Sunday, August 7, 2011

Character Dossier: Asmir the Faceless

Name: 'Asmir'
Age: 22 years
Species: Half-Elf
Class: Rogue 5 / Assassin 4
Height: 5'6"
Weight: 122 pounds (6 stone)
Alignment: LE.  "The mission comes first; I have no compuctions about what can be done in the name of the mission."
Theme song: Perfect Mask - Paradise Lost.

Training:
In Dehlia and its environs, there exists a sect of assassins known as the Brothers of the Dead.  They pay handsomely for pairs of twins, which they train in the ways of death.  When the twins come of age, their final test is to slay their sibling (in what is basically a game of Assassin, but for srs).  Asmir and Asmul were one such pair; bastards of an elven raider on a frontier woman.  Asmir was the more cunning of the pair, but Asmul was stronger.  When the time of the Test came, Asmir was ready - he anticipated what was to come, and disguised himself as the Herald of the Test.  So disguised, he delivered a ceremonial dagger to Asmul...  by the pointy end, with a side of poison.  He wears several of Asmul's fingerbones on a necklace to this day.  Since his induction, Asmir has been a successful member of the Brothers, further mastering disguise and deception.  He is attributed with a number of slayings, including one particularly daring operation where he slew and assumed the identities of no fewer than three men and two women over the course of a week to work his way to his true target, the late Thearch Inach of the Sun Fists company of the Knights of Pelor, then stationed in Malas Farngrey.

Psychology:
Asmir is zealously loyal to the Skullfathers, the council of the leaders of the Brothers of the Dead.  He only kills who he has to, and only on orders / in the name of the mission.  Outside of his work, Asmir lives like a monk; a hard cot, cold water, and bread are his daily fare.  He keeps his knives sharp, but keeps his armor in neither very good nor very bad repair; either would be too noticeable.  He does not let it be known that he is an assassin; if working with a party, he acts the part of a common 'adventuring locksmith / silver-tongued rogue' until stuff comes up.

Quotes (Sadly, never used in-game because they would've given him away):
    "Take life seriously, when taking life is your profession."
    "I knew a man once who $FOO.  He's dead now."
    "I knew a man once who $FOO.  He was me."
    "By my brother's bones!"


Ability Score Rolls (4d6 drop 1):
11
14
17
10
11
9

Assignments:
Str 10
Dex 17 +1 4th = 18
Con 11 +1 8th = 12
Int 14
Wis 9 +1 8th = 10
Cha 11 +1 4th = 12

Racial Traits:
    Low-Light Vision
    Keen Sense - +1 Perception and Search
    Trustworthy - +2 Persuade
    Skill Focus (Disguise)
    Enchantment Resistance +2, immune magic sleep
    Elven Blood
Languages: Common, Elven, Mortic (secret handsigns and codes of the Brothers of the Dead), Draconic

Skills:
Tier 1s:
    Disguise         8 ranks +3 class +1 cha +3 skill focus +10 Disguise Self = +25
    Stealth         9 ranks +3 class +4 dex - 0 armor = +16
    Persuade        8 ranks +3 class +1 cha +2 race = +14
    Acrobatics        8 ranks +3 class +4 dex - 0 armor = +15
    Perception        9 ranks +3 class +0 wis +1 race = +13
    UMD                8 ranks +3 class +1 cha = +12
Tier 2s:
    Search            7 ranks +3 class +2 int +1 race = +13
    DDevice            7 ranks +3 class +2 int +2 masterwork = +14
    Pick Pocket        5 ranks +3 class +4 dex = +12
Tier 3s:
    Climb            1 rank +3 class +0 str - 0 armor = +4
    Jump            1 rank +3 class +0 str - 0 armor +5 springing +4 speed = +13
    Craft Poison    1 ranks+3 class +2 int = +6
    Sense Motive    1 rank +3 class +0 wis = +4
    Kno (Local)        1 rank +3 class +2 int = +6

Feats:
    1: Two-Weapon Fighting
    3: Weapon Finesse
    6: Quick Draw
    9: Improved TWF

Class Features:
    Rogue:
        Sneak Attack +3d6
        Combat Tactics +2
        Trapfinding
        Evasion
        Uncanny Dodge (retains Dex bonus to AC even when flat-footed)
        Trapsense +1 (+1 on Ref, AC vs. traps, can use Passive Perception +1 to sense traps within 10 feet (so 24))
    Assassin:
        Combat Tactics +1
        Sneak Attack +2d6
        Death Attack (study target for three rounds, then melee sneak attack.  Fort save DC 10+AssnLvl+IntMod or die or be paralized for 1d6+AssnLvl rounds.  Must strike within three rounds of finishing studying, or have to start over)
        Poison Use (does not have chance of poison self)
        +2 bonus to saves against poison
        Spells
        Improved Uncanny Dodge (can't be flanked except by 10th+ level rogue)

Corestats:
AC 22 (10 + 4 dex + 6 armor +2 deflection), BFRW 6/3/6, totals 7/7/6.  BaB +6, BmB +5
HP 8 + 7 + 8 + 6 + 3 + 2 + 4 +4 + 9*1 = 49 HP.  Down 0.
Paired +1 daggers +11 or +9/+9 or 7/7/7/7 (+6 BaB +4 dex +1 enh), 1d4+1 damage, 19-20/x2 crit, thrown range increment 10 feet.
TWF with Darts +10 or +8/+8 or 6/6/6/6, 1d4 damage, x2 crit, range increment 20 feet

Spells: Base 4/3/2/1, bonus from int 0/1/1.  Now 4/4/3/1
1s: Feather Fall, Ghost Sound, Obscuring Mist, Jump
2s: Invis, Cat's Grace, Spider Climb
3s: Gaseous Form

Gear:
    Boots of Springing and Striding (+10 speed, +5 jump checks)
    Hat of Disguise (Disguise Self at will)
    Dagger of Venom (+1 dagger, 1/day Poison (DC14) after have struck)
    +2 Mithral Chain Shirt
    +1 Dagger
    Ptn Cure Mod Wounds x5
    Ptn Haste x4
    Ptn Cat's x4
    Mwk Thieves' Tools
    Some darts
    Sap
    Shroud of Undetectable Alignment
    Everburning Torch
    Wand CLW 50 charges
    Alchemist's Fire x4
    Ring of Protection +2 (taken from Five)
    Other misc / useless stuff found and sold.

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