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~¤~ Other Names: To the few that know him, Shiro

~¤~ Character Type: Albino Moon Elf

~¤~ Actual Age: 135 years old

~¤~ Gender: Male

~¤~ Parents: ...

~¤~ Other Family: ...

~¤~ Marital Status: ...

~¤~ Love Interest: No one


 

 

 

 

 

 

 

 





 

 

 

 

~¤~Items:
Ring of Dexterous Strength: Ring, very rare (requires attunement) A gift from Drizztren Darkrose When you wear this ring, you may add both your Dexterity and Strength modifiers to the damage rolls of melee weapon attacks. In addition, any one-handed weapon that does not have the versatile property is considered to have the finesse property if you wield in the hand on which you wear this ring.

Ring of Chameleon Power: As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on his Hide checks. As a standard action, he can also command the ring to utilize the spell 'disguise self' as often as he wants.


~¤~Stats: Shiro

hp: 80
Str: 20 (-2)
Dex: 17 (+4)
Con: 18 (+5)
Int: 19 (+2)
Wis: 16 (+2)
Cha: 18 (-2)

speed: 60 feet (Shadow Dancer) Fly 50 Feet with good maneuverability (Shadowdancer) Swim - Fifty
Attack: Bonus 7/+1
Fort: Fortitude (Con= +5)
Ref: Reflex (Dex= +7)
Will: Will (Wis= +7)
Initiative:12 (7 Dexterity +Improved Initiative)
AC:
Immunity :

Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Languages : Common, Draconic, Elven, Sylvan, Darkspeech, Drow, Celestial, and Thieves' Cant.
Feats: (Rogue)
• Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the crossbow (hand, light), rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

• Finesse (Ex): When using a light weapon, rapier, or whip made for a creature of his size category, a rogue may use his Dexterity modifier instead of his Strength modifier on attack rolls. If he carries a shield, its armor check penalty applies to his attack rolls.

• Deflection (Ex): Whenever an enemy makes an attack against a rogue, the rogue can spend a point from his savvy pool, as a nonaction, to force that enemy to reroll his attack. The decision to use this ability must be made before damage is rolled.

• Ingenuity (Ex): As a free action, a rogue can spend 2 points from his savvy pool to add an insight bonus of 3 * his class level to a skill until the beginning of his next turn. Savvy points spent on a skill whose action is longer than 1 round do not return until the turn after the rogue has completed the action. This ability can be used with the following skills:
Appraise, Auto-hypnosis, Balance (except when used with Lightning Reflexes), Bluff*, Climb, Concentration*, Control Shape, Craft, Decipher Script, Disable Device, Escape Artist*, Gather Information, Handle Animal*, Heal, Jump, Knowledge, Listen*, Open Lock, Psicraft*, Profession, Ride, Search, Sense Motive*, Sleight of Hand, Spell craft*, Spot*, Survival, Swim, Tumble*, True speak, Use Magic Device, Use Psionic Device, and Use Rope*.
*Except on opposed checks or checks with variable DC, eg. a Concentration check vs damage. For purposes of this ability, adding situational modifiers, eg. securing a grappling hook 20 feet away with a Use Rope check, does not count as having a variable DC.

• Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level.

• Improved Uncanny Dodge (Ex): A rogue of 5th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does.

• Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel him. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, he can attempt it again 1 round later at the same DC.

• Blade Flick (Ex): At 3rd level, when using a weapon that Finesse applies to, a rogue adds his dexterity modifier to damage rolls.

• Double Jump (Ex): At 4th level, a rogue can use bits of environment fluff in the surrounding space as a platform for jumps. The rogue can make jump checks even if he is not standing on anything that could support his weight. He can even cancel falling damage by jumping before he reaches the ground.

• Find An Opening (Ex): At 5th level, whenever someone makes an attack roll that doesn't beat a rogue's AC, they are denied their dexterity bonus to AC against the rogue until the beginning of their next turn.

• Full Strip (Ex): At 5th level, the rogue can use Sleight of Hand to lift an object any number of times in a single action (with the action defined in the Sleight of Hand skill). If you use the pick pocketing variant rule, he can instead use pick pocketing on any number of items as a standard action.



(Assassin)
• 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.

• Poison Use and Immunity
Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. Assassins above level five may even be able to identify just what poison has been used by smell, sight, or taste alone.


(Shadowdancer)
• Hide in Plain Sight (Ex): At 1st Level, a shadowdancer can use the Hide skill even when being observed.

• See in Darkness (Ex): At 1st Level, a shadowdancer can see in darkness of any sort. Even magical darkness is no issue for him.

• Shadow Slide (Sp): At 1st level, a shadowdancer can use dimension slide as a spell-like ability. This works just like the psionic power, except that you must start and end in a shadow. You start in your own shadow and end in another.

• Darkness (Su): At 2nd level, the shadowdancer can use darkness as a spell-like ability.

• Healing Shadows (Su): At 3rd level the Shadowdancer can regain hit points any time they are within shadows or darkness as per Fast Healing 2.

• Shadow Door (Sp): At 3rd level, the shadowdancer gains the ability to use dimension door as a spell-like ability. As with Shadow Slide, she must start and end in a shadow.

• Shadow Molding (Su): At 4th level, the shadowdancer has gained such extraordinary manipulation over shadows that they can literally grab shadows and mold them into a useful item. Such items are limited to simple creations not to exceed 1 cubic foot per shadowdancer level, can not have any complex or moving parts and are non-magical in nature. While they appear to be made of an unusual substance and are a purplish black in color, they otherwise have the same strengths and weaknesses as the normal item they represent (such as a hammer, a rope, a dagger, etc). Molded items will exist for as long as the shadowdancer is concentrating on it.

• Deeper Darkness (Sp): At 5th Level, the shadowdancer’s Darkness ability enhances to Deeper Darkness. Furthermore, the shadowdancer can control how large or small an area the Deeper Darkness will affect (up to the spell’s normal maximum of a 100 foot radius).

• Improved Shadow Molding (Su): At 5th Level, the shadowdancer’s ability to mold Shadow has increased to the point where they can now create complex items such as a lock or a crossbow with bolts. In all other respects these items are just like those created with the normal Shadow Molding ability.

• Shadow Servant (Su): At 5th Level, a shadowdancer can create a shadow servant. This works like the unseen servant spell, except the shadowdancer can see through the eyes and hear through the ears of her shadow servant. She may only have one of these at a time.

• Umbral Servant (Sp): At 5th level, the shadowdancer may draw forth the power of the Plane of Shadow and give it limited intelligence. The shadow becomes a Shadow Elemental. The shadowdancer has the choice of summoning either 1 Huge, 2 Large, 4 Medium or 8 Small Shadow Elementals. Summoned Shadow Elementals appear in an explosion of shadows the same round that they are summoned and at the location designated by the shadowdancer (within 60 feet of him) and can make one quick action this round, as well as defend their master and themselves. The shadowdancer can mentally direct their actions as a free action each round. Elementals that become separated from the shadowdancer by a distance greater than 500 feet are automatically dismissed back to the Plane of Shadow.

• Shadow Boxing (Su): At 5th level, when you have an opponent with their back against a wall, you may use their shadow against them to let you flank for extra damage.

• Shadow Trip (Su): At 5th level a shadowdancer has gained the power temporarily disrupt shadows. He may utilize this to "pull the shadow out from under someone" and make a trip attempt. He must be within 30 of the target, and have line of sight, to attempt this. A shadow trip is a standard action that provokes an attack of opportunity only from the target. If he loses, the defender may note to try to trip him in return if they are a shadowdancer as well.



Spells
Assassin Spell List

1st Level disguise self, detect poison, feather fall, ghost sound, jump, obscuring mist, sleep, true strike.

2nd Level alter self, cat’s grace, 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, modify poison.





 

 

 

 

 

 

 

 

 

 

 





~¤~ Ethnicity: Elvish

~¤~ Skin Tone: Pale

~¤~ Hair Type/Color: Snow white

~¤~ Eyes: Deep red

~¤~ Height: 6'4"

~¤~ Weight: 210 lbs.

~¤~ Body Type: Athletic

~¤~ Voice/Accent: Deep elvish accent

~¤~ Identifying Marks: The rare occasional scar due to his occupation.

~¤~ Dress Style: All Black

~¤~ Personality Traits: While on the outside he appears to be very cold, distant, and calculating, this is mostly due to how he had been taught prior his move to his new home of Eladrin. He is very respectful, and gracious towards the royalty and other nobility, though the common citizens will see no more than what he's allowed for them. If he is given a task to be completed, he will accept nothing less than a success, regardless if this is done by his own hands, or with assistance from other assassins he knows throughout his travels. Despite his distance from others, he will never strike first and question later.


~¤~ Sexual Orientation: Straight

~¤~ Skills: • +4 Dexterity, +2 Intelligence, +2 Wisdom, -2 Strength -2 Charisma (Moon elves have brilliant senses and have quick minds. They often are aloof and aren't very social and like most elves are not terribly strong.)

• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.

• Low-light Vision: A Moon Elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and complete detail under these conditions.

• +2 racial bonus on Listen, Search, and Spot checks.

• A Moon Elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it. An assassin's senses are so keen that he practically has a sixth sense about hidden portals and traps.

• Sneak Attack: If a rogue can catch an opponent when thye are unable to defend themself effectively from his attack, he can strike a vital spot for extra damage.The rogue’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is multiplied by 4.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

• Trapfinding: Rogues (and only Rogues and Assassins) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only Rogues and Assassins) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25+ the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

• Savvy Pool (Ex): A rogue gains a pool of savvy points equal to 3 + 1/2 his class level, rounded down, that represent the savviness he picks up just by staying alive. A rogue's savvy pool returns to max at the beginning of his turn. For purposes of prerequisites, a rogue is considered to have sneak attack equal to half his total savvy pool, rounded up. A rogue who gains Sneak Attack dice from another class instead gains 1 savvy point per 1d6 of Sneak Attack.

• Underground Contacts (Ex): At 3rd level, a rogue becomes known as a person who can find things. At the end of a Gather Information check, he can, as a standard action, mimic the effects of a single divination spell with caster level equal to his HD.
This means he is able to mimic the effects of a Locate Object, Locate Creature, Contact Other Plane, or even Discern Location.

• Don't Look For Me (Ex) Whenever the rogue is targeted by a device, power, spell or other effect that reveals location, he immediately becomes aware of the attempt, and may spend a point from his savvy pool to send the creature who originated the effect a nightmarish vision of what frightens them the most. Victims must succeed on a Will save (DC 10 + 1/2 the rogue's HD + his Int modifier) to disbelieve the nightmare or pass out from fear. This does not require an action to do.

• Souls Are Cash (Sp): At 5th level, a rogue can steal souls for use as currency or for his own purposes. As a standard action, a rogue can spend a savvy point to mimic the effects of Soul Bind with a caster level equal to his HD.

• Self Concealment (Ex): The 1st level Shadowdancer gains the Self Concealment feat for free whether they qualify for the feat or not. As a free action the shadowdancer may activate or dismiss this feat. While active, shadows swirl around him and provide cover. Attacks against him have a 10% miss chance (the equivalent of one-quarter concealment). He loses this benefit whenever she would lose her Dexterity bonus to AC

• Healing Shadows (Su): At 3rd level the shadowdancer can regain hit points any time they are within shadows or darkness as per Fast Healing 2.

• Shadow Infusion (Su): - Beginning at 4th level, anytime the shadowdancer is within an area of shadows or darkness, they become infused with the power of the Plane of Shadow and gain the following special attributes (natural daylight or it’s spell equivalent negates these abilities) +2 to Strength, Dexterity and Constitution · Speed Increase +20 (or +15 if the shadowdancer is wearing medium or heavier armor) +4 dodge bonus to Armor Class

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