Character concept by Dan Ball, all rights reserved.
Knight of Rakore
Date of Birth: Unknown.
Current Status: Summer, 1331 Avard. Zan has escaped the Clan of the Hoar Frost a number of times over the years, but no matter how far he gets, they find him again and return him to their mountain valley. Zan remains there, half on the edge of 'going legit', and half mad trying to steal everything not nailed down. It amuses Wooden Door and the white dragon-druid Tangala to attempt to rehabilitate the young thief – but their greatest success may come from one of Wooden Door's nieces, with whom Zan is falling in love.
Zanithan is a young man of lean build, with piercing green eyes and shoulder-length black hair that seems to billow even in the absence of a wind. He wears black-dyed doeskin leathers, to include gloves and heavy calf-boots, beneath a suit of exquisite studded leather also dyed black as night. Bits of silver protrude from his clothing – the handle of a dagger, or the silver of his spectacles, or some of the steel of his studded leather. Covering most of the silver is a black, hooded cloak that he wears beneath his shoulder pack. His only visible weapons are a rapier of fair quality at his side, and a strange, jagged dagger of some bluish-gray material in his belt.
His most favored possession is a dagger made from the tooth of a behir named Blue.
Zanithan was born to the Robbins merchant family in Brevit, to a virgin mother. His grandmother had dabbled in magic with the aid of the Firelight family during a time when underground arcana reverberated through the capital of the Empire of Vridara. During one particular experiment gown awry, Zan's mother was caught in the blast from an experiment that nearly ended his grandmother's life – and left his mother pregnant by unknown means. Zan's father was never spoken of in the family, and he had always been thought of as a bastard child, to be picked on by the older children and castigated by the elders of the family. Sickened of being bullied, when he was fast enough to evade the quickest of bullies, and tired of the elders talk behind his back, Zan had set out with the caravaners of the family's merchant trade to find his luck elsewhere.
In Noleth, along the Bierkar River, Zan discovered the rarest of the rare when he uncovered a gnome that all of Vridara was searching for. Rather than turn the gnome in to the Imperials he despised, or dispatch the gnome and consider the reward, Zan opted to join the blue-haired creature. Teaming up with an elven druidess, an Alekdan warrior who was something else, and a young monk nearly his own age, Zan found himself with perhaps the most interesting traveling companions to be found. Except, of course, for the warrior's goblin servant, whom Zan continually fought with.
Zan's evil became apparent to the party, when one of his murders was discovered by the Clan of the Hoar Frost in the Mule Mountains. The Alekdan warrior – a half-earth elemental named Sam – agreed to take full responsibility for the young man's actions.
Zan walks with an unconscious grace that dazzles the maidens, and his flashy smile has a 'devil-may-care' lilt to it. Only recent aware of his incredible abilities as a half-elemental, Zan's confidence has edged up to nearly egomaniacal status, though he realizes that he must use and utilize other people to accomplish his means. Currently seeking only adventure and a stake in the treasure, this young man keeps a calculating eye on all those around him.
Male Half Air Elemental, 5th-Level Rogue
AC 20; Fortitude 3, Reflex 9, Will 2
Alignment: Neutral Evil
Languages: Common, Vridaran
Skills: Alchemy +7, Appraise +7, Bluff +7, Decipher Script +4, Disable Device +11, Disguise +7, Escape Artist +6, Forgery +4, Gather Information +3, Hide +13, Innuendo +3, Intuit Direction +2, Listen +3, Move Silently +13, Open Lock +13, Pick Pocket +13, Profession (Apothecary) +6, Read Lips +4, Ride +6, Search +9, Sense Motive +2, Spot +4, Swim +1, Tumble +6, Use Magic Device +6, Use Rope +6.
Feats: Improved Unarmed Strike, Improved Initiative, Weapon Finesse, [Evasion].
Abilities: Uncanny Dodge, Immunity to the Cold.
Str 10(+0) Con 14(+2) Dex 20(+5) Int 16(+3) Wis 12(+1) Cha 14(+2)
Equipment: Masterwork studded leather, ring of protection +1, rapier, punching dagger, throwing daggers, hand crossbow, ring of climbing, adventurer's pack, doses of poison, climbing kit.