Valania: The Throne of Flame
A human male about 19 years old. His slightly curly blonde hair pulled back into a short ponytail. Wears typical clothing of the nobility.
|Class: Assassin 6||Species: Adaptable Human||Specialty: Swindler||Experience: 16223|
|Vitality: 48||Wounds: 8||Defense: 16/14(FF)||DR: 1, Cold 5|
|BAB: 4/6(special)||Initiative: 8 = 6 + 2||Speed: 30ft||Action Dice: 4d6|
|STR||12||+1||Fortitude||+2 = 3 – 1|
|DEX||14||+2||Reflex||+5 = 3 + 2|
|CON||8||-1||Will||+5 = 3 + 2|
|INT||14||+2||Unarmed||+5 / +7|
|WIS||14||+2||Melee||+5 / +7|
|CHA||16||+3||Ranged||+6 / +8|
|Skill||Key Attribute||Skill Bonus (Rank + Mod + Misc)||Threat/Error||Class Skill||Focuses|
|Athletics||Str||4 = 3 + 1||1 / 20||origin|
|Blend||Cha||11 = 8 + 3||1 / 20||yes|
|Bluff||Cha||11 = 8 + 3||1 / 20||yes|
|Crafting||Int||12 = 10 + 2||1 / 20||yes||Inscription, Pharmacy|
|Disguise||Cha||13 = 8 + 3 + 2||1 / 19-20||yes|
|Impress||Cha||9 = 6 + 3||1 / 20||origin|
|Intimidate||Wis||5 = 3 + 2||1 / 20||yes|
|Notice||Wis||6 = 2 + 2 + 2||1 / 19-20||yes|
|Prestidigitation||Dex||8 = 6 + 2||1 / 20||yes|
|Resolve||Con||1 = 2 – 1||1 / 20||yes|
|Search||Int||7 = 5 + 2||1 / 20||origin|
|Sense Motive||Wis||9 = 7 + 2||1 / 20||yes|
|Sneak||Dex||5 = 3 + 2||1 / 20||origin|
|Tactics||Int||3 = 1 + 2||1 / 20||yes|
|Interests||Total Studies: 6|
|High Ashandari||The Dragonspine|
|Trivia on Nobles|
|Grace under Pressure||Species. You gain a +2 bonus with any roll you boost with an action die.|
|Inquisitive Mind||Species. You gain 2 additional Interests|
|Mix-Up||Species. You gain the Mix-Up trick (FC221)|
|Origin Skills||Species. Choose 2 additional Origin Skills.|
|Bonus Feat||Specialty. Basic Skill Mastery (Spy).|
|Attribute Training||Specialty. The lower of your Dexterity or Charisma scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species or Talent.|
|Beguiling||Specialty. When you successfully Taunt a character, you may decline the standard result to have your target become fixated on you for 1d6 rounds. Special characters and villains may spend 1 action die to cancel this effect and become immune to this ability for the rest of the scene. If you gain this benefit from multiple sources, you may also damage the target once without interrupting his fixation (you may do this only once, no matter how many times you gain the benefit).|
|Charming||Specialty. Once per session, you may imporve the Disposition of any 1 non-adversary NPC by 5.|
|Practiced Bluff||Specialty. If you spend an action die to boost a Bluff check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.|
|Blade Practice||Assassin. You’re familiar with many violent tools. At
Level 5, once per adventure, you may spend 1 hour practicing to
gain 1 temporary Melee Combat feat of your choice until the end
of the current adventure.
At Levels 9, 13, and 17, you may use this ability 1 additional
time per adventure.
|Cold Read||Assassin. Once per session as a free action, you may ask the GM a number of personal questions equal to your starting action dice about a character you can see and hear. Sample questions include, “What does he do for a living?” and “What is her favorite author?” The target may conceal an answer by spending 1 action die per question ignored. You may target each character with this ability only once per session.
At Levels 11 and 19, you may use this ability 1 additional time per session.
|Hand of Death||Assassin. Each time you fail a Blend or Resolve check and don’t suffer an error, you will succeed as long as the check DC ( or your opponent’s check result) is equal to or less than your Class Level + 20. If several grades of success are possible, you achieve only the lowest possible positive result.
If you gain this ability for either skill from two or more classes, add together your levels in all classes granting the ability when determining its effect.
|Heartseeker||Assassin. Your base attack bonus is considered equal to your Career Level when you attack a special character. Also, your attacks against special characters gain the armor-piercing 2 weapon quality.|
|Masks – Black Vial||Assassin. You gain a +5 bonus with saves against poison.
Also, the DC to save against poison you use increases by 5.
|Quick on Your Feet||Assassin. You make trained Disguise checks even when you lack a kit. Also, once per session, you may make a Mask or Ambush check as a free action.
At Levels 7, 11, 15, and 19, you may use this ability 1 additional time per session.
|Unspoken Name||Assassin. At Levels 4, 8, 12, 16, and 20, you gain 1 rank of Heroic renown and a +1 bonus with Intimidate checks targeting any character who knows about at least one of your previous kills.|
|Basic Skill Mastery (Spy) (Skill)||Disguise and Notice. you gain a +2 insight bonus and a threat range of 19-20 with those skills.|
|Knife Basics (Melee)|| All knives on your person are considered armed at all times. Also, you gain a stance.
Wicked Dance (Stance): Your 1-handed melee attacks inflict 2 additional dice of sneak attack damage. You may not take move actions (though you may still take 5-ft. Bonus Steps as normal.
|Misdirection Basics (Covert)|| Your threat range with attacks against special
characters increases by 1. You also count as 3 additional
characters when determining numerical advantage.
|Traceless (Covert)||When you aren’t present, the DCs of Search and Track checks to detect signs of your passing or follow your trail increase by 10, and the error ranges of these checks increase by your Wisdom modifier (minimum +1).|
|Proficiencies, Stances, and Combat Tricks|
|Wicked Dance||Your 1-handed melee attacks inflict 2 additional dice of sneak attack damage. You may not take move actions (though you may still take 5-ft. Bonus Steps as normal.|
|Mix-Up:||Taunt. Once per round, when the character hasn’t taken the chosen action during the last 3 rounds, he may take it and gain a +3 morale bonus with the first attack or skill check it requires.|
|Venom Master||When he makes an attack with the poisonous or venomous quality, he may raise his error range by 1 to lower the poison’s first Incubation Period to Instant. With a miss, the character becomes flat-footed at the end of his current Initiative Count. The character may apply this trick a number of times per combat equal to the number of Covert feats he has (min. 1).|
|Possessions and Lifestyle|
|Panache: 5||Coin in Hand||Prudence: 1||Stake|
|Income: 50s||Appearance: +1||0s||Saved 20%||23s|
|Reputation and Renown|
|Reputation: 10||Legend: 2|
|Climber’s Gear||Athletics/Climb||8 lbs||15s|
|Dagger||1d6 lethal, 19-20, Bleed, finesse, hurl||1 lbs||30s|
|Moderate Padded Armor||DR 1, Cold 5, 0, 0, 0||6 lbs||25s|
|Pharmacist’s Kit||Crafting (Pharmacy)||4 lbs||20s|
|Razor||1d6 lethal, 19-20, Bleed, excruciating, finesse||1/2 lbs||5s|
|Scribe’s Kit||Crafting (Inscription)||2 lbs||20s|
|Short Sword||1d8, 19-20, Keen 4||2 lbs||25s|
|Stiletto||1d4 lethal, 18-20, AP 8, finesse||1/2 lbs||20s|
|Thieves’ Tools||Prestidigitation/Disarm||1 lbs||20s|
|Throwing Knife||1d4 lethal, 19-20, 15ftx3, Poisonous||1/2 lbs (5 lbs)||25s|
Leon Vergif is the fourth son of Abon Vergif of the Dragonspine. With his older brothers not in any hurry to die, Leon is left with no real place among the family. His oldest brother will inherit the house once Lord Vergif dies, and the other two will hold the other keeps under Vergif control.
Having nothing to his name, his family ignores him, unless there is some courtly event that the house must attend. Wanting nothing to do with politics, Abon sends Leon to all courtly events. Leon does not oppose this visits to court. He finds them to be a good excuse to drink and work is way into the company of one of the housemaids or, if he is lucky, a nobleman’s daughter.