Taglaruth at 3rd Level
Having been rescued by a band of jaded Sembian nobles, Taglaruth has become the newest member of the Scions of Saerloon. As yet unaware of his skills as a wizard or his unparalleled shapechanging abilities, Taglaruth believes himself to be nothing more than an inexperienced swordslinger. Taglaruth is unable to recall his past and plagued by dreams of shadows coming alive. He suspects that he might be a lycanthrope of some form, given his apparent vulnerability to silver weapons and ability to heal quickly, but takes pains to conceal such evidence from his companions.
Taglaruth: "Male human" malaugrym Wiz2/Ftr1; CR 7; Medium-size humanoid; HD 5d8+10 plus 2d4+4 plus 1d10+2; hp 48; Init +4; Spd 30 ft.; AC 23 (touch 14, flat-footed 19); Atk +7 melee (1d6+3, slam); or +11 melee (1d6+3/18-20, masterwork rapier); SQ Alternate form, damage reduction 15/silver, darkvision 60 ft., fast healing 3, immunities, silver vulnerability, spell resistance 18; AL CE; SV Fort +10, Ref +8, Will +10; Str 14, Dex 18, Con 14, Int 18, Wis 13, Cha 17.
Skills and Feats: Bluff +11, Concentration +7, Diplomacy +7, Disguise +21, Intimidate +5, Knowledge (arcana) +9, Listen +6, Ride (horse) +8, Sense Motive +9, Spellcraft +8, Spot +8, Swim +4; Blind-Fight, Dodge, Expertise, Great Fortitude, Iron Will, Mobility, Scribe Scroll, Weapon Finesse (rapier), Weapon Focus (rapier).
Alternate Form (Su): Talgarauth can assume the form of any creature less than deity status or a single object, as the shapechange spell cast by a 20th-level sorcerer. When assuming the form of a humanoid creature, his physical ability scores (Strength, Dexterity, and Constitution) are the same as in its natural form, not the average scores for a member of that race. In any form, his true identity can be guessed by the golden light thaty glimmers in his eyes. A Spot check (DC 20) is required to notice this telltale gleam.
Silver Vulnerability (Ex): Silver weapons inflict the maximum possible damage against Talgarauth. He cannot heal damage caused by silver weapons naturally, including with his fast healing ability. Cure wounds spells and other magic heal this damage normally.
Wizard Spells Prepared: (4/3; base DC = 14 + spell level, arcane spell failure chance 20%): None.
Possessions: Backpack, bedroll, bracers of armor +1, chain shirt explorer's outfit, potion of alter self, potion of cat's grace (2), rapier (masterwork), trail rations (10 days), waterskin, winter blanket. Gems and coins worth 161.4 gp.