Leon Vergif

A human male about 19 years old. His slightly curly blonde hair pulled back into a short ponytail. Wears typical clothing of the nobility.

Description:
Basic Stats
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
Skills
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
Languages Studies
Vulgate Courtly Etiquette
High Ashandari The Dragonspine
Poisons
Seduction
Theater
Trivia on Nobles
Class Abilities
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.
Feats
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
Proficiencies
Unarmed none Blunt none
Edged forte Hurled forte
Bows proficient Black Powder none
Siege Weapons none
Stances
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.
Combat Tricks
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
Heroic Renown: 1 Title: ???
Military Renown: 0 Title: None
Noble Renown: 0 Title: None
Gear Description Weight Cost
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
Bio:

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.

Leon Vergif

Valania: The Throne of Flame Oniya