Binny Zan'Drakuno


Female Drow Rogue 5/Shadowdancer 2
CN Medium humanoid (elf)
Init +6; Senses darkvision 150 ft., low-light vision; Perception +12


AC 23, touch 18, flat-footed 16 (5 armor, +6 Dex, +1 deflection, +1 dodge)
hp 47 (7d8
Fort 4, Ref +13 (1 bonus vs. traps), Will +4; +2 vs. enchantments
Defensive Abilities evasion, improved uncanny dodge, trap sense +1; Immune sleep; SR 13
Weakness light blindness


Speed 35 ft.
Melee 1 adamantine rapier +9 (1d64/18-20) and
1 flaming shortsword +9 (1d62/19-20+1d6 fire) and
1 returning cold iron dagger +11 (1d44/19-20) and
unarmed strike 10 (1d33 nonlethal)
Special Attacks sneak attack +3d6
Drow Spell-Like Abilities (CL 7th; concentration +8)
1/day — dancing lights, darkness, faerie fire


Str 16, Dex 23, Con 10, Int 7, Wis 11, Cha 12
Base Atk 4; CMB +7; CMD 25
Feats Combat Reflexes, Dodge, Fleet, Mobility, Two-weapon Fighting, Weapon Finesse
Traits monster hunter
Skills Acrobatics +14, Climb +11, Disable Device +15, Escape Artist +10, Perception +12 (
14 to locate traps), Perform (dance) 6, Sense Motive +7, Sleight of Hand +14, Stealth +15, Swim +7;Racial Modifiers +2 Perception
Languages Elven, Undercommon
SQ hide in plain sight, poison use, rogue talents (combat trick, finesse rogue), trapfinding +2
Combat Gear potion of cure light wounds, potion of cure light wounds, potion of cure light wounds, potion of cure moderate wounds, potion of cure moderate wounds, potion of cure serious wounds, potion of fly, black smear (2), bloodroot (3), caltrops (9), drow poison (14), giant wasp poison (3), large scorpion venom (3), oil of taggit (4); Other Gear
3 leather armor, +1 adamantine rapier, +1 flaming shortsword, +1 returning cold iron dagger, belt of incredible dexterity +4, cloak of resistance +2, ring of protection +1, stalker’s mask, 7 pointed star key (worth 50 gp), bottle, canteen, everburning torch, fine silver gown (worth 60 gp), manacles, masterwork, mount: tiger (worth 500 gp), rogue’s kit, thieves’ tools, masterwork, platinum unholy symbol (Rovagug), wine, fine (per bottle), 232 pp, 6,170 gp, 3 sp

Special Abilities

Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (150 feet) You can see in the dark (black and white vision only).
Drow Immunities – Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hide in Plain Sight (Su) You can use Stealth even while observed, as long as there is a shadow within 10’
Improved Uncanny Dodge (Lv >=11) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 11+.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Monster Hunter +1 attack & damage against aberrations & magical beasts.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Spell Resistance (13) You have Spell Resistance.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.


I am Binny Zan’Drakuno. Before you can understand my story, it will help to hear the history of my people. Long ago, during the age of Drow chaos, my ancestors fought each other and were split into smaller clans. Some took on a life of nobility, lording over the Underdark and the others took on the life of merchants and mercenaries. After this split occurred, one of my ancestors, a young leader named Nym, decided to gather a group of Drow and convinced some of the families to leave the Underdark, to try and find a better life. They secretly met to plan their exodus, and several were able to leave the Underdark before the entire group was found out.

Many years have since passed. The Drow who were able to leave the Underdark formed a small village, half above ground, half below, due to the need for us to seek darkness during the sun’s highest peak each day. They survived and thrived, feeling free for the first time in ages. A group of five Drow were chosen to govern the small settlement, and uphold the order of things. A small militia was formed for protection in the case of future invasion. They lived each day and worshipped Lamashtu, the once mighty Demon Lord. Lamashtu, in a stance befitting her demonic origins, considers all other gods and their followers as enemies, so following Lamashtu caused my tribe to pull even further away from others outside the clan. When I was born, I was named Binny of the clan Omat. I grew up during a period of heightened bitterness and hate, thanks to Lamashtu’s teachings and also the elders who still felt remorseful for leaving the Underdark. Sensing a pull from the outside world, I began to see the bitterness and hatred of my people in a different light.

Even though we felt free from the Underdark, our brother and sister Drow had not forgotten us. They planned for centuries how to end our existence and planned to execute a raid on our Drow settlement. A small force attacked at night and killed many members of the village, including most of the militia and some of the Council. My entire family was massacred in this bloody altercation.

Once I realized my family was gone in this life, I made the decision to leave and start on my own path. I made my way toward the closest town to find exploits worthy of my time and skill. During the travels I’ve conducted with my current companions, I have since denounced Lamashtu and my family’s heritage, changing my name from Binny of the clan Omat to “Binny Zan’Drakuno” (Binny, servant of Drakuno, {Drakuno was a well known Elven King from the days before the Drow}).

Binny Zan'Drakuno

Idiot Overkill maeliosa Binny