Cassian Merro managed to be a disappointment to his parents before he was entirely out of the womb. It was that damn penis. Had he been a girl, he could be married off to a noble family. Granted a poor and minor one, since that was the sort who would marry a commoner for a generous dowry. And then, the jewelry merchant Merros would get what they always wanted: noble title. Cassian was mostly left alone, and when his sister Tarvi was born two years later, he became more an annoyance than a son.
And what an annoyance. Climber, eavesdropper, troublemaker, burglar. He had two possible destines: the gallows or gainful employment to a noble house as a spy. One would result in embarrassment for the Merro family and further hurt Tarvi's chances of a good match. (Why would you do that to your sister!?! Cecca Merro would plead, while Tarvi rolled her eyes theatrically)
The problem with training someone like Cassian, someone whose rebellious streak was so wide it became more accurate to say he had a loyal streak, was that there was no guarantee he'd use his skills as requested. And teach a boy who was already half shadow how to sneak up on a halfling, well, now you've given him a way to avoid punishment for his actions.
Cassian managed to last for longer than his parents dared hope. They thought he was finally turning things around. Finally tired of heaping shame on his poor parents. Turned out he was just waiting until he was unsupervised. Tasked with listening in on a meeting of several rival aristocrats, Cassian instead sold the secrets to a third party and disappeared into Westcrown as a freelance spy. Disowned by his parents, he remains close with his sister.
He claims to be motivated entirely by money, but that's a naked lie. Sitting on his shoulder is living proof: Rygel, a monkey destined to be the donor of several of Cheliax's more stomach-turning delicacies. Cassian stole or rescued him (thus costing him the price of the job he was on), and the two are now inseparable.
Cassian is a contradiction. A man who prides himself on his abilities in stealth and subterfuge, he nonetheless seems to want to be known for this skill. ("How are they supposed to know you're any good if they don't even know you were there?" he said to Rygel, who responded with a squawk and resumed playing with himself.) When on a job, he likes to leave a single playing card, the Suicide King, someplace the owner will find it. He hopes that in some small way, he can make men dread that card.
Cassian is handsome certainly, with his black hair and deep blue eyes and is either rakishly charming or an arrogant twit, depending on one's proclivities. He never seems happier than when in over his head, though lately he has been prone to bouts of melancholy. Without knowing why, it seems as though the long Cheliaxian night has begun to change him. Into something not quite human.
CASSIAN MERRO
CN Male Human (Chelish) Rogue 13 (Favored Class)
Medium Humanoid (Human)
Initiative +8 (+4 in urban environments); Darkvision 60'; Perception +22 (+6 with Rygel, +4 in urban environments, +6 to find traps)
Saves: Fort +10, Ref +22, Will +11
Special Save Modifiers: +4 to Reflex Saves vs. traps, +1 to Will from book (included), +1 luck bonus from mummy hand (included), +5 from hunter's cloak of resistance (included)
Special Defenses: Evasion, +4 Dodge bonus to AC vs. traps, Improved Uncanny Dodge
Melee: +5 Agile Mithral Short Sword of Subtlety +23/+18 (1d6+13, 19-20/x2), +5 Agile Cold Iron Short Sword of Subtlety +23/+18 (1d6+13, 19-20/x2), Masterwork Dagger +18/+13 (1d4, 19-20/x2)
Special Melee Modifiers: +7d6 and 2 points of Strength damage with Sneak Attack, +1 damage to flanked enemies, +4 to hit and damage with Sneak Attack and short swords
Ranged: Masterwork Shortbow +18/+13 (1d6, x3, 60'), Masterwork Dagger +18/+13 (1d4, 19-20/x2, 10')
Special Ranged Modifiers: +7d6 and 2 points of Strength damage with Sneak Attack if target is within 30'
Special Attacks: +5 Agile Mithral Short Sword of Subtlety +22/+17 (1d6+13, 19-20/x2)/+5 Agile Cold Iron Short Sword of Subtlety +21/+16 (1d6+9, 19-20/x2), Shadowstrike +17/+12 (1d4+5, dazzle, melee touch, nonlethal)
Talents: Finesse Rogue, Combat Trick, Terrain Mastery (Urban), Weapon Training, Fast Stealth, Crippling Strike, Feat, Hide in Plain Sight
Traits: Dirty Fighter, Serpent Runner
Skills: Acrobatics +25 (+28), Appraise +11, Bluff +26, Climb +17 (+19), Craft: Traps +20, Disable Device +31 (+33), Diplomacy +8, Disguise +8 (+10), Escape Artist +30 (+32), Intimidate +12, Knowledge: Arcana +6, Knowledge: Dungeoneering +21 (+23), Knowledge: Engineering +10, Knowledge: Local +27 (+29), Perception +22 (+32), Profession: Gambler +5, Sense Motive +17 (+23), Sleight of Hand +25, Stealth +31 (+35), Swim +7, Use Magic Device +20
Modifiers:Factored in: +6 to Bluff, Knowledge: Local, and Stealth from Skill Focus; +6 to Disable Device from trapfinding; +1 to Disable Device and Knowledge: Engineering from book; +5 to Perception from lens of detection; +1 luck bonus to all skills from mummy hand; +2 to Craft: Traps and Disable Device from masterwork tools; +5 to Escape Artist from armor; 13 ranks in Knowledge: Dungeoneering from headband
Parenthetical: +2 to Knowledge: Geography, Perception, Stealth, and Survival in urban environments, +2 to Knowledge: Geography, Perception, Stealth, and Survival in urban environments from boots, +3 to Acrobatics when Rygel is within 1 mile, +4 to Perception and Sense Motive when Rygel is within arm's reach, Rygel auto assists with Disable Device, Escape Artist, Knowledge: Dungeoneering, Knowledge: Local, Perception, and Sense Motive, +2 to Climb from climber's kit, +2 to Disguise from disguise kit
Not factored in: +2 to Sleight of Hand to conceal daggers from daggers, +2 to Sleight of Hand to conceal daggers in the wrist sheaths, +2 to Sleight of Hand to conceal small objects from pickpocket's outfit, +5 to Acrobatics for jumps from ring of jumping, +5 to Survival checks when tracking from lens of detection, +4 to Perception to locate traps from trapfinding, Rygel auto assists with Acrobatics, Climb, Sleight of Hand, and Stealth
-------------------
SPECIAL ABILITIES
------------------- Racial Abilities Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Rogue Abilities Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Class skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Intimidate, Knowledge: Dungeoneering, Knowledge: Local, Linguistics, Perception, Perform, Profession, Sense Motive, Sleight of Hand, Stealth, Swim, and Use Magic Device
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter (7d6). Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. 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.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1) (+6). A rogue can use Disable Device to disarm magic traps.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her 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 she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
Abilities from Feats Skill Focus (Knowledge: Local): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Skill Focus (Stealth): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Weapon Finesse: With a light weapon, elven curve blade, 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.
Eldritch Heritage (Arcane): Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.
Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.
Two-Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Fast Learner: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.
Weapon Focus (Short Sword): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Eldritch Heritage (Shadow): Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.
Shadowstrike (Sp): At 1st level, you can make a melee touch attack as a standard action that inflicts 1d4 points of nonlethal damage + 1 for every two sorcerer levels you possess (+5). In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability. You can use this ability a number of times per day equal to 3 + your Charisma modifier. (6)
Skill Focus (Bluff): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Improved Two-Weapon Fighting: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Improved Eldritch Heritage (Shadow): You gain either the 3rd-level or the 9th-level power (your choice) of the bloodline you selected with the Eldritch Heritage feat. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.
Nighteye (Ex): At 3rd level, you gain darkvision 30 feet. At 9th level, you gain darkvision 60 feet. If you already possess darkvision, its range is increased by these amounts.
Improved Eldritch Heritage (Shadow): You gain either the 3rd-level or the 9th-level power (your choice) of the bloodline you selected with the Eldritch Heritage feat. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.
Shadow Well (Sp): At 9th level, you can use the Stealth skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own. In addition, when within an area of darkness or dim light, as a standard action you may choose to switch places with a willing ally within 60 feet, who must also be in darkness or dim light. At 13th level, you can instead switch the positions of two willing allies, each of whom must be within 60 feet of you. Unless otherwise noted, this travel is identical to dimension door. You may use the ability to switch places once per day at 9th level, plus one additional time per day at 17th level and 20th level.
Leadership: This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are typically lower level NPCs. See Table: Leadership for what level of cohort and how many followers you can recruit.
Leadership Score: (Cohort) 18 (13th level, +3 Charisma, +2 guildhouse, +2 renown, -2 familiar) (Followers) 19 (13th level, +3 Charisma, +2 guildhouse, +2 renown, +1 fairness and generosity, -2 familiar)
Cohort: Tarvi Merro, 11th level
Followers: 40/1st, 4/2nd, 2/3rd, 1/4th, 1/5th
Abilities from Talents Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat.
Combat Trick: A rogue that selects this talent gains a bonus combat feat.
Terrain Mastery: Urban (Ex): A rogue with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger’s ability does.
Weapon Training: A rogue that selects this talent gains Weapon Focus as a bonus feat.
Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.
Feat: A rogue may gain any feat that she qualifies for in place of a rogue talent.
Hide in Plain Sight (Urban): A rogue with this talent can select a single terrain from the ranger’s favored terrain list. She is a master at hiding in that terrain, and while within that terrain, she can use the Stealth skill to hide, even while being observed.
Abilities from Traits Dirty Fighter: When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Serpent Runner: When fighting with two weapons, the penalty imposed on your primary weapon is reduced by 1.
-------------------
GEAR
------------------- Magic Gear:Handy haversack, rope of climbing, wand of cure moderate wounds (18), scroll of heal, wand of restoration (9), hand of the Pharaoh of Nagas, 4 potions of cure serious wounds, wayfinder
Mundane Gear: Pickpocket's outfit, scarf, masterwork dagger, masterwork shortbow, 15 arrows, Rygel the monkey, belt pouch, two spring loaded wrist sheaths, pair of bone dice, small pin of enameled platinum: a sword with a crown at the hilt the blade covered in shadows
In the handy haversack: Deck of cards (all suicide kings, defaced to look like monkeys), climber's kit, masterwork thieves' tools, masterwork artisan's tools, grappling arrow, disguise kit (9 uses left), lead-lined box, master key to the doors in the Walcourt
The Walcourt:
Gear: Shaving kit (12 uses left), soap (12 uses left), spare pickpocket's outfit, bedroll, practice rapier, practice dagger, 2 practice short swords
Security: Good lock on front door (DC 30 to pick), bear trap by the door. And so much more. It's insane.
Special Denizens: Two clockwork monkeys, two dire apes
Money: 31378.23 GP
(Cassian habitually carries assorted denominations in the value of 100 GP on his person. The rest is in his vault.)
Claimed Loot Value: 53658 GP
Claimed Loot: Pair of bone dice, +1 rapier, +1 agile short sword, +1 studded leather, rope of climbing, ring of jumping, Khazrae Kuelata's head, lens of detection, hand of the Pharaoh of Nagas, +1 keen mithral dagger, belt of incredible dexterity +6, ring of protection +1, ring of protection +3, master key to the doors in Walcourt, small pin of enameled platinum: a sword with a crown at the hilt the blade covered in shadows, amulet of natural armor +1
RYGEL N Tiny animal (white-faced capuchin monkey)
Initiative +4; low-light vision; Perception +17
-------------------
DEFENSE
------------------- AC: 27 (+4 Dex, +2 size, +6 natural armor, +2 bracers, +2 ring, +1 amulet), touch 18 (+4 Dex, +2 size, +2 ring), flat-footed 23 (+2 size, +6 natural armor, +2 bracers, +2 ring, +1 amulet)
HP: 52 (13 HD)
Saves: Fort +4, Ref +12, Will +5
Special Save Modifiers: None
Special Defenses: SR 16
-------------------
OFFENSE
------------------- Speed: 30 ft., climb 30 ft.
Melee: bite +15 melee (1d3–4), mithral short sword +9/+4 (1d3-4)
Space: 2-1/2 ft.; Reach 0 ft.
-------------------
STATISTICS
------------------- Str 3, Dex 19, Con 10, Int 11, Wis 12, Cha 5
BAB +9/+4; CMB +9; CMD 19 (+2 from ring of protection +2 included)
Feats: Weapon Finesse
Skills: Acrobatics +28, Appraise +3, Bluff +10, Climb +28, Craft: Traps +8, Disable Device +16, Diplomacy -2, Disguise -2, Escape Artist +17, Intimidate +2, Knowledge: Arcana +1, Knowledge: Dungeoneering +13, Knowledge: Engineering +4, Knowledge: Local +13, Perception +17, Profession: Gambler +2, Sense Motive +14, Sleight of Hand +18, Stealth +28, Swim +10, Use Magic Device +10; Modifiers: +2 to Disable Device for masterwork thieves' tools, -2 Craft: Traps because he has no adorably tiny tools (both factored in)
-------------------
SPECIAL ABILITIES
------------------- Familiar: The master of a monkey familiar gains a +3 bonus on Acrobatics checks.
Class Skills: Acrobatics, Climb, Fly, Perception, Stealth, and Swim
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5 (16). To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.
-------------------
GEAR
------------------- Magic Gear:
Weapon: Mithral Short Sword
Belt: Belt of Incredible Dexterity +4
Neck: Amulet of Natural Armor +1
Ring: Ring of Protection +2
Wrist: Bracers of Armor +2
Mundane Gear: Red vest, red mask, masterwork thieves' tools