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned

Spells:
(if applicable. Please also list what the spell does, the bonus/damage time it lasts and how many times per day you can cast it. If it has components, please list those as well.)
0 level spells:

Detect Magic: Description: Detects magical auras Duration: 1 minute per level Range: 60ft

Read Magic: Description: Deciphers magical writing on objects Duration: 10 minutes per level Range: Personal Components: A clear crystal of mineral prism

Dancing Lights: Description: Create up to four lights that resemble lanterns or torches, or up to four glowing spheres of light, or one faintly glowing, vaguely humanoid shape Duration: 1 minute Range: 100ft + 10ft per level

Touch of Fatigue:
Description: Fatigue target upon touch Duration: 1 round per level Range: Touch Components: A drop of sweat

Light: Description: This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius from the point touched. Duration: 10 minutes per level Range: Touch Components: A firefly or a piece of phosphorescent moss.

Disrupt Undead: Description: Fires a ray of positive energy Damage: 1d6 to undead Duration: Instantaneous Range: 25ft. + 5ft per 2 levels

1st level:

Burning Hands: Description: A cone of searing flame shoots from fingertips. Damage: 1d4 per caster level; max 5d4 Duration: Instantaneous Range: 15ft

Identify: Duration: determines all magic properties of a single magic item, including how to activate those functions, and how many charges are left Duration: Instantaneous Range: Touch Components: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spell casting.

Mage Armor: Description: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC Duration: 1 hour per level Range: touch: Components: A piece of cured leather

2nd level:

Scorching Ray: Description: Blasts enemies with fiery rays. Caster may fire one ray, plus one for every four levels past 3rd level to a maximum of three rays at 11th level Duration: Instantaneous Damage: 4d6 per ray Range: 25ft + 5ft per 2 levels



Special Abilities:

(please list bonuses abilities give, how many times per day it can be used and damage [if any] that it does)
-Summon Familiar
- +2 Dex; -2 Con
-Immunity to magic sleep effects, and a +2 racial saving throw
bonus against enchantment spells or effects.
-Low-light Vision
- +2 racial bonus on Listen, Search, and Spot checks
-Automatic Search check if within 5 feet of a secret or concealed door

Background:
(if you have one)
Born to a prominent elf family, Shaorin, then known as Panven, lived a fairly normal life...for an elf...until puberty. It was then that things really started to take on an interesting twist. Dishes were thrown from the cabinets, books exploded into flames without warning, his parents were even thrown from their bed on one occasion. When the local cleric was called to examine the house and check for evil spirits, he was baffled at first. Despite being exorcised on three separate occasions, the house still seemed plagued by the paranormal. However, when he and his family went to stay with relatives for a few days to get a break from all the crashes and bangs, it had seemed like the spirits followed. All the same symptoms now reappeared in what was supposed to be their safe haven.
When he and his family moved back into their house, they decided to seek professional help or learn to live with it. Despite looking for some one locally, and even in the next town over, no one wanted to meddle in the affairs of powerful spirits...That's when they met him. Shaorin Dewshining was his name. A traveling half-elf monk who happily agreed to try and cast out whatever spirits plagued the house. At first, he couldn't seem to find any sort of problem, since the Darkeyes family had again spent the night elsewhere and managed to get a peaceful night's rest. However, when the monk asked the family to stay back at the house, and again mishaps occurred, he almost knew the answer instantly. Being an only child, it wasn't hard for the monk to guess it was Panven who was unconsciously causing all this mischief. When he told the small family, they were thrilled.
As the days went on, the monk had left town, Panven's parents had tried to send him into a good wizardry school, and he had promptly refused, instead wanting to experiment with his powers, not waste them for years reading books. Because of this, the first of many wedges was driven into his relationship with parents, friends, and family. In only a few short decades afterword, Panven would leave his home after spending many hours outside of his hometown practicing his own forms of magic.
Just as he had entered adulthood, and taken his new adult name after the monk who "discovered" him, the young sorcerer left home to further expand his knowledge.
His first idea had been to find a mentor of sorts, to better his skills in sorcery, but his searching for a master soon came to end when he discovered the nearest sorcerer was almost 100 miles away. Though he didn't get a master, he did manage to get a goal from his findings. From his hometown of Quelos'nira, he would make his way to the city of Celesthem in a few long, tiring days. After a day or two of rest in the inn, he went about trying to find the sorcerer he had so long sought for as a master. However, not many seemed willing to help the "green" adventurer. To add to his disappointment, after finally getting some one helpful to talk to him, he discovered that the "famed sorcerer" he had heard so much about from his own region, was nothing more than a drunken fraud.
Leaving the city in shame, after he had spoke so highly of the fraud, Shaorin thought it best to find his own band of adventurers to develop his powers further.
In the nearby town of Amberway, he found such adventurers. They too were a little new a new to plundering dungeons and defeating countless foes, so he thought he would be able to work with them well. With them, he even managed to snag himself a familiar(who is currently the source of all his headaches and amusement).
Despite his fondness of the group, however, there was always one member he often found himself at odds with. Fruben Millstone was his name. A gnome wizard who had a fairly sharp wit, and an even sharper tongue. Even though together they were a powerful pair who, people thought, could eventually conquer any sort of beast or foe they came across. Their personalities, though, clashed too much for them to get anything done at all in each others' presence. Perhaps it was only because, in those rare moments of teamwork, and that they were often separated, that their party put up with them. That is...until some one died.
While on a simple errand for some noble in Silverthal, their cleric, who the infamous pair was supposed to be looking out for was shot in the back with a poison arrow. Not even turning away from their bickering, the two hadn't noticed a thing. The cleric went down, and their fighter was severely injured while trying to make a hasty retreat. When the two finally noticed what happened it was almost too late. Fortunately for them, the leader of the group, a paladin, managed to get everyone to safety.
For the next few days, they took up residence in the inn and waited to see whether or not their cleric and friend would pull through. During that brief waiting period, Shaorin and Fruben were to stay on opposite sides of the building and on different floors at all times. Meanwhile, their paladin leader, Eilstina Fletcher, and their fighter, Traaver Swordsteel, locked themselves in a room to discuss the consequences that the elf and gnome faced.
While sitting up in his room, a very disheartening feeling took over Shaorin's room. One so powerful that not even his overly sarcastic, happy-go-lucky, and arrogant raven dared to speak. Hours later, news reached them that their cleric, Horben Wolfswift, had died. It was then decided that both Shaoring and Fruben would be expelled from the party starting tomorrow. So that would be their last night as a mostly-whole adventuring party. After dinner, Shaorin retired to his room and consulted his raven. It was their that he got the idea that would have a definite impact on his future.
Later that night, after he made sure the others had gone to bed, he crept out from his room into the hall. Past Eilstina's room, he would miss her the most, with too many regrets of things unsaid; past Traaver's room, the proud dwarf had saved his life many-a-times and he owed him much more than he could give; past the empty room that had housed Horben just a few days ago, nothing he could ever do would make up for the mistakes that had caused his death; and outside his bitter enemy's room. Slowly he creaked open the door and his raven, on silent black wings, glided into the room and flew over the sleeping gnome, where he landed on the windowsill to watch his master work.
Creeping slowly and silently as he could, only stopping when the old boards creaked and cracked, and moved over to the gnome's side. But, due to the new presence int he room, the gnome stirred. Shaorin watched with interest, gripping the silver dagger in his fist.
The gnome stirred, and sat up to see what had caused him to wake up. The only thing he saw, though, was the raven in the windowsill watching him intently. Fruben looked confused for a second, wondering if he had left his window open, when the raven, almost whispering, said, "Baelaesysi."
Before the little gnome knew what hit him, he heard some one whisper, "Quoth the Raven" from behind and a dagger was driven into his back. To keep the little figure from screaming, he clamped his hand over his mouth, and, pulled the dagger from his back, gently set him back into his bed, closed his eyes, and, with raven in tow, left the room. Later he would leave the inn, pinning a good bye message to all of his friends' doors, including Horben's, before he went silently into the night.

A year or two would pass before he would even hear of Eilstina or Traaver again. In disguise, and with a thick wool cloak on, thanks to a friend in the town, he would hear the events that occurred that night after he had left. Fruben's body was discovered by, much to Shaorin's regret, Eilstina only an hour after he had been killed. As it turns out, she too had crept silently into the halls,(though it was too dark for a human to see the notes left on the doors) to Shaorin's room, to seek some kind of comfort from the death of their friend, and to comfort him if necessary. When she found his room empty of all his belongings, she had run down the hall to wake up the others', her grief-racked mind forgetting Shaorin would have to leave in the morning anyway. When she came to Fruben's room, however, and heard no response, she opened the door, ran to the gnome and shook him. With no response she shook harder and harder, until Traaver, the stout dwarf, came running in with one of Shaorin's notes. He quickly gasped when he saw the appalling sight before him. Half of Fruben's bed was soaked in his own blood, and Eilstina was shaking his lifeless corpse in an attempt to wake him up. Easing towards her, the dwarf pulled her off, not knowing if she knew the gnome was dead. When she hugged him, her hands covered in gnome's blood, and her chantings of "He's not dead, he can't be dead. He wouldn't do this." however, the dwarf got his answer.

"Traaverr and I...stopped adventuring for awhile after that. We eventually recruited more people into our party, but none of them stayed long. He too, left eventually, Traaver did. Not by his choice, mind you. He just kept swinging away at all of them until..." murmured the paladin. Shaorin nodded in understanding. So it was just him, and her now. The other three were dead, and to her, he too was presumed dead.

"And what of the elf? Do you think he really killed the gnome?" asked Shaorin in a hoarse, rigid voice. "And did you ever see him again?"

"He must've...that's what everyone says, at least. But Fruben had a temper and made enemies easily, so I'd like to think it was all coincidence." she answered. "I tried to track him down a few times, but no matter how fast I went, he had always "just left the town"."

"Sounds like you've had a rough year. It also sounds like you should forget the elf. He seems to have caused you not'in but trouble." Without waiting for a response, Shaorin packed up his gear and prepared to leave. "Besides," he added, this time without changing his voice. "What will you do if you find him?" Shaorin turned and entered the passing crowd. His raven flew down from the awning of the roof onto the table, in front of Eilstina. It spoke: "Ci toraer o baesia tes. Sher olia paer thylyrn o ais o shar cor var." With a few hoarse laughs, he flew off after his master, leaving the paladin to stare off after the cloaked figure and raven.
Special:
(anything else you want to tell me about your character or items)

Familiar:
Raven; Master gets +3 on Appraise checks; Raven is able to speak Elven(supernatural ability)

Familiar Basics: Use the basic statistics for a creature of the familiar’s
kind, as given in the Monster Manual, but make the following changes:

Hit Dice:
For the purpose of effects related to number of Hit Dice, use
the master’s character level or the familiar’s normal HD total, whichever
is higher.

Hit Points: The familiar has one-half the master’s total hit points (not
including temporary hit points), rounded down, regardless of its actual
Hit Dice.

Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is
greater, to get the familiar’s melee attack bonus with natural weapons.
Damage equals that of a normal creature of the familiar’s kind.
Saving Throws: For each saving throw, use either the familiar’s base
save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as
calculated from all his classes), whichever is better. The familiar uses its
own ability modifiers to saves, and it doesn’t share any of the other
bonuses that the master might have on saves (from magic items or
feats, for example).

Skills: For each skill in which either the master or the familiar has
ranks, use either the normal skill ranks for an animal of that type or the
master’s skill ranks, whichever are better. In either case, the familiar uses
its own ability modifiers. Regardless of a familiar’s total skill modifiers,
some skills (such as Craft) may remain beyond the familiar’s ability to
use.

Familiar Features:

Alertness (Ex): The presence of the familiar sharpens its master’s
senses. While a familiar is within arm’s reach, the master gains the
Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally
allows a Reflex saving throw for half damage, a familiar takes no damage
if it makes a successful saving throw and half damage even if the saving
throw fails.

Share Spells: At the master’s option, he may have any spell (but not
any spell-like ability) he casts on himself also affect his familiar. The
familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops
affecting the familiar if it moves farther than 5 feet away and will not
affect the familiar again even if it returns to the master before the
duration expires. Additionally, the master may cast a spell with a target of
“You” on his familiar (as a touch range spell) instead of on himself. A
master and his familiar can share spells even if the spells normally do
not affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar
out to a distance of up to 1 mile. The master cannot see through the
familiar’s eyes, but they can communicate empathically. Because of the
limited nature of the link, only general emotional content (such as fear,
hunger, happiness, curiosity) can be communicated. Note that the low
Intelligence of a low-level master’s familiar limits what the creature is
able to communicate or understand, and even intelligent familiars see
the world differently from humans, so misunderstandings are always
possible.
Because of this empathic link, the master has the same connection to
an item or place that his familiar does. For instance, if his familiar has
seen a room, the master can teleport into that room as if he has seen it
too.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar
can deliver touch spells for him. If the master and the familiar are in
contact at the time the master casts a touch spell, he can designate his
familiar as the “toucher.” The familiar can then deliver the touch spell
just as the master could. As usual, if the master casts another spell
before the touch is delivered, the touch spell dissipates.

Natural Armor Bonus: +2

Intelligence Score: 7

Items:
A silver, ornamental dagger, the only hint of it ever being used is a dark, rusted stain.