Rasava    
CHARACTER NAME PLAYER CAMPAIGN
5 Rogue / 5 Assassin Human Lawful Evil
CLASS AND LEVEL RACE ALIGNMENT EXPERIENCE POINTS
 

ABILITY NAME

ABILITY SCORE ABILITY MODIFIER   TOTAL WOUNDS/CURRENT HP NONLETHAL DAMAGE SPEED

STR
strength

16 +3

HP
hit points

55     30ft.

DEX
dexterity

18 +4

AC
armor class

18 = 10 + 4 + 0 + 4 + 0 + 0 + 0 + 0

CON
constitution

12 +1 TOTAL BASE ARMOR BONUS SHIELD BONUS DEX MODIFIER SIZE MODIFIER NATURAL ARMOR DEFLECT MODIFIER MISC MODIFIER
DAMAGE REDUCTION

INT
intelligence

16 +3

TOUCH
armor class

14

FLAT-FOOTED
armor class

14
SKILLS
  SKILL NAME KEY ABILITY SKILL MODIFIER ABILITY MODIFIER RANKS MISC MODIFIER
  Appraise¤§ int 3 = 3 + 0 + 0
  Balance¤ dex 4 = 4 + 0 + 0
  Bluff¤§ cha 10 = 3 + 7 + 0
  Climb¤ str 3 = 3 + 0 + 0
  Concentration¤§ con 1 = 1 + 0 + 0
  Craft¤§ int 3 = 3 + 0 + 0
  Decipher Script§ int 3 = 3 + 0 + 0
  Diplomacy¤§ cha 7 = 3 + 0 + 4
  Disable Device§ int 10 = 3 + 7 + 0
  Disguise¤§ cha 6 = 3 + 3 + 0
  Escape Artist¤ dex 11 = 4 + 7 + 0
  Forgery¤§ int 3 = 3 + 0 + 0
  Gather Information¤§ cha 10 = 3 + 7 + 0
  Handle Animal§ cha 3 = 3 + 0 + 0
  Heal¤§ wis 0 = 0 + 0 + 0
  Hide¤ dex 21 = 4 + 17 + 0
  Intimidate¤§ cha 17 = 3 + 12 + 2
  Jump¤ str 3 = 3 + 0 + 0
  Knowledge (arcana)§ int 3 = 3 + 0 + 0
  Knowledge (architecture & engineering)§ int 3 = 3 + 0 + 0
  Knowledge (dungeoneering)§ int 3 = 3 + 0 + 0
  Knowledge (geography)§ int 3 = 3 + 0 + 0
  Knowledge (history)§ int 3 = 3 + 0 + 0
  Knowledge (local)§ int 3 = 3 + 0 + 0
  Knowledge (nature)§ int 3 = 3 + 0 + 0
  Knowledge (nobility and royalty)§ int 3 = 3 + 0 + 0
  Knowledge (religion)§ int 3 = 3 + 0 + 0
  Knowledge (the planes)§ int 3 = 3 + 0 + 0

WIS
wisdom

11 +0         TOTAL DEX MODIFIER MISC MODIFIER

CHA
charisma

16 +3

INITIATIVE
modifier

+4 = 4 + 0
SAVING THROWS TOTAL   BASE SAVE   ABILITY MODIFIER   MAGIC MODIFIER   MISC MODIFIER   TEMP. MODIFIER

FORT
constitution

2 = 1 + 1 + 0 + 0 +

REFLEX
dexterity

8 = 4 + 4 + 0 + 0 +

WILL
wisdom

1 = 1 + 0 + 0 + 0 +
BASE ATTACK BONUS 2 SPELL RESISTANCE 0

GRAPPLE
modifier

5 = 2 + 3 + 0 + 0
TOTAL BASE ATT BONUS STRENGTH MODIFIER SIZE MODIFIER MISC MODIFIER
ATTACK ATTACK DAMAGE CRITICAL
Assassin's dagger 6 1d4+5 19-20/x2
RANGE TYPE NOTES
10   1lb, Med, dual wielding, +1 DC assassin death attack (see DMG)
ATTACK ATTACK DAMAGE CRITICAL
Assassin's dagger 6 1d4+3 19-20/x2
RANGE TYPE NOTES
10   1lb, Med, dual wielding, +1 DC assassin death attack (see DMG)   (cc) crossclass skill
¤ can be used untrained § apply armor penalty
                                   
POSSESSIONS   SKILLS
ITEM PG. LB. ITEM PG. LB.
Shadow Leather armor +2   15 2 x Assassin's dagger   2
Backpack (empty)   2 Bedroll   5
Boots of elvenkind   0 Bracers of armor +3   0
4 x Caltrops   8 Cloak of elvenkind   0
Fishhook   0 Flask   0
Flint and steel   0 Goggles of Lesser Night   0
Grappling hook   4 Helm of comprehend languages and read magic   0
Pouch, belt   3 3 x Rations, trail (per day)   3
Ring of Climbing   0 Ring of Feather Falling   0
Rope, silk (50 ft.)   5 Soap (per lb.)   1
Tent   10 Thieves' tools, masterwork   2
   
   
   
   
 
  SKILL NAME KEY ABILITY SKILL MODIFIER ABILITY MODIFIER RANKS MISC MODIFIER
  Listen¤§ wis 9 = 0 + 9 + 0
  Move Silently¤ dex 21 = 4 + 17 + 0
  Open Lock§ dex 7 = 4 + 3 + 0
  Perform¤§ cha 3 = 3 + 0 + 0
  Profession§ wis 0 = 0 + 0 + 0
  Ride¤§ dex 4 = 4 + 0 + 0
  Search¤§ int 8 = 3 + 5 + 0
  Sense Motive¤§ wis 9 = 0 + 9 + 0
  Sleight of Hand§ dex 13 = 4 + 7 + 2
  Speak Language§ int 3 = 3 + 0 + 0
  Spellcraft§ int 3 = 3 + 0 + 0
  Spot¤§ wis 7 = 0 + 7 + 0
  Survival¤§ wis 0 = 0 + 0 + 0
  Swim¤§ str 6 = 3 + 3 + 0
  Tumble dex 7 = 4 + 3 + 0
  Use Magic Device§ cha 3 = 3 + 0 + 0
  Use Rope¤§ dex 7 = 4 + 3 + 0
        =   +   +  
        =   +   +  
        =   +   +  
        =   +   +  
1-76lb. 77-153lb. 154-230lb. 230lb. 460lb. 1150lb.   PLATINUM 45
  GOLD 4
LIGHT
LOAD
MEDIUM
LOAD
HEAVY
LOAD

LIFT OVER HEAD
EQUALS MAX LOAD

LIFT OFF GROUND
2x MAX LOAD

PUSH OR DRAG
5x MAX LOAD

SILVER 7
COPPER 7
FEATS, LANGUAGES & ABILITIES
  Abyssal    
Feats Common    
Two-Weapon Fighting      
Weapon Finesse Rogue abilities    
Quick Draw Sneak attack +3d6    
Combat Expertise Uncanny dodge    
Improved Disarm Trap sense +1    
Armor Proficiency (light) Evasion    
  Trapfinding    
Languages      
Infernal Assassin abilities    
Undercommon      
Appearance, Traits + Disadvantages

Quick (+10 speed, -1 Hp per evel) ******************************************** 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. ******************************************** Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an assassin gets a sneak attack bonus from another source the bonuses on damage stack. ******************************************** Death Attack: If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. ******************************************** Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. ******************************************** Spells: Beginning at 1st level, an assassin gains the ability to cast a number of arcane spells. To cast a spell, an assassin must have an Intelligence score of at least 10 + the spell’s level, so an assassin with an Intelligence of 10 or lower cannot cast these spells. Assassin bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the assassin’s Intelligence bonus. When the assassin gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. The assassin’s spell list appears below. An assassin casts spells just as a bard does. Upon reaching 6th level, at every even-numbered level after that (8th and 10th), an assassin can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level assassin spell the assassin can cast. An assassin 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 that level ******************************************** Save Bonus against Poison: The assassin gains a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two additional levels the assassin gains. ******************************************** Uncanny Dodge (Ex): Starting at 2nd level, an assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below). ******************************************** Improved Uncanny Dodge (Ex): At 5th level, an assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a rogue at least four levels higher than the assassin can flank him (and thus sneak attack him). If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character. Hide in Plain Sight (Su): At 8th level, an assassin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow. ******************************************** Level Special 11th Sneak attack +6d6 12th +6 save against poison 13th Sneak attack +7d6 14th +7 save against poison, bonus feat 15th Sneak attack +8d6 16th +8 save against poison 17th Sneak attack +9d6 18th +9 save against poison, bonus feat 19th Sneak attack +10d6 20th +10 save against poison Also, Rasava knows Catfolk language (one of the langauges not included in the Redblde 3.5e ZCharacter Creator program

History

Bio:Rasava was born a cursed child. A prophecy was spoken to Lord Yakov that a male child, born from the town of Thalace, would bring about his downfall. To try and stop the prophecy, the lord sent a small army and slaughtered all who lived there, with permission of the king, under the false pretense that the entire town was planning an uprising. Rasava was only a baby, and his mother hid him in a wastebasket. He was later discovered by a catfolk female rogue by the name of Anassi, a wanted assassin who was searching the wasted town for any left over loot. She instead found a single child. Knowing the child would one day want revenge on those who slaughtered his family, she took him into her care, raised him and taught him first the ways of the rogues, and then the killing arts of the assassins. However, one day a band of mercinaries caught up with her as she was bathing in a river. She managed to kill 3 of the four mercs, but one managed to get a lucky shot and killed Rasava's adoptive mother. Enraged, Rasava attacked the merc and nearly killed him. However, the man was very convincing at pretending to be dead, and once Rasava gathered up his mother's belongings and left, the merc, dressed his dire wounds, swigged down a healing potion, and left with Anassi's head to not only collect the bounty, but to set a new one: One on Rasava. For the past 10 years, Rasava's bounty has been growing with each merc he finds and kills. ALthough there have been times when he was captured, Rasava has managed to escape from two notorious prisons, those which bragged that no man has ever escaped from. Rasava is cunning and rescourceful, though he sometimes likes to play with the hunters he turns prey. Very few ever earn his respect. Fewer still earn his trust.

Goals

- Revenge for his family and town - Find a way to get (and keep) bounty huntters off of his neck

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