When you want to ask out of character questions, discuss plots, talk about roleplaying or simply present your character’s bio, this is the place to do so. Small OOC bits may be accepted in the roleplaying forums, but this is the place for the larger posts. Do keep the topics related to the roleplaying however, otherwise go to the General Discussion forum.

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Post by Swifty » Wed May 19, 2010 11:50 pm

Name: Tahllian Eytherathem

Nickname/preferred name: Swifty

Race: half (wood) elf

Class: Rogue/fighter/assassin

Alignment: CN

Origin: Dalelands forest

Deity: none at the moment as he doesnt care for any deity.

Physical Description: tall and thin, yet muscular and toned. Stern serious face usually. Fine elven chiseled features.

Age: 30's

Height: 5’10”

Weight: 175lbs

Skin: smooth, relatively hairless pale almond tan.

Eyes: deepest shade of green with hazel flecks.

Hair: shoulder length ebony black with a greenish tinted sheen.

Dress: Most often he is wearing enchanted light elven chainmail. Sometimes simple, although magical, black leather armor. Thick trousers. Knee high soft leather elven boots; enchanted black hooded cloak, buckled gloves, leather belt and scabbard.
Jewelry: Two rings- a mithril band of regeneration and an obsidian band that hides his alignment (tho he doesnt really need it as he is not intrinsically evil). A silver alloy amulet of protection, containing an emerald.

Weapons: *A dagger of Vampiric Regeneration made of adamantine and etched with runes of an ancient elven tongue. the handle is of ivory or bone, the end carved into a crude demonic dragonhead. *An elven longbow with a enchanted quiver of unlimited arrows made of hickory, mithril-adamantine alloy sight window and a thick leather grip and mithril arrow rest. along the wood it carved a vine. this is one of the few things of his parents he has manage to keep. *A vorpal longsword of a silver alloy.

[b:1fxfqsvm]Personality[/b:1fxfqsvm]: Swifty keeps to himself and speaks little. He comes off slightly cold and condescending. He cares little for rules, laws or structure and follows his own moral code, or lack their of. he so so well guarded that no one as of yet has been able to see the truth- a truly damaged soul. Those who could get thru the layers will see a slightly different person than portrayed.
he sees some of his work as evening the balance tween good and evil. tho he does not take jobs that will kill and truly good person. generally he removes thugs, tyrants, and slavers and the like. again he lets no one know this. he has a resentment against dark elves due to his family being murdered and his enslavement to them for 20 years. to him, all dark elves are the same. (whether this changes over time, is a character development thing in progress)

Swifty was born to a elven mother and human father among the peaceful Dalelands. His father, Reven, was a farmer of good means and a simple tavern on the main road. His mother,Quilynn, a beautiful wood elf and avid adventurer who maintained a nomadic lifestyle traveling the world. Twords the middle of her life (4th century), she stumbled upon the midst of a slaughter. She managed to rescue a male human from the Vhaeraunite drows of the forest who had descended among the farmlands. With everything lost to the young man, he decided to adventure with the his elven heroine.
Soon they fell in love. Quilynn and Reven traveled for years together until their union one day produced a child. The quaint family settled down near a small village in the Cormanthor Forest. One night, when Swifty was only a 5 years, a group of drow raiders descended upon the village killing many and enslaving the females. Quilynn attempted to flee with the infant but was cut down before she got to far. A female drow say the babe, and uncharacteristically felt a twang of pity for the baby. She rationalized it that he could be raised as a slave.
The half elven child was taken to the drow house and raised as a slave to the leaders. He grew up among them, learning of their ways and waiting for his chance for revenge or escape. During this time, Swifty was trained in the ways of the Masked Lord, perfecting the skills of a thief and an assassin. One day he found his chance and escaped, leaving behind everything and vowing to kill the drow. with no one and nowhere to go, he made his way to the city of Dagger Falls. His skills saved his life as he took down a man twice his size. Unknown to him, he was watched by the guildmaster. He was hired as their assassin. But Swifty wasnt content. and so he took up adventuring himself, willing to be hired by the highest paying.

i guess i can say thanks to zarae for this one:

[img:1fxfqsvm]http://i119.photobucket.com/albums/o125 ... -beta5.jpg[/img:1fxfqsvm]
Last edited by Swifty on Tue Aug 31, 2010 11:09 pm, edited 4 times in total.

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Zarae Zyne Kilanatlar
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Post by Zarae Zyne Kilanatlar » Wed May 19, 2010 11:59 pm

about stinking time i suckered you in here!
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Post by veraka » Fri May 21, 2010 5:32 pm

You know this guy :uh-huh:
In War, Justice; In Peace, Hope; In Death: Sacrifice



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Gareth Ravenmantle
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Post by Gareth Ravenmantle » Fri May 21, 2010 9:20 pm


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Post by veraka » Sat May 22, 2010 1:31 am

Can it gareth :roll:
In War, Justice; In Peace, Hope; In Death: Sacrifice



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Zarae Zyne Kilanatlar
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Post by Zarae Zyne Kilanatlar » Sat May 22, 2010 5:02 am

aw, no fussing on here...lol

of course I know him...
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Gareth Ravenmantle
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Post by Gareth Ravenmantle » Sat May 22, 2010 10:41 am

Can do! :D

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Post by Swifty » Fri Aug 27, 2010 5:42 am

Male Half-Elf Rogue 9/ Fighter 1/ Assassin 5
Closer to evil, CN
Origin: the Dalelands

Strength 16 (+3)
Dexterity 19 (+4)
Constitution 13 (+1)
Intelligence 14 (+2)
Wisdom 15 (+2)
Charisma 12 (+1)

Total Hit Points: 79
Speed: 30 feet
Armor Class: 17 = 10 + 3 [studded] + 4 [dexterity]
Touch AC: 14
Flat-footed: 17 [uncanny dodge]
Initiative modifier: + 4 = + 4 [dexterity]
Fortitude save: + 7 = 6 [base] + 1 [constitution]
Reflex save: + 14 = 10 [base] + 4 [dexterity]
Will save: + 6 = 4 [base] + 2 [wisdom]
Attack (handheld): + 13/ + 8 = 10 [base] + 3 [strength]
Attack (missile): + 14/ + 9 = 10 [base] + 4 [dexterity]
Grapple check: + 13/ + 8 = 10 [base] + 3 [strength]

Languages: Drow; Chondathan; Common; Elven; Orc

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Kukri [1d4, crit 18-20/x2, 2 lb., light, slashing]
Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing]
Longbow [1d8, crit x3, range inc. 100 ft, 3 lb, piercing]
Hand Crossbow [1d4, 19-20/x2, range incr 30 ft., 2 lb., piercing]
Studded armor [light; + 3 AC; max dex + 5; check penalty -1; 20 lb.]

Staggering Strike
Rapid Reload
Two-Weapon Fighting
Two-Weapon Defense

Appraise 2
Balance 13
Bluff 6
Climb 6
Concentration 1
Craft_1 2
Diplomacy 12
Disable Device 5
Disguise 11
Escape Artist 11
Forgery 4
Gather Information 7
Heal 2
Hide 14
Intimidate 13
Jump 8
Knowledge (local) 7
Listen 10
Move Silently 14
Open Lock 7
Perform_1 1
Ride Dex 4
Search 8
Sense Motive 12
Sleight of Hand 16
Spot 10
Survival 2
Swim 6
Tumble 14
Use Magic Device 6
Use Rope 6

Bluff >=5 ranks gives + 2 on disguise checks to act in character.
Escape Artist >=5 ranks gives + 2 on use rope checks for bindings.
Search >=5 ranks gives + 2 on survival checks while tracking.

* Immune to magical sleep
* + 2 racial bonus on saves vs. enchantments
* Low-light vision
* + 1 racial bonus on listen, search, and spot checks
* + 2 racial bonus on diplomacy and gather information checks

* Bonus Feats (already included)

* Sneak Attack +5d6
* Trapfinding
* Evasion (level 2)
* Trap Sense (level 3)
* Uncanny Dodge (level 4)
* Improved Uncanny Dodge (level 8)
* Special Abilities (choices begin at 10th level)

* Hit dice d6
* Average increase in attack bonuses
* Slow increase in fortitude saves
* Fast increase in reflex saves
* Slow increase in will saves
* Base 4 skill points per level
* Sneak attack +1d6, death attack, poison use, spells (level 1)
* +1 save against poison, uncanny dodge (level 2)
* Sneak attack +2d6 (level 3)
* +2 save against poison (level 4)
* Improved uncanny dodge, sneak attack +3d6 (level 5)
* +3 save against poison (level 6)
* Sneak attack +4d6 (level 7)
* +4 save against poison, hide in plain sight (level 8)
* Sneak attack +5d6 (level 9)
* +5 save against poison (level 10)

Feat distinctive for Toril:

Staggering Strike: Deduct a number of d6 from your sneak attack damage to leave the target staggered (no save) for 1 round for every three.

Assassin Class Features (from d20srd.ord)

All of the following are Class Features of the assassin prestige class.

Weapon and Armor Proficiency
Assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Assassins are proficient with light armor but not with shields.

Sneak Attack
This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). 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.
Assassin Spells

1. Provided the assassin has sufficient Intelligence to have a bonus spell of this level.

1st 21 — — —
2nd 3 — — —
3rd 3 21 — —
4th 4 3 — —
5th 4 3 21 —
6th 4 4 3 —
7th 4 4 3 21
8th 4 4 4 3
9th 4 4 4 3
10th 4 4 4 4

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.

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.)

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.
Assassin Spell List

Assassins choose their spells from the following list: (blue indicated the spells chosen)

1st Level
disguise self, [color=blue:376mka2l]detect poison, feather fall,[/color:376mka2l] ghost sound, jump, obscuring mist, [color=blue:376mka2l]sleep[/color:376mka2l], [color=blue:376mka2l]true strike[/color:376mka2l].

2nd Level
alter self, cat’s grace, darkness, fox’s cunning, illusory script, [color=blue:376mka2l]invisibility, pass without trace[/color:376mka2l], [color=blue:376mka2l]spider climb,[/color:376mka2l] undetectable alignment.

3rd Level
deep slumber, deeper darkness, false life, [color=blue:376mka2l]magic circle against good[/color:376mka2l], misdirection, [color=blue:376mka2l]nondetection[/color:376mka2l].

4th Level
clairaudience/clairvoyance, dimension door, freedom of movement, glibness, greater invisibility, locate creature, [color=blue:376mka2l]modify memory[/color:376mka2l], poison.

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