Created using PCGen 5.7.14 on Feb 2, 2005
       

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE REDUCTION

SPEED
HP
Hit Points
167




  
Walk 30'
BASE ATTACK
Bonus
+11/+6/+1
SPECIAL ABILITIES
Death Attack (DC 21), Evasion (Ex), Poison Use, Save vs. Poison +4, Sneak Attack 8d6, Uncanny Dodge (+2 against traps), Uncanny Dodge (can't be flanked), Uncanny Dodge (Dex bonus to AC)
FEATS
Armor Proficiency (Light), Combat Reflexes, Exotic Weapon Proficiency, Improved Critical (Crossbow (Light)), Improved Initiative, Martial Weapon Proficiency, Point Blank Shot, Rapid Shot, Weapon Finesse (Crossbow (Light))
LANGUAGES
Common, Dwarven, Elven, Literacy, Orc
SPELLS
 Assassin 0
1
2
3
4
5
6
7
8
9
0
3
2
2
1
1:
Change Self (DC:14)Detect Poison (DC:14)Devlin's Barb (DC:14)
Ghost Sound (DC:14)Obscuring Mist (DC:14)Spider Climb (DC:14)
2:
Alter Self (DC:15)Darkness (DC:15)Invisibility (DC:15)
Pass without Trace (DC:15)Spider Climb (DC:15)Undetectable Alignment (DC:15)
3:
Deeper Darkness (DC:16)Devlin's Venomblade (DC:16)Invisibility (DC:16)
Misdirection (DC:16)Nondetection (DC:16)
4:
Dimension Door (DC:17)Freedom of Movement (DC:17)Improved Invisibility (DC:17)
Poison (DC:17)
 * = Domain/Specialty Spell
ARMOR
TYPE
AC
MAXDEX
CHECK
SPELL FAILURE
*Assassin's Armor (ARMOR, LIGHT, MAGIC/AC Bonus (Insight) (+4)/Shadow (Improved)/Silent moves (Improved)/Masterwork/+4 (Enhancement to Armor))
Light
+10
+6
+0
10
(Leather (Masterwork/+4 (Enhancement to Armor))), (Leather (ARMOR, LIGHT, MAGIC/AC Bonus (Insight) (+4)/Shadow (Improved)/Silent moves (Improved)/Masterwork/+4 (Enhancement to Armor))), Insight bonus to armor class of +4, +10 competence bonus to wearer's Hide checks, +10 competence bonus to wearer's Move Silent checks
SHIELD
TYPE
AC

CHECK
SPELL FAILURE
*Ulfgar's Buckler
Shield
+7

+0
0
Deflection bonus to armor class of +3, 30hp/inch and 15 hardness, Weapon=ignore 20 hardness;Armor=40hp/inch and 20 hardness
ITEMS

AC



Bracers of Armor +2

+2



*Ring of Force Shield

+2



Ring of Protection +2

+2










*Assassin's Armor (ARMOR, LIGHT, MAGIC/AC Bonus (Insight) (+4)/Shadow (Improved)/Silent moves (Improved)/Masterwork/+4 (Enhancement to Armor))
TYPEARMOR BONUSMAX DEX BONUS
Light
+10
+6
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
+0
10
(Leather (Masterwork/+4 (Enhancement to Armor))), (Leather (ARMOR, LIGHT, MAGIC/AC Bonus (Insight) (+4)/Shadow (Improved)/Silent moves (Improved)/Masterwork/+4 (Enhancement to Armor))), Insight bonus to armor class of +4, +10 competence bonus to wearer's Hide checks, +10 competence bonus to wearer's Move Silent checks
EQUIPMENT ( - //)
x Acid (Flask)
   x Oil (1 Pt. Flask)
  
x Assassin's Armor (ARMOR, LIGHT, MAGIC/AC Bonus (Insight) (+4)/Shadow (Improved)/Silent moves (Improved)/Masterwork/+4 (Enhancement to Armor))
(Leather (Masterwork/+4 (Enhancement to Armor))), (Leather (ARMOR, LIGHT, MAGIC/AC Bonus (Insight) (+4)/Shadow (Improved)/Silent moves (Improved)/Masterwork/+4 (Enhancement to Armor))), Insight bonus to armor class of +4, +10 competence bonus to wearer's Hide checks, +10 competence bonus to wearer's Move Silent checks
   x Outfit (Explorer's)
  
x Antitoxin (Flask)
   x Bloodroot
  
x Assassin's Dagger
Adds +1 to the DC of a death attack
   x Blue whinnis
  
x Backpack
   x Giant wasp poison
  
x Belt, Monk's
Monk can Haste themself once a day. Non monks gain one stunning attack per day plus Ambidexterity and Two-Weapon Fighting fests when fighting unarmed.
   x Shadow essence
  
x Blue Dragon Bracers of Health +4
Enhancement bonus to ability of CON|+4
   x Terinav root
  
x Bolt, Crossbow
   x Poison Ivy
  
x Bolt, Silvered
   x Portable Hole
  
x Bolt of Voices
   x Potion of Cure Light Wounds
  
x Bolts, Crossbow (10)
   x Potion of Cure Moderate Wounds
  
x Bolts (Crossbow/10/Masterwork/+4 (Enhancement to Weapon or Ammunition))
   x Potion of Cure Serious Wounds
  
x Book of Planes
   x Potion of Fly
  
x Boots of Elvenkind
   x Potion of Haste
  
x Bracers of Armor +2
   x Potion of Hiding
  
x Camouflage Makeup
+1 circumstance bonus to Hide for 1d4 hours on successful Disguise (DC 15) (see text)
   x Potion of Sonic Protection from Elements
  
x Candle
   x Potion of Sneaking
  
x Carpet of Flying (4x6)
   x Profane Unholy Boots
Profane bonus to all saving throws of +5
  
x Cloak of Elvenkind
   x Rapier
  
x Cloak of Resistance +3
   x Rations (Trail/Per Day)
  
x Assassin's Light Crossbow
   x Ring of Elemental Resistance, Major
  
x Assassin's Light Crossbow
   x Ring of Force Shield
  
x Dagger of Venom
Inflict a poison spell 1/day
   x Ring of Protection +2
  
x Flint and Steel
   x Rope (Hemp/50 Ft.)
  
x Gloves of Dexterity +4
   x Shirt of Wisdom +6
Enhancement bonus to ability of WIS|+6
  
x Grappling Hook
   x Signet Ring
  
x Handy Haversack
   x Thieves' Tools
  
x Heartstone
Instantly cures any Disease of holder, grants Etherealness to Evil characters, 10 uses max for Good characters
   x Ulfgar's Buckler
Deflection bonus to armor class of +3, 30hp/inch and 15 hardness, Weapon=ignore 20 hardness;Armor=40hp/inch and 20 hardness
  
x Ink (1 Oz. Vial)
   x Waterskin
  
x Ioun Stone (Deep Red)
  
AMMUNITION
Bolt, Crossbow
☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐
Bolt, Silvered
☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐

PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.

Created using PCGen 5.7.14 on Feb 2, 2005

EQUIPMENT
ITEM LOCATION QTY WT. GP COST
 Acid (Flask)
Backpack
2
1.25
10
 Assassin's Armor (ARMOR, LIGHT, MAGIC/AC Bonus (Insight) (+4)/Shadow (Improved)/Silent moves (Improved)/Masterwork/+4 (Enhancement to Armor))
((Leather (Masterwork/+4 (Enhancement to Armor))), (Leather (ARMOR, LIGHT, MAGIC/AC Bonus (Insight) (+4)/Shadow (Improved)/Silent moves (Improved)/Masterwork/+4 (Enhancement to Armor))), Insight bonus to armor class of +4, +10 competence bonus to wearer's Hide checks, +10 competence bonus to wearer's Move Silent checks)
Equipped
1
15
86160
 Antitoxin (Flask)
Carried
1
0.06
49
 Assassin's Dagger
(Adds +1 to the DC of a death attack)
Carried
1
1
10302
 Backpack
Carried
1
2
2
 Belt, Monk's
(Monk can Haste themself once a day. Non monks gain one stunning attack per day plus Ambidexterity and Two-Weapon Fighting fests when fighting unarmed.)
Equipped
1
1
9000
 Blue Dragon Bracers of Health +4
(Enhancement bonus to ability of CON|+4)
Equipped
1
0
0
 Bolt, Crossbow
Handy Haversack
1
0.1
0.1
 Bolt, Silvered
Handy Haversack
2
0.15
1
 Bolt of Voices
Handy Haversack
7
0.1
0.1
 Bolts, Crossbow (10)
Handy Haversack
8
1
1
 Bolts (Crossbow/10/Masterwork/+4 (Enhancement to Weapon or Ammunition))
Assassin's Light Crossbow
1
1
6410
 Bolts (Crossbow/10/Masterwork/+4 (Enhancement to Weapon or Ammunition))
Handy Haversack
3
1
6410
 Book of Planes
Handy Haversack
1
3
10400
 Boots of Elvenkind
Handy Haversack
1
1
2000
 Bracers of Armor +2
Handy Haversack
1
1
4000
 Camouflage Makeup
(+1 circumstance bonus to Hide for 1d4 hours on successful Disguise (DC 15) (see text))
Equipped
1
1
10
 Candle
Carried
1
0
0.01
 Carpet of Flying (4x6)
Equipped
1
8
29000
 Cloak of Elvenkind
Handy Haversack
1
1
2000
 Cloak of Resistance +3
Equipped
1
1
9000
 Assassin's Light Crossbow
Carried
1
6
0
 Assassin's Light Crossbow
Carried
1
0
0
 Dagger of Venom
(Inflict a poison spell 1/day)

1
1
9302
 Flint and Steel
Handy Haversack
1
0
1
 Gloves of Dexterity +4
Equipped
1
0
16000
 Grappling Hook
Handy Haversack
1
4
1
 Handy Haversack
Carried
1
5
2000
 Heartstone
(Instantly cures any Disease of holder, grants Etherealness to Evil characters, 10 uses max for Good characters)
Equipped
1
0
0
 Ink (1 Oz. Vial)
Handy Haversack
2
0
8
 Ioun Stone (Deep Red)
Equipped
1
0
8000
ITEM LOCATION QTY WT. GP COST
 Oil (1 Pt. Flask)
Handy Haversack
2
1
0.1
 Outfit (Explorer's)
Equipped
1
8
0
 Bloodroot
Backpack
2
0
100
 Blue whinnis
Backpack
2
0
120
 Giant wasp poison
Backpack
2
0
210
 Shadow essence
Backpack
1
0
250
 Terinav root
Backpack
1
0
750
 Poison Ivy
Backpack
1
0
0.5
 Portable Hole
Equipped
1
0
14000
 Potion of Cure Light Wounds
Handy Haversack
8
0
50
 Potion of Cure Moderate Wounds
Handy Haversack
6
0
300
 Potion of Cure Serious Wounds
Carried
1
0
750
 Potion of Cure Serious Wounds
Handy Haversack
5
0
750
 Potion of Fly
Handy Haversack
2
0
750
 Potion of Haste
Handy Haversack
1
0
750
 Potion of Hiding
Handy Haversack
1
0
150
 Potion of Sonic Protection from Elements
Handy Haversack
1
0
750
 Potion of Sneaking
Handy Haversack
1
0
150
 Profane Unholy Boots
(Profane bonus to all saving throws of +5)
Equipped
1
0
62500
 Rapier
Carried
2
3
20
 Rations (Trail/Per Day)
Handy Haversack
5
1
0.5
 Ring of Elemental Resistance, Major
Equipped
1
0
24000
 Ring of Force Shield
Equipped
1
0
8500
 Ring of Protection +2
Carried
1
0
8000
 Rope (Hemp/50 Ft.)
Handy Haversack
1
10
1
 Shirt of Wisdom +6
(Enhancement bonus to ability of WIS|+6)
Equipped
1
0
0
 Signet Ring
Handy Haversack
1
0
5
 Thieves' Tools
Handy Haversack
1
1
30
 Ulfgar's Buckler
(Deflection bonus to armor class of +3, 30hp/inch and 15 hardness, Weapon=ignore 20 hardness;Armor=40hp/inch and 20 hardness)
Equipped
1
2.5
28015
 Waterskin
Carried
1
0
1
TOTAL WEIGHT CARRIED/VALUE   52.06 lbs. 379869.01 gp
WEIGHT ALLOWANCE
Light 66 Medium 133 Heavy 200

FEATS
Armor Proficiency (Light), Combat Reflexes, Exotic Weapon Proficiency, Improved Critical (Crossbow (Light)), Improved Initiative, Martial Weapon Proficiency, Point Blank Shot, Rapid Shot, Weapon Finesse (Crossbow (Light))
MONEY
Ashrem's Room contains the following heads of monsters he has encountered and collected.
Orc head
Black Dragon head
Mind Flayer head
Medusa head
Grimlock head
Hobyah head
Osyluth head and tail
Tifling head and tail
Girallon head and 2 lower arms
Red Flesh Golem head "Stitches"
Desmoduo head
broken Beholder parts
Beholder body
Vrock head
Half-dragon/Half-orc head
Unicorn horn
Bear skin
Effretti head
Salamander head
Hawk head
Black "Death" Slaad head
Green Slaad head
Axiomatic Fire Giant head
Grey Render head
Steel Predator head (mother head)
mature adult blue dragon head
SPECIAL ABILITIES
Death Attack (DC 21), Evasion (Ex), Poison Use, Save vs. Poison +4, Sneak Attack 8d6, Uncanny Dodge (+2 against traps), Uncanny Dodge (can't be flanked), Uncanny Dodge (Dex bonus to AC)
MAGIC
Unholy Boots +5 Will Save
50 +4 magic crossbow bolts
26 +3 magic crossbow bolts
Poison
Type doses
black widow 15
cobra 13
curare 12
cyanide 10
fungus toxin 13
poison dart frog 12
salamander 11
shellfish toxin 14
stonefish 10
tarantula 14
angel kiss 1
blackrot 0
demon's blood 2
mummy dust 0
blue whinis 1
giant wasp 8
poison ivy 5
blood root 2
hobyah poison 4
death blade 1
shadow essence 0
collosal spider 1
sword of god vs lawful 4
sword of god vs evil 9
sword of god vs good 3
sword of god vs chaos 1
taint of shadow 0
bantuvi 0
chuinack 0
haskspell 6
mutuko 7
y'vrix 2
PROFICIENCIES
Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Mace, Mace (Heavy), Morningstar, Quarterstaff, Rapier, Sap, Shortbow, Shortbow (Composite), Sword (Short)
LANGUAGES
Common, Dwarven, Elven, Literacy, Orc
SPELLS
 Assassin 0
1
2
3
4
5
6
7
8
9
0
3
2
2
1
1:
Change Self (DC:14)Detect Poison (DC:14)Devlin's Barb (DC:14)
Ghost Sound (DC:14)Obscuring Mist (DC:14)Spider Climb (DC:14)
2:
Alter Self (DC:15)Darkness (DC:15)Invisibility (DC:15)
Pass without Trace (DC:15)Spider Climb (DC:15)Undetectable Alignment (DC:15)
3:
Deeper Darkness (DC:16)Devlin's Venomblade (DC:16)Invisibility (DC:16)
Misdirection (DC:16)Nondetection (DC:16)
4:
Dimension Door (DC:17)Freedom of Movement (DC:17)Improved Invisibility (DC:17)
Poison (DC:17)
1:
Change Self (DC:14)Obscuring Mist (DC:14)Spider Climb (DC:14)
2:
Darkness (DC:15)Undetectable Alignment (DC:15)
3:
Deeper Darkness (DC:16)Invisibility (DC:16)
4:
Dimension Door (DC:17)
 * = Domain/Specialty Spell
FEATS
NAME DESCRIPTION
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Combat Reflexes You may make a number of additional attacks of opportunity equal to your Dexterity bonus.
Exotic Weapon Proficiency Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.
Improved Critical (Crossbow (Light)) When using the weapon you selected, your threat range is doubled.
Improved Initiative You get a +4 bonus on initiative checks.
Martial Weapon Proficiency Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
Point Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Rapid Shot You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round takes a -2 penalty. You must use the full attack action to use this feat.
Weapon Finesse (Crossbow (Light)) With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Created using PCGen 5.7.14 on Feb 2, 2005

SPELLS
 Assassin 0
1
2
3
4
5
6
7
8
9
  Per Day 0
3
2
2
1
1:
Change Self (DC:14)Detect Poison (DC:14)Devlin's Barb (DC:14)Ghost Sound (DC:14)
Obscuring Mist (DC:14)Spider Climb (DC:14)
2:
Alter Self (DC:15)Darkness (DC:15)Invisibility (DC:15)Pass without Trace (DC:15)
Spider Climb (DC:15)Undetectable Alignment (DC:15)
3:
Deeper Darkness (DC:16)Devlin's Venomblade (DC:16)Invisibility (DC:16)Misdirection (DC:16)
Nondetection (DC:16)
4:
Dimension Door (DC:17)Freedom of Movement (DC:17)Improved Invisibility (DC:17)Poison (DC:17)
1:
Change Self (DC:14)Obscuring Mist (DC:14)Spider Climb (DC:14)
2:
Darkness (DC:15)Undetectable Alignment (DC:15)
3:
Deeper Darkness (DC:16)Invisibility (DC:16)
4:
Dimension Door (DC:17)
 * = Domain/Specialty Spell

Created using PCGen 5.7.14 on Feb 2, 2005

Assassin Spells
LEVEL 0 1 2 3 4
KNOWN 0 0 0 0 0
PER DAY 0 3 2 2 1
LEVEL 1
Change Self
DC: 14
Save: Will negates
Time: 1 action
Duration: 80 minutes [D]
Rng: Personal
Comp: V, S
SR: No
School: Illusion
☐☐☐
Effect:  Changes the caster's appearance.
Source:  srdspellsc.rtf
Target Area:   The character
Detect Poison
DC: 14
Save: None
Time: 1 action
Duration: Instantaneous/10 minutes per target HD
Rng: Close (45')
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  Detects poison in one creature or small object.
Source:  srdspellsd.rtf
Target Area:   One creature, one object, or a 5-ft. cube
Devlin's Barb
DC: 14
Save: None
Time: 1 action
Duration: 1 minute/level
Rng: Personal
Comp: V S
SR: No
School: Conjuration
☐☐☐
Effect:  See text
Source:  p.12
Target Area:   1 arrow, bolt, bullet or sling stone
Ghost Sound
DC: 14
Save: Will disbelief
Time: 1 action
Duration: 8 rounds [D]
Rng: Close (45')
Comp: V, S, M
SR: No
School: Illusion
☐☐☐
Effect:  Figment sounds.
Source:  srdspellsg.rtf
Target Area:   Illusory sounds
Obscuring Mist
DC: 14
Save: None
Time: 1 action
Duration: 8 minutes
Rng: 30 feet
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  Fog surrounds the caster.
Source:  srdspellsno.rtf
Target Area:   Cloud centered on the character spreads 30 ft. and is 20 ft. high
Spider Climb
DC: 14
Save: Will negates (Harmless)
Time: 1 action
Duration: 80 minutes
Rng: Touch
Comp: V, S, M
SR: Yes (Harmless)
School: Transmutation
☐☐☐
Effect:  Grants ability to walk on walls and ceilings.
Source:  srdspellss.rtf
Target Area:   Creature touched
LEVEL 2
Alter Self
DC: 15
Save: None
Time: 1 action
Duration: 80 minutes [D]
Rng: Personal
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  As change self, plus more drastic changes.
Source:  srdspellsa.rtf
Target Area:   The character
Darkness
DC: 15
Save: None
Time: 1 action
Duration: 80 minutes [D]
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
☐☐☐
Effect:  20-ft. radius of supernatural darkness.
Source:  srdspellsd.rtf
Target Area:   Object touched
Invisibility
DC: 15
Save: Will negates (Harmless)
Time: 1 action
Duration: 80 minutes [D]
Rng: Personal or Touch
Comp: V, S, M/DF
SR: Yes (Harmless)
School: Illusion
☐☐☐
Effect:  Subject is invisible for 80 min. or until it attacks.
Source:  srdspellsi.rtf
Target Area:   The character or a creature or object weighing no more than 800 lb.
Pass without Trace
DC: 15
Save: Will negates (Harmless)
Time: 1 action
Duration: 80 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (Harmless)
School: Transmutation
☐☐☐
Effect:  8 subjects leave no tracks.
Source:  srdspellsp.rtf
Target Area:   8 creatures touched
Spider Climb
DC: 15
Save: Will negates (Harmless)
Time: 1 action
Duration: 80 minutes
Rng: Touch
Comp: V, S, M
SR: Yes (Harmless)
School: Transmutation
☐☐☐
Effect:  Grants ability to walk on walls and ceilings.
Source:  srdspellss.rtf
Target Area:   Creature touched
Undetectable Alignment
DC: 15
Save: Will negates (object)
Time: 1 action
Duration: 24 hours
Rng: Close (45')
Comp: V, S
SR: Yes (object)
School: Abjuration
☐☐☐
Effect:  Conceals alignment for 24 hours.
Source:  srdspellsuvwxyz.rtf
Target Area:   One creature or object
LEVEL 3
Deeper Darkness
DC: 16
Save: None
Time: 1 action
Duration: 8 days
Rng: Touch
Comp: V, S
SR: No
School: Evocation
☐☐☐
Effect:  Object sheds absolute darkness in 60-ft. radius.
Source:  srdspellsd.rtf
Target Area:   Object touched
Devlin's Venomblade
DC: 16
Save: None
Time: 1 action
Duration: 1 minute/level
Rng: Personal
Comp: V S
SR: No
School: Conjuration
☐☐☐
Effect:  See text
Source:  p.12
Target Area:   1 poisoned slashing weapon
Invisibility
DC: 16
Save: Will negates (Harmless)
Time: 1 action
Duration: 80 minutes [D]
Rng: Personal or Touch
Comp: V, S, M/DF
SR: Yes (Harmless)
School: Illusion
☐☐☐
Effect:  Subject is invisible for 80 min. or until it attacks.
Source:  srdspellsi.rtf
Target Area:   The character or a creature or object weighing no more than 800 lb.
Misdirection
DC: 16
Save: Will negates (object)
Time: 1 action
Duration: 8 hours
Rng: Close (45')
Comp: V, S
SR: No
School: Illusion
☐☐☐
Effect:  Misleads divinations for one creature or object.
Source:  srdspellsm.rtf
Target Area:   One creature or object, up to a 10-ft. cube in size
Nondetection
DC: 16
Save: Will negates (Harmless object)
Time: 1 action
Duration: 8 hours
Rng: Touch
Comp: V, S, M
SR: Yes (Harmless object)
School: Abjuration
☐☐☐
Effect:  Hides subject from divination, scrying.
Source:  srdspellsno.rtf
Target Area:   Creature or object touched
LEVEL 4
Dimension Door
DC: 17
Save: None and Will negates
Time: 1 action
Duration: Instantaneous
Rng: Long (720')
Comp: V
SR: Special
School: Transmutation
☐☐☐
Effect:  Teleports the caster and up to 500 lb.
Source:  srdspellsd.rtf
Target Area:   The character and touched objects or other touched willing creatures weighing up to 400 lbs.
Freedom of Movement
DC: 17
Save: None
Time: 1 action
Duration: 80 minutes
Rng: Personal or touch
Comp: V, S, M, DF
SR: No or Yes (Harmless)
School: Abjuration
☐☐☐
Effect:  Subject moves normally despite impediments.
Source:  srdspellsf.rtf
Target Area:   The character or creature touched
Improved Invisibility
DC: 17
Save: Will negates (Harmless)
Time: 1 action
Duration: 8 minutes [D]
Rng: Touch
Comp: V, S
SR: Yes (Harmless)
School: Illusion
☐☐☐
Effect:  As invisibility, but subject can attack and stay invisible.
Source:  srdspellsi.rtf
Target Area:   The character or creature touched
Poison
DC: 17
Save: Fortitude negates
Time: 1 action
Duration: Instantaneous
Rng: Touch
Comp: V, S, DF
SR: Yes
School: Necromancy
☐☐☐
Effect:  Touch deals 1d10 Con damage, repeats in 1 min.
Source:  srdspellsp.rtf
Target Area:   Living creature touched
* = Domain/Specialty Spell

Created using PCGen 5.7.14 on Feb 2, 2005

Ashrem
Ashrem's portrait
Human
RACE
36
AGE
5' 9"
HEIGHT
185 lbs.
WEIGHT
Brown
EYE COLOR
Tanned
SKIN COLOR
Brown
HAIR COLOR
Reaches Lower Back
HAIR LENGTH
Fire Elementals
PHOBIAS
Individualist Cruel
PERSONALITY TRAITS
Collector of Trophy Kills
INTERESTS
Terse , "I want the head."
SPOKEN STYLE
Description
member of the Zintalar Shadows
Home
Brindinford, World of Greyhawk
Biography
Home Community<br />Ashrem grew up in a large city which had more than 25,000 residents.<br />Climate<br />Whether it's a tangled jungle or sparser pines, trees are the dominant feature of the landscape, that makes Ashrem feel at home. Ashrem grew up with cold winters, but warm summers.<br />Education<br />Ashrem was curious about government and how officials wielded power. In his youth Ashrem was exposed to an unusual skill ... the secret art of assassination. Ashrem spent time on the street which taught him minor thievery and con games. He desired to become an assassin.<br />Events<br />Ashrem lost both parents and other significant family members to an assassin. Ashrem broke the law and got caught and suffered many years of punishment, from this Ashrem learned how to dodge the consequences and survive. As a result of his ways, Ashrem was forced to become a displaced person.<br />Family<br />For some reason, Ashrem's family's economic status was difficult to measure. Perhaps Ashrem lived a solitary life on the streets with frequent retreats to the surrounding wood. Ashrem's was family is lead by an outsider; to whom the family has sworn support. Ashrem's family has no ability to defend themselves considering they are all dead. Ashrem's family took actions detrimental to the community. Regardless of Ashrem's family's actual ethics, public opinion is so ingrained about his family that it's essentially unchangeable. Public opinion is accurate, his family deserved its fate. Ashrem's family hid this commitment from the public. Ashrem's family has no specific political stance.. Ashrem's family has inconsistent family religious direction. Ashrem's family is treated in general with contempt, but occasionally a family member has demonstrated positive qualities and earned respect. Members of Ashrem's family may be guilty of crimes, or wrongly convicted of them. Either way, other members of the community treat Ashrem poorly as a result. Ashrem's family's ancestors of note are unknown or forgotten. Information about them could be revealed in a future adventure, however.<br />Relationships<br />Ashrem's parents are deceased. Ashrem may learn more about them in a future adventure, of course. Ashrem is an only child Ashrem does not remember his grandparents, since they were executed as well. Ashrem does not believe that he has other relatives out there. Ashrem is a loner by circumstance. Ashrem has angered or otherwise alienated an instructor of note. A person of an opposed alignment has a philosophical beef with Ashrem, Meldor of Kuhl, although Ashrem has never harmed the sorcerer. Ashrem's believes his ways of dealing with enemies unsettles Meldor. Ashrem has often stolen things for Meldor that Meldor could not get the courage to acquire for himself. Ashrem has entrusted Lysander with knowledge of a secret ritual and he feels close to Lysander because Lysander and he were both inflicted with Lycanthropy of the were-rat kind.. <br />Meldor doesn't trust Ashrem, but it is only based on sneaking suspicions that Ashrem killed Horken's grandmother. Horken is totally oblivious to this fact and only Lysander knows the truth.<br />Misc<br />Ashrem has a strange affinity for collecting body parts of those enemies he has found formidable. He has a collection of mounted pieces in his room. Visit Ashrem' Room No one has yet to ask Ashrem why he decapitates his enemies, but it is believed that he is searching for the beasts who murdered his family. Ashrem has collected many heads of defeated foes. <br />Ashrem also likes to collect exotic poisons, this only enhances his abilities as an assassin.<br />Ashrem has an affinity for platinum, and eagerly gives away all gold and silver, especially silver, he finds. Ashrem was never one amass wealth since he figured he can always gather, in the loosest sense, what he needs.