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About Argan MidnightUseful Information:
Argan 'Midnight' Male Human Rogue 4 (Charlatan) / Ranger 1 / Crimsom Assassin 2 - LE Medium humanoid (human) Init +4; Senses Perception +11, ----------DEFENSE----------
----------OFFENSE----------
----------STATISTICS----------
Skills:
Points: 32 rogue + 6 ranger + 6 crimsom + 6 int + 12 extra + 2FC = 64 Armor Check Penalty: 0 +14 Acrobatics DEX (4+7+3) CS (+4 to move through threatened squares) +5 Appraise INT (1+1+3) CS +13 Bluff CHA (3+7+3) CS (+4 to pass as a Mitran Priest) +9 Climb STR (5+1+3) CS +9 Diplomacy CHA (3+3+3) CS +20 Disguise CHA (3+4+3+10) CS (bonus from circlet) +11 Disable Device DEX (4+4+3) CS (+2 with Thieve's Tools) +8 Escape Artist DEX (4+1+3) CS -1 Heal WIS (-1+0+0) +13 Intimidate CHA (3+7+3) CS +5 Knowledge(Arcana) INT (1+1+3) CS +5 Knowledge(Dungeoneering) INT (1+1+3) CS +5 Knowledge(Geography) INT (1+1+3) CS +5 Knowledge(Local) INT (1+1+3) CS +5 Knowledge(Nature) INT (1+1+3) CS +5 Knowledge(Planes) INT (1+1+3) CS +5 Knowledge(Religion) INT (1+1+3) CS +7 Linguistics INT (1+3+3) CS +11 Perception WIS (-1+7+3+2) CS +3 Profession (Sailor) WIS (-1+1+3) CS +4 Ride DEX (4+0+0) +9 Sense Motive WIS (-1+5+3+2) CS +8 Sleight of Hand DEX (4+1+3) CS +5 Spellcraft INT (1+1+3) CS +14 Stealth DEX (4+7+3) CS +3 Survival WIS (-1+1+3) CS (+2 with Survival Kit) +9 Swim STR (5+1+3) CS +10 Use Magic Device CHA (3+4+3) CS Languages: Common, Undercommon, Norspik, Infernal, Abyssal
Disguises:
----------RACIAL/CAMPAIGN ABILITIES----------
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits (STR; DEX) ----------CLASS ABILITIES----------
Sneak Attack (3d6):
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 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. 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. Natural Boarn Liar:
At 1st level, when a charlatan successfully deceives a creature with a Bluff, that creature takes a –2 penalty on the charlatan’s Bluff checks for the next 24 hours. This ability does not stack with itself.
This ability replaces trapfinding. Evasion:
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. Grand Hoax (Rumormonger):
At 3rd level, the charlatan begins to master the art of the grand hoax and learns to create deceptions designed to bestow harm upon her foes. She gains the rumormonger advanced talent, even though she is not yet 10th level.
This ability takes the place of trap sense. Rumormonger: A rogue with this talent can attempt to spread a rumor through a small town or larger settlement by making a Bluff check. She can do so a number of times per week equal to her Charisma modifier (minimum 0). The DC is based on the size of the settlement, and it takes a week for the rumor to propagate through the settlement. If the check succeeds, the rumor is practically accepted as fact within the community; succeeding by 5 or more over the DC decreases the time it takes the rumor to propagate by 1d4 days. A failed check means the rumor failed to gain traction, while failing by 5 or more causes the opposite of the rumor or some other competing theory involving the rumor’s subject to take hold. Community Size and DC: Uncanny Dodge:
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.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead. Favored Enemy (Ex) - Humans:
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. Spells:
A Crimson assassin casts arcane spells drawn from the sorcerer/wizard spell list, but is limited to illusion and transmutation spells. She can cast any spell she knows without preparing it ahead of time. To cast a spell, a Crimson assassin must have a Charisma score of at least 10 + the spell’s level. Her bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + the spell level + the caster’s Charisma modifier (if any). Her selection of spells is extremely limited—at each Crimson level, she gains one or more new spells, as indicated on the table on the next page. At 4th, 6th, 8th, and 10th level, she can choose to learn a new spell in place of one she already knows, provided the new spell is of the same level as the one she is replacing.
A Crimson assassin can only learn sorcerer/wizard spells from the schools of illusion and transmutation, although as she gains levels, a small number of additional spells are added to her list. She does not automatically learn these spells when they become available—they must be selected as part of her total spells known. Sabre Fighting:
At 1st level, the Crimson assassin gains Weapon Specialization (sawtooth sabre) as a bonus feat. Track (Ex):
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Wild Empathy (Ex):
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Prayer Attack:
At 2nd level, a Crimson assassin learns her signature assassination style. To initiate a prayer attack, she holds her sawtooth sabre (or sabres) out, point down, and weaves the blade in the air. She must be within 30 feet of and visible to her victim. Beginning a prayer attack is a standard action, and causes her victim to be fascinated by her unless he makes a Will save (DC 10 + the Crimson assassin’s class level + her Charisma modifier—if she’s wielding two sawtooth sabres, this DC gains a +2 bonus). She can maintain the fascination effect by concentrating. The victim may attempt a new save to escape fascination each time a threat (other than the fascinating assassin) appears. At any point after 3 rounds, she may make a coup de grace attack against the target, provided the target is still fascinated. Activating or concentrating on maintaining a prayer attack does not provoke an attack of opportunity.[/url]
[spoiler=Magic Equipment] Background:
Named Argan, this human is one you would surely not miss among the crowd. He is 6'6" tall, and strong as an Orc, but he is as handsome as a human could be. It just would have drawn your gaze to see him in a normal day (or specially at night), but today is not a normal day. He has grown a beard, is dirty and in chains. You see, this man is about to get executed. He was charged guilty for murder, and although he denies doing it, the evidence is just too strong, having the city watch busted him right after the killing, with a bloody weapon in his hand over the fallen body.
Funny thing is, Argan was guilty of several crimes, but the watch could only prove the gravest, the murder. He was careful, even as a child. Should you somehow find out this information, you would see that Argan was a big boy already at the age of 5. Son of middling farmers, he always wanted to be rich and powerful, but, of course, if he grew up as a farmer he just would not be, even if he bullied the other farmers as he already did with their sons. "There's just not enough people here" - he said once to a 'partner'. He moved to town at first opportunity, using some money that his family had saved over the last years to survive in the urban environment (they did not knew it, by the way). But pretty soon the source dried out, and he went looking for a job. A boy of twelve, he was strong and managed to carry packages inside the city walls, but once again he found it not so rewarding and started to come up with stories, telling his bosses that he had been robed and the cargo was lost, but his pocket was full with the gold. Twice he got caught doing that, and while in the first his boss did not press charges, at the second one he gave Argan an ultimatum, which scared the boy and made him change jobs. He tried selling stuff, reselling stuff, making stuff, and some others, always trying to get the upper hand over it, which eventually brought a dead end to it. Every time he was pushing the townsfolk too much, he would lay low for a while, and come up with something new. When he started stealing his career was cut short because he stole from another thief, which was getting together a guild and hired his services instead of killing Argan. And the guild was doing good, for a couple of months. Then the leader got killed in a suspicious scene, and Argan 'assumed' the role. He had some man working for him, and his orders were oriented to protect the secrecy of the guild, so if one of them got caught the others would be safe since the guards did not knew about the organization. But Talingarde is the worst place for a thief to be, and soon enough they found out about the organization, coming for him. He moved to a different city and started from zero, 'buying' a prosperous business from and old merchant. In the market, he started buying and selling forbidden goods. "The harder the law is, the more money you make in my business, as you don't have many other who do what I do". Impressively enough this one lasted for more than 5 months! He got very good at doing stuff 'under the table', and although the city watch suspected his business, they were never able to put their hands on a solid evidence. I'm not sure you know much the desire for power can be a b~@~$. As soon as he had a strong competitor in town, Argan made a move to get rid of him. The last mercenary he knew in town got caught a week ago, so he decided to do it himself. As the guards suspected Argan, they also suspected the other merchant, Talik, and they were waiting for him to make a mistake, keeping some vigilance on the first weeks. And this is how they got the Argan. While the rogue slipped into Talik's house at Midnight (how he liked to do) the guards got a glimpse of something wrong, and (willing or not) got to the scene right after the bloody murder has taken place. Argan made sure to send a message to the other merchants, scattering some gold coins around the blooded floor. He cut off the man's fingers after the murder, and was putting them into a sack when the guards invaded. "Always the freaking guards!" After this he got the certainty that this whole place was not meant for him, and if he wanted to really gain power as he was destined to, some killing would take place. Oh, he would get rid of the guards, and of the constable, and of the nobles and rulers. "Thinking about it, this whole Mitra thing is what got us at this point, so I guess I should get rid of them too!" He has gotten something of a reputation now that he is considered a murderer, but how does it matter? He is gonna be beheaded anyway... Behavior:
Lies comes as easily as greetings for him, and that took him out of many troubles in the past. He wants to have money and power, and he would have been making progress were not this freaking goo-aligned society. He will kill without a second though, and lie and cheat and basically everything else. Argan values the power of partners and will try to put and keep a group together if it favors them. THe following phrases are commonly heard from him, if you are a partner in crime:
"I don't care, if it profits, I'm in!" "If you are gonna do it, do it right!" "I'll make an offer he can't refuse!" (yes god blesses don Corleone) "Hey, I see you're holding my stuff!" And many more! We just don't have enough space here for everything he's done in the course of his life. |