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Name: Ziruul Gender: Male Race: Half-elf Class: Bardsassin 8

XP: 55,375

Vital Stats: 5'6”, 145lbs, brown hair, brown eyes, medium length hair, wears cloaks, hoods, ponchos, broad-
brimmed hats, nondescript black, brown, green, drab traveler's clothing-when not in disguise. Wears two rapiers—
and other weapons.

STR 10 (0) DEX 16 (5) CON 14 (5) INT 18 (10) (+2 racial bonus) WIS 10 (0) CHA 14 (5)
HD: 8d8+16 HP: 62 HP 48 hp
Saves: F+4 (C2+A2) R +9 (C6+A3) W+6 (C6) (extra +2 vs. enchantment spells/effects, or +4 vs sonic, language-
dependent, or bardic music)
AC: 20 = (+3 Dex)(+5 [+1 Mithral Chain Shirt] Armor)(+2 Deflection) BAB: +6/+1 Initiative: +3 (Dex)
Melee Attack: +9 (+6 BAB, +3 Dex), Ranged Attack: +9 (+6 BAB, +3 Dex)

Must Attack to use: Combat Expertise: -2 To Hit/+2 AC, Fight Defensively -4 to hit/+3 Dodge AC
Total Defense: Standard action +6 dodge to AC, for 1 round, standard action, no AoOs

Attacks:
+1 Human-bane Rapier, +10 (+3 Dex, +6 Bab, +1 magic), 1d6+1, 18/x2,
+12 (+3 Dex, +6 Bab, +3 magic)/+2d6 vs. Humans, +4d6 Sneak Attack
MW Rapier, +10 (+3 Dex, +6 Bab, +1 MW), 1d6, 18/x2 +4d6 Sneak Attack
MW Punching Dagger, +8 (+3 Dex, +6 Bab, +1 MW), 1d4, 20/x3 +4d6 Sneak Attack [302gp]
MW Thrown Dart, +8 (+3 Dex, +6 Bab, +1 MW), 1d4, 19/x2 +4d6 Sneak Attack
MW concealed garrote (belt), +4 MW+

Combo:
+1 H-B Rapier and MW Punching Dagger: +8/+8/+5, 1d6+1, 18/x2, +9/+2d6 vs. Humans, +4d6 Sneak Attack,
1d4, 20/x3, +4d6 Sneak Attack
MW Rapier and MW Punching Dagger: +8/+8/+5, 1d6, 18/x2, 1d4, 20/x3
Ranged Attacks:
Two Thrown Darts +7/+7, 1d4 19/x2

Ring of the Ram: 21 charges left, 1d6 damage 1 charge, 2d6 2 charges, 3d6 3 charges
Bull rush within 30': +17 CMB 1 charge, +18 CMB 2 charges, +19 CMB 3 charges

Open Doors: ST 25 (+7) 1 charge, ST 27 (+8) 2 charges, ST 29 (+9) 3 charges


Languages: Common, Elven, [Dwarven, Gnome, Goblin, Orc, Aklo, Draconic, Halfling, Undercommon] (4 bonus
languages from Int, 4 from Linguistics ranks)

Feats: Skill Focus (Stealth, +3, +6 at 10 ranks)(Racial), Weapon Finesse, Quick Draw, Two-Weapon Fighting,
Combat Expertise (-3 AB/+3 AC)

Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has
ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any
Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses
beyond 5th.

Skills: 10/level, 40 2-4, +4 sp for 2-5, 10 at 1st level. Total: 53 skill points

Acrobatics (Dex) (7 ranks) (+3 Trained)(+2 Dex) = +12


Appraise (Int) (2 ranks) (+3 Trained)(+ 4 Int) = +9
Bluff (+2 Cha) (+3 Trained) (+8 Ranks) = +13
Climb (+0 Str) (+3 Trained) (+1 rank)= +4
Diplomacy (+2 Cha) (+3 Trained)(1 rank)= +6/+10 (+1 to call guards or vs. government officials, +2 to gather
information, +6 on non-government officials to alter their attitude)
Disable Device (+2 Dex)(+8 Ranks) (+3 Trained ) (+2 Tool Bonus) [(+5 R. of Maniacs/+20)] = +15
Disguise (+2 Cha) (+3 Trained) (+8 ranks) (+2 toolkit)= +15 (+6 Disguise checks in the city)
Escape Artist (+2 Dex)(+3 trained)(1 rank) = +6
Intimidate (+2 Cha) (+3 Trained) (1 rank)= +6 (+1 to make someone act friendly)
Knowledge (Aesthyron) (+2 Bardic Knowledge)(+4 Int)(8 ranks)(+3 Trained) = +17
Other Knowledge Skills: (+2 Bardic Knowledge)(+4 Int) = +6
Linguistics (+4 Int) (+3 Trained) (+4 Ranks), = +11
Perception (+0 Wis) (+2 Racial)(8 Ranks)(+3 Trained)(+3 Bardsassin Trapfinding/) = +13/16
Perform (Wind) (+2 Cha) (8 ranks) (+3 Trained) = +13 (+5 to generate income)
Sense Motive (+0 Wis) (5 ranks) (+3 Trained) = +8 (+2 vs. being Bluffed)
Sleight of Hand (+2 Dex)(+5 Ranks) (+3 Trained) = +10 (+2 to pick pockets)
Spellcraft (+4 Int)(+3 Trained) (+4 Ranks) = +11
Stealth (+2 Dex) (+3 Skill Focus) ( 4 ranks)(+3 Trained)(Cloak+5) = +20
Use Magic Device (+2 Cha)(+3 Trained) (+4 ranks) = +9

Spells: Per Day: 4+1/3+1/2+1 (bonus spells from high int )


Known: 0/1/2: 6/4/3/3 DC s: 14/15/16/17
DC 14 0-level: prestidigitation, Read Magic, Detect Magic, Ghost Sound, Dancing Lights, Message
DC 151st: disguise self, true strike, sleep, obscuring mist
DC 16 2nd: spider climb, darkness, invisibility
DC 17 3rd: deep slumber, nondetection, false life
[ Invisibility: +2 to hit a sighted opponent while invisible, +20 Stealth while moving, +40 while standing
still]

Equipment: LL: 33lb ML: 66 HV: 100 -


[left ring finger], ring of Maniacal Devices [+5 disable device]
[right ring finger], Ring of Protection+2,
[boot sheath, right outside boot] dagger, 4gp, 1lb
[shoulder holster, inside coat] MW Dart x4, 1d4 P, 20/x2, R-I 20', (1/2 lb/item) 2 lbs
[shoulder holster, inside coat] MW Dagger x2, 1d4 P, 19/x2, R-I
[shoulder holster, inside coat] punching dagger, 1 2gp, 1lb
[belt sheaths, right side] +1 Human-Bane Rapier, MW rapier, 640gp, 4lb
[under shirt] +1 mithral chain shirt, [2,100gp, +5 armor, Max Dex Bonus +6, ACP -0, ASF 10%, Wt. 12.5lb,
30'], 12.5lb
[chain around neck] signal whistle, 8sp, --
[placed at 8:00, 3:00, 10:00] belt pouch, 1/2lb x3 3 gp, 1.5lb
[right hip pouch] MW Thieves tools, 100gp, 2 lbs, +2 DD, 2lb
[right hip pouch] Ring of the Ram, cure moderate potion, CL3, 2d8+3
[left hip pouch] pearl of power, 1st level, --
[10:00 hip pouch] 1 potion of cure light wounds (CL1, 1d8+1)
[on chain around neck] MW musical instrument, 100gp, +2 Perform, piccolo, --
[hidden inside belt] MW concealed garrote, neg.
four scrolls (obscuring mist, expeditious retreat, tree shape CL3, touch of gracelessness CL1)
grey cloak of elvenkind (+5 Stealth, 2,500)
1 potion of cure light wounds (CL1, 1d8+1)

26 lbs. Total, STR Light load limit, 33lbs

Cash, at home:
6,380gp

In trunk:
short sword, 10gp
traveller's outfit, 1 gp scholar's outfit, 5gp peasant's outfit,
1sp courtier's outfit, 30gp wedding suit 30gp
artisan's outfit, 1gp
blanket, winter, 5sp, 3lbs
backpack, 2bs, 2 gp,
flint and steel, 1 gp
antitoxin, 50gp, --
disguise kit, 50 gp, 8lbs
merchants scale, 2gp, 1lb,
silk rope, 100', 20gp, 14lb +grappling hook,

sap,
Slayer's Kukris--
1 magic -- +1
2 potions--disguise self, disguise self
20 shuriken
climbers kit
disguise kit
poison x3--giant wasp poison x2 (Fort DC 18 injury, 1/ round, 6 rounds, 1d2 Dex dmg, cures on 1 save),
large scorpion venom x1 (Fort 18 injury, 1d2 STR dmg, 1/round, 6 rounds, cures on 1 save)
MW thieves tools

In stash: stairwell leading to sewers in South Warrens, loose brick, third from the floor.
2x $100gp green jade pieces
$700 gp blue sapphire

meat pie, 1sp


crayfish soup, 8cp

[89gp], light horse, riding saddle, saddlebags

Contacts and NPCs:


Aziz, Merchant house patron, [REDACTED]
Camille, servant girl hookup
Toby, Street Punk
Terrell, Street Punk
Darrel, Guffy's Pub drunk
Ezekiel, S. Port Harbormaster
Zeke, Sr. Street Punk
Sardek, Sr. “Red Crew” member

The Eagle's Quill-tavern


Prancing Pony—Middle-class tavern
Kardak-Drow empire
Guffy's Pub—low-class tavern
The Busy Bunny-brothel
Oakwood Tavern and Inn—hotel in Red Light district

Future Plans:
Level 5: Rogue/Bard Hybrid 5, Skills: Disable Device, Acrobatics, Sleight of Hand,
Level 6: Rogue/Bard Hybrid 6
Level 7: Assassin level 1, death attack, poison use
Level 8: Assassin level 2, uncanny dodge,,
Level 9: Improved Initiative (lvl9),

Contacts to introduce:
-Poisoner/Alchemist. Concentrate poison, lethal/nonlethal poisons, potions.
-Gadgetmaker: clothing to hide weapons and items, poison needle rings,

Magic items to look for:


-Magic scabbard to hold two poisons and apply them magically on command to weapon inside.
-30' Darkvision mask
-Cloak of Elvenkind, +5 Stealth***
-Boots of Acrobatics, +5 Acrobatics
-Gloves of Swimming and Climbing
-dagger of poison and throwing
-spellstoring dagger + electric shock spell.
Rapier of venom-
Rapier of chill touch—chill touch spell, 4,320gp

-Oil sprayer → Poison sprayer


-Sword of subtlety

Racial Benefits:
Half-Elf Racial Traits
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied
nature.
Score chosen: Intelligence
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Chapter 7.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment
spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they
take a level in either one of those classes. See Chapter 3 for more information about favored classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any
languages they want (except secret languages, such as Druidic).

Table 3–3: Rogue/Bard Hybrid


Base
Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Bardic knowledge, trapfinding, cantrips, 1 — — — — —
sneak attack+1d6,
2nd +1 +0 +3 +3 Versatile performance, well-versed 2—————
3rd +2 +1 +3 +3 sneak attack+2d6 3—————
4th +3 +1 +4 +4 3 1————
5th +3 +1 +4 +4 sneak attack+3d6, lore master 1/day 4 2————
6th +4 +2 +5 +5 Versatile performance 4 3 ————
7th +5 +2 +5 +5 sneak attack+4d6 4 3 1———
8th +6/+1 +2 +6 +6 4 4 2———
9th +6/+1 +3 +6 +6 sneak attack+5d6 5 4 3———
10th +7/+2 +3 +7 +7 Jack-of-all-trades, Versatile performance 5 4 3 1 — —
11th +8/+3 +3 +7 +7 sneak attack+6d6, lore master 2/day 5 4 3 2—
12th +9/+4 +4 +8 +8 5 5 4 3——
13th +9/+4 +4 +8 +8 sneak attack+7d6 5 5 4 31—
14th +10/+5 +4 +9 +9 Versatile performance 5 5 4 42—
15th +11/+6/+1 +5 +9 +9 sneak attack+8d6 5 5 5 43—
16th +12/+7/+2 +5 +10 +10 5 5 5 4 3
17th +12/+7/+2 +5 +10 +10 sneak attack+9d6, lore master 3/day 5 5 5 4 4
18th +13/+8/+3 +6 +11 +11 Versatile performance 5 5 5 5 4
19th +14/+9/+4 +6 +11 +11 5 5 55 5
20th +15/+10/+5 +6 +12 +12 5 5 55 5

Class Skills
The bard’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable
Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis),
Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic
Device (Cha).

Skills: 6+int:

Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword,
shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells
while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane
spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic
component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells:
bard spells known, bard spells per day

A bard casts arcane spells drawn from the bard spell list presented in Chapter 10. He can cast any spell he knows without
preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard
must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard’s spell is
10 + the spell level + the bard’s Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is
given on Table 3–3. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–3).
The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1stlevel spells of the
bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table 3–4.
(Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table 3–4 are
fixed.)
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in
place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be
the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can
cast. A bard may
swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new
spells known for the level. A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming
he has not yet used up his allotment of spells per day for the spell’s level.
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all
Knowledge skill checks untrained.
Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place
of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill
bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and
every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are:


Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate),
Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff,
Diplomacy), and Wind (Diplomacy, Handle Animal).
Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general.
The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language- dependent effects.
Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has
ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any
Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses
beyond

Assassin Spell List


Assassins choose their spells from the following list:
1st Level: disguise self, detect poison, feather fall, ghost sound, jump, obscuring mist, sleep, true strike.
2nd Level: alter self, cat’s grace, darkness, fox’s cunning, illusory script, invisibility, pass without trace, spider
climb, undetectable alignment.
3rd Level: deep slumber, deeper darkness, false life, magic circle against good, misdirection, nondetection.
4th Level: clairaudience/clairvoyance, dimension door, freedom of movement, glibness, greater invisibility, locate
creature, modify memory, poison.

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