Created using PCGen 5.7.14 on Mar 15, 2005
       

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE REDUCTION

SPEED
HP
Hit Points
174




  
Walk 30'
BASE ATTACK
Bonus
+11/+6/+1
SPECIAL ABILITIES
+4 save against poisons, Death Attack (DC 22), Evasion (Ex), Hide in Plain Sight (Su), Improved Uncanny Dodge (can't be flanked except by a rogue of 20 level), Poison Use, Sneak Attack +9d6, Trap Sense (Ex) +2, Trapfinding
FEATS
Armor Proficiency (Light), Combat Reflexes, Improved Critical (Crossbow (Light)), Improved Initiative, Martial Weapon Proficiency, Point Blank Shot, Precise Shot, Rapid Shot, Simple Weapon Proficiency, Weapon Finesse
LANGUAGES
Common, Elven, Low Coryani, Orc
SPELLS
 Assassin 0
1
2
3
4
5
6
7
8
9
0
4
4
4
2
1:
Detect Poison (DC:14)Disguise Self (DC:14)Feather Fall (DC:14)
Rogue's Stab (DC:14)True Strike (DC:14)
2:
Alter Self (DC:15)Cat's Grace (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)False Life (DC:16)
Misdirection (DC:16)Nondetection (DC:16)
4:
Dimension Door (DC:17)Freedom of Movement (DC:17)Invisibility, Greater (DC:17)
 * = Domain/Specialty Spell
ARMOR
TYPE
AC
MAXDEX
CHECK
SPELL FAILURE
*Assassin's Armor (AC Bonus (Insight) (+4)/Shadow (Improved)/Silent moves (Improved)/Masterwork/+4 (Enhancement to Armor))
Light
+10
+6
+0
10
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 (AC Bonus (Other) (+3)/Masterwork/+4 (Enhancement to Shield))
Shield
+8

+0
5
Other bonus to armor class of +3
ITEMS

AC



Bracers of Armor +2

+2



*Ring of Force Shield

+2



*Ring of Protection +2

+2










*Assassin's Armor (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
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 Ioun Stone (Deep Red)
  
x Heartstone (Spell Effect (Use Activated) (SPELLNAME[Remove Disease] CASTER[Druid] SPELLTYPE[Divine] SPELLLEVEL[3] CASTERLEVEL[5] )/Spell Effect (Command Word) (SPELLNAME[Etherealness] CASTER[Sorcerer] SPELLTYPE[Arcane] SPELLLEVEL[9] CASTERLEVEL[18] ))
(Periapt (Spell Effect (Use Activated) (SPELLNAME[Remove Disease] CASTER[Druid] SPELLTYPE[Divine] SPELLLEVEL[3] CASTERLEVEL[5] )/Spell Effect (Command Word) (SPELLNAME[Etherealness] CASTER[Sorcerer] SPELLTYPE[Arcane] SPELLLEVEL[9] CASTERLEVEL[18] )))
   x Laser Rifle
  
x Antitoxin (Vial)
   x Oil (1 Pt. Flask)
  
x Assassin's Armor (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 Explorer's Outfit
  
x Assassin's Dagger
Adds +1 to the DC of a death attack
   x Bloodroot
Injury DC 12, Init.:0, Sec.:1d4 CON + 1d3 WIS
  
x Assassin's Quickloading (Light/+4 (Enhancement to Weapon or Ammunition)/Masterwork)
   x Blue whinnis
Injury DC 14, Init.:1 CON, Sec.:unconsciousness
  
x Assassin's Quickloading (Light/+4 (Enhancement to Weapon or Ammunition)/Masterwork)
   x Giant wasp poison
Injury DC 18, Init.:1d6 DEX, Sec.:1d6 DEX
  
x Assassin's Spellbook (Masterwork)
   x Shadow essence
Injury DC 17, Init.:1 STR (permanent), Sec.:2d6 STR
  
x Backpack
   x Terinav root
Contact DC 16, Init.:1d6 DEX, Sec.:2d6 DEX
  
x Belt, Monk's
   x Portable Hole
  
x Blue Dragon Bracers of Health +4
   x Potion of Cure Light Wounds
  
x Bolt, Crossbow
   x Potion of Cure Moderate Wounds
  
x Bolt (Crossbow/Alchemical Silver)
10hp/inch and 8 hardness
   x Potion of Cure Serious Wounds
  
x Bolt of Voices (Crossbow/Masterwork/+1 (Enhancement to Weapon or Ammunition))
   x Potion of Fly
  
x Bolts, Crossbow (10)
   x Potion of Haste
  
x Bolts, Crossbow (50)
   x Potion of Sonic Protection from Energy
  
x Bolts (Crossbow/50/+4 (Enhancement to Weapon or Ammunition)/Masterwork)
   x Profane Unholy Boots (Save Bonus (Profane) (+5))
Profane bonus to all saving throws of +5
  
x Boots of Elvenkind
   x Rapier
  
x Bracers of Armor +2
   x Rapier (+2 (Enhancement to Weapon or Ammunition)/Masterwork)
  
x Candle
   x Major Ring of Energy Resistance (Fire)
Absorbs 20 points of Fire damage
  
x Carpet of Flying (5x10)
   x Ring of Force Shield
  
x Cloak of Elvenkind
   x Ring of Protection +2
  
x Cloak of Resistance +3
   x Rope (Hempen/50 Ft.)
  
x Dagger of Venom
Inflict a poison spell effect 1/day, fortitude save (DC14)
   x Signet Ring
  
x Flint and Steel
   x Thieves' Tools
  
x Gloves of Dexterity +4
   x Ulfgar's Buckler (AC Bonus (Other) (+3)/Masterwork/+4 (Enhancement to Shield))
Other bonus to armor class of +3
  
x Grappling Hook
   x Waterskin
  
x Handy Haversack
   x Wise Shirt (WIS +6)
Enhancement bonus to ability WIS|+6
  
x Ink (1 Oz. Vial)
  
AMMUNITION
Bolt, Crossbow
☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐
Bolt (Crossbow/Alchemical Silver)
☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐

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 Mar 15, 2005

EQUIPMENT
ITEM LOCATION QTY WT. GP COST
 Acid (Flask)
Handy Haversack
2
1
10
 Heartstone (Spell Effect (Use Activated) (SPELLNAME[Remove Disease] CASTER[Druid] SPELLTYPE[Divine] SPELLLEVEL[3] CASTERLEVEL[5] )/Spell Effect (Command Word) (SPELLNAME[Etherealness] CASTER[Sorcerer] SPELLTYPE[Arcane] SPELLLEVEL[9] CASTERLEVEL[18] ))
((Periapt (Spell Effect (Use Activated) (SPELLNAME[Remove Disease] CASTER[Druid] SPELLTYPE[Divine] SPELLLEVEL[3] CASTERLEVEL[5] )/Spell Effect (Command Word) (SPELLNAME[Etherealness] CASTER[Sorcerer] SPELLTYPE[Arcane] SPELLLEVEL[9] CASTERLEVEL[18] ))))
Equipped
1
0
351600
 Antitoxin (Vial)
Carried
1
0
50
 Assassin's Armor (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
 Assassin's Dagger
(Adds +1 to the DC of a death attack)
Carried
1
1
10302
 Assassin's Quickloading (Light/+4 (Enhancement to Weapon or Ammunition)/Masterwork)
Equipped
1
4
32335
 Assassin's Quickloading (Light/+4 (Enhancement to Weapon or Ammunition)/Masterwork)
Equipped
1
0
32300
 Assassin's Spellbook (Masterwork)
Handy Haversack
1
3
65
 Backpack
Carried
1
2
2
 Belt, Monk's
Equipped
1
1
13000
 Blue Dragon Bracers of Health +4
Equipped
1
0
16000
 Bolt, Crossbow
Handy Haversack
9
0.1
0.1
 Bolt (Crossbow/Alchemical Silver)
(10hp/inch and 8 hardness)
Handy Haversack
2
0.1
2.1
 Bolt of Voices (Crossbow/Masterwork/+1 (Enhancement to Weapon or Ammunition))
Handy Haversack
7
0.1
47
 Bolts, Crossbow (10)
Handy Haversack
4
1
1
 Bolts, Crossbow (50)
Handy Haversack
1
5
5
 Bolts (Crossbow/50/+4 (Enhancement to Weapon or Ammunition)/Masterwork)
Equipped
1
5
32050
 Boots of Elvenkind
Handy Haversack
1
1
2500
 Bracers of Armor +2
Handy Haversack
1
1
4000
 Candle
Carried
1
0
0.01
 Carpet of Flying (5x10)
Portable Hole
1
15
35000
 Cloak of Elvenkind
Handy Haversack
1
1
2500
 Cloak of Resistance +3
Equipped
1
1
9000
 Dagger of Venom
(Inflict a poison spell effect 1/day, fortitude save (DC14))
Carried
1
1
8302
 Flint and Steel
Carried
1
0
1
 Gloves of Dexterity +4
Equipped
1
0
16000
 Grappling Hook
Handy Haversack
1
4
1
 Handy Haversack
Equipped
1
5
2000
 Ink (1 Oz. Vial)
Carried
2
0
8
ITEM LOCATION QTY WT. GP COST
 Ioun Stone (Deep Red)
Equipped
1
0
8000
 Laser Rifle
Carried
1
4
335
 Oil (1 Pt. Flask)
Handy Haversack
1
1
0.1
 Explorer's Outfit
Equipped
1
8
10
 Bloodroot
(Injury DC 12, Init.:0, Sec.:1d4 CON + 1d3 WIS)
Carried
1
0
100
 Blue whinnis
(Injury DC 14, Init.:1 CON, Sec.:unconsciousness)
Carried
1
0
120
 Giant wasp poison
(Injury DC 18, Init.:1d6 DEX, Sec.:1d6 DEX)
Carried
1
0
210
 Shadow essence
(Injury DC 17, Init.:1 STR (permanent), Sec.:2d6 STR)
Carried
1
0
250
 Terinav root
(Contact DC 16, Init.:1d6 DEX, Sec.:2d6 DEX)
Carried
1
0
750
 Portable Hole
Equipped
1
0
20000
 Potion of Cure Light Wounds
Carried
8
0
50
 Potion of Cure Moderate Wounds
Carried
6
0
300
 Potion of Cure Serious Wounds
Carried
6
0
750
 Potion of Fly
Carried
2
0
750
 Potion of Haste
Carried
1
0
750
 Potion of Sonic Protection from Energy
Carried
1
0
750
 Profane Unholy Boots (Save Bonus (Profane) (+5))
(Profane bonus to all saving throws of +5)
Equipped
1
0
62500
 Rapier
Handy Haversack
2
2
20
 Rapier (+2 (Enhancement to Weapon or Ammunition)/Masterwork)
Carried
1
2
8320
 Major Ring of Energy Resistance (Fire)
(Absorbs 20 points of Fire damage)
Handy Haversack
1
0
28000
 Ring of Force Shield
Equipped
1
0
8500
 Ring of Protection +2
Equipped
1
0
8000
 Rope (Hempen/50 Ft.)
Handy Haversack
1
10
1
 Signet Ring
Carried
1
0
5
 Thieves' Tools
Handy Haversack
1
1
30
 Ulfgar's Buckler (AC Bonus (Other) (+3)/Masterwork/+4 (Enhancement to Shield))
(Other bonus to armor class of +3)
Equipped
1
5
38665
 Waterskin
Carried
1
0
1
 Wise Shirt (WIS +6)
(Enhancement bonus to ability WIS|+6)
Equipped
1
0
0
TOTAL WEIGHT CARRIED/VALUE   46 lbs. 814784.21 gp
WEIGHT ALLOWANCE
Light 66 Medium 133 Heavy 200

FEATS
Armor Proficiency (Light), Combat Reflexes, Improved Critical (Crossbow (Light)), Improved Initiative, Martial Weapon Proficiency, Point Blank Shot, Precise Shot, Rapid Shot, Simple Weapon Proficiency, Weapon Finesse
MONEY
Poison bolts in ED space
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
+4 save against poisons, Death Attack (DC 22), Evasion (Ex), Hide in Plain Sight (Su), Improved Uncanny Dodge (can't be flanked except by a rogue of 20 level), Poison Use, Sneak Attack +9d6, Trap Sense (Ex) +2, Trapfinding
MAGIC
Unholy Boots +5 Will Save
50 +4 magic crossbow bolts
26 +3 magic crossbow bolts
Poison
PROFICIENCIES
Brass Knuckles, Claw (Fighting), Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Crossbow (Repeating Heavy), Crossbow (Repeating Light), Dagger, Dagger (Punching), Dart, Flask Launcher, Gauntlet, Gauntlet (Spiked), Gladius, Gutblade, Hammer (Golden Melon), Iron Comb, Iron Flute, Iron Pipe, Javelin, Knife (Throwing), Kukri, Ladies Chain, Longspear, Mace (Chained), Mace (Heavy), Mace (Light), Machete, Master's Hand, Morningstar, Push Knife, Quarterstaff, Rake, Rapier, Razor (Fixed), Sap, Shortbow, Shortspear, Sickle, Sling, Sling (Sand), Spear, Spells(Energy Missile), Spells(Ray), Spells(Touch), Staff (Lashing), Sword (Short), Unarmed Strike, Wire (Strangling)
LANGUAGES
Common, Elven, Low Coryani, Orc
SPELLS
 Assassin 0
1
2
3
4
5
6
7
8
9
0
4
4
4
2
1:
Detect Poison (DC:14)Disguise Self (DC:14)Feather Fall (DC:14)
Rogue's Stab (DC:14)True Strike (DC:14)
2:
Alter Self (DC:15)Cat's Grace (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)False Life (DC:16)
Misdirection (DC:16)Nondetection (DC:16)
4:
Dimension Door (DC:17)Freedom of Movement (DC:17)Invisibility, Greater (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.
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.
Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
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.
Simple Weapon Proficiency You make attack rolls with simple weapons normally.
Weapon Finesse 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 Mar 15, 2005

SPELLS
 Assassin 0
1
2
3
4
5
6
7
8
9
  Per Day 0
4
4
4
2
1:
Detect Poison (DC:14)Disguise Self (DC:14)Feather Fall (DC:14)Rogue's Stab (DC:14)
True Strike (DC:14)
2:
Alter Self (DC:15)Cat's Grace (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)False Life (DC:16)Misdirection (DC:16)
Nondetection (DC:16)
4:
Dimension Door (DC:17)Freedom of Movement (DC:17)Invisibility, Greater (DC:17)
 * = Domain/Specialty Spell

Created using PCGen 5.7.14 on Mar 15, 2005

Assassin Spells
LEVEL 0 1 2 3 4
KNOWN 0 5 5 5 3
PER DAY 0 4 4 4 2
LEVEL 1
Detect Poison
DC: 14
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (45')
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  Detects poison in one creature or small object.
Source:  SpellsD-E.rtf
Target Area:   One creature, one object, or a 5-ft. cube
Disguise Self
DC: 14
Save: None
Time: 1 standard action
Duration: 90 minutes [D]
Rng: Personal
Comp: V, S
SR: No
School: Illusion
☐☐☐
Effect:  Changes your appearance.
Source:  SpellsD-E.rtf
Target Area:   You
Feather Fall
DC: 14
Save: Will negates (harmless) or Will negates (object)
Time: 1 free action
Duration: Until landing or 9 rounds
Rng: Close (45')
Comp: V
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  Objects or creatures fall slowly.
Source:  SpellsF-G.rtf
Target Area:   9 Medium or smaller freefalling objects or creatures, no two of which may be more than 20 ft. apart
Rogue's Stab
DC: 14
Save: None
Time: 1 action, 1 standard action
Duration: 1 round/level
Rng: Touch
Comp: V S
SR: Yes
School: Transmuation
☐☐☐
Effect:  Target gains +1d6 sneak attack damage
Source:  Chapter Three: Pool of Glenmasis
Target Area:   One creature
True Strike
DC: 14
Save: None
Time: 1 standard action
Duration: See text
Rng: Personal
Comp: V, F
SR: No
School: Divination
☐☐☐
Effect:  +20 on your next attack roll.
Source:  SpellsT-Z.rtf
Target Area:   You
LEVEL 2
Alter Self
DC: 15
Save: None
Time: 1 standard action
Duration: 90 minutes [D]
Rng: Personal
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  Assume form of a similar creature.
Source:  SpellsA-B.rtf
Target Area:   You
Cat's Grace
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 9 minutes
Rng: Touch
Comp: V, S, M
SR: Yes
School: Transmutation
☐☐☐
Effect:  Subject gains +4 to Dex for 9 minutes.
Source:  SpellsC.rtf
Target Area:   Creature touched
Pass without Trace
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 9 hours [D]
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  9 subjects leaves no tracks.
Source:  SpellsP-R.rtf
Target Area:   9 creatures touched
Spider Climb
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 90 minutes
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Grants ability to walk on walls and ceilings.
Source:  SpellsS.rtf
Target Area:   Creature touched
Undetectable Alignment
DC: 15
Save: Will negates (object)
Time: 1 standard action
Duration: 24 hours
Rng: Close (45')
Comp: V, S
SR: Yes (object)
School: Abjuration
☐☐☐
Effect:  Conceals alignment for 24 hours.
Source:  SpellsT-Z.rtf
Target Area:   One creature or object
LEVEL 3
Deeper Darkness
DC: 16
Save: None
Time: 1 standard action
Duration: 9 days [D]
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
☐☐☐
Effect:  Object sheds supernatural shadow in 60-ft. radius.
Source:  SpellsD-E.rtf
Target Area:   Object touched
Devlin's Venomblade
DC: 16
Save: None
Time: Standard action
Duration: 9 minutes
Rng: Personal
Comp: V S
SR: No
School: Conjuration
☐☐☐
Effect:  Creates poisoned blade that inflicts 1d4 points of Constitution damage
Source:  p.118
Target Area:   One poisonedslashing weapon
False Life
DC: 16
Save: None
Time: 1 standard action
Duration: 9 hours or until discharged; see text
Rng: Personal
Comp: V, S, M
SR: No
School: Necromancy
☐☐☐
Effect:  Gain 1d10+9 temporary hp
Source:  SpellsF-G.rtf
Target Area:   You
Misdirection
DC: 16
Save: None or Will negates; see text
Time: 1 standard action
Duration: 9 hours
Rng: Close (45')
Comp: V, S
SR: No
School: Illusion
☐☐☐
Effect:  Misleads divinations for one creature or object.
Source:  SpellsM-O.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 standard action
Duration: 9 hours
Rng: Touch
Comp: V, S, M
SR: Yes (harmless, object)
School: Abjuration
☐☐☐
Effect:  Hides subject from divination, scrying.
Source:  SpellsM-O.rtf
Target Area:   Creature or object touched
LEVEL 4
Dimension Door
DC: 17
Save: None and Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Long (760')
Comp: V
SR: No and Yes (object)
School: Conjuration
☐☐☐
Effect:  Teleports you short distance.
Source:  SpellsD-E.rtf
Target Area:   You and touched objects or other touched willing creatures
Freedom of Movement
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: 90 minutes
Rng: Personal or touch
Comp: V, S, M, DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Subject moves normally despite impediments.
Source:  SpellsF-G.rtf
Target Area:   You or creature touched
Invisibility, Greater
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: 9 rounds [D]
Rng: Personal or touch
Comp: V, S
SR: Yes (harmless) or Yes (harmless, object)
School: Illusion
☐☐☐
Effect:  As invisibility, but subject can attack and stay invisible.
Source:  SpellsH-L.rtf
Target Area:   You or creature touched
* = Domain/Specialty Spell

Created using PCGen 5.7.14 on Mar 15, 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 Trohpy Kills
INTERESTS
Clear , 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.