Rogue

Asselus Screamingtrees's page

120 posts. Alias of TheNine.


Full Name

Asselus Screamingtrees

Race

Elf

Classes/Levels

133/156 Hp |AC 27; 14; 23 | Fort +17; Ref +16; Will +14 | Init +3 | Per +23;+27 vs humanoid (humans) +25 magical beasts

Gender

Male

Size

Medium

Special Abilities

yes

Alignment

NG

Languages

Common, Elven,Celestial, Sylvan

Occupation

Bounty Hunter, Husband

Strength 20
Dexterity 16
Constitution 18
Intelligence 14
Wisdom 16
Charisma 10

About Asselus Screamingtrees

Male Dusk Elf Ranger 7,Rogue 5, Barbarian 2,Shadow Dancer 3
NG Medium humanoid (Elf)
Init +3 (+3 dex, ); Perception +23 (+4 against humanoid (humans), +2 vs magical Beasts)
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DEFENSE
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AC 27, touch 14, flat-footed 23 (armor +10 , Dex +3, natural+3, dodge +1)
hp 156 (190)
Fort +17, Ref +16, Will +14

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OFFENSE
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Speed 40 feet (45 when raging)
Melee: Dual weilding -MH +20/+15/+10 to hit Damage - 1d10+5+2 (19-20x2) (+4 versus Evil, 2d10+7 versus Negative energy plane/undead creatures)
OH - +22/+17 to hit Damage - 1d6+4+3 +1d6 fire 19-20x2 +1d10 fire damage)
(Note:Glory is usually the main handed weapon, while Grace is off hand)
Ranged
Secondary weapons:
Arrows:
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STATISTICS
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Str 16 (20), Dex 16, Con 14(18), Int14, Wis 14(16), Cha 10
Base Atk +14/+9/+4; CMB +19 ; CMD 32

Feats:Combat Reflexes, Dodge, Mobility, Spring attack, Whirlwind Attack, Two weapon Defense, Iron Will, Improved Iron Will, Weapon Focus: Short sword

Ranger Class Features:

Class Features: Combat Style 2- 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.
Lvl 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.

Endurance - (bonus feat lvl 3) - You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

Track - A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Favored Enemy 1 Humanoid (Human) (+4 to attack rolls and damage, +4 to Bluff, Knowledge, Perception, Sense Motive, and Survival checks against them

Favored Enemy 2 Magical Beast (+2 to attack rolls and damage, +2 Bluff, Knowledge, Perception, Sense Motive, and Survival checks against them.)

Favored Terrain: Mountains - 2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks.

Hunters Bond - Animal Companion

Wild Empathy - Able to make Diplomacy checks with animals

Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.


Barbarian Class Features:

Fast Movement - A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage - A barbarian can call upon inner reserves of strength and ferocity, granting them additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end their rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, their rage immediately ends, placing her in peril of death.

Rage Power - Swift Foot (Ex)
Benefit: The barbarian gains a 5-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging.

Uncanny Dodge - At 2nd level, a barbarian gains the ability to react to danger before their senses would normally allow them to do so. They cannot be caught flat-footed, nor do they lose their Dex bonus to AC if the attacker is invisible. They still lose their Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose their Dexterity bonus to armor class if an opponent successfully uses the feint action against them.

If a barbarian already has uncanny dodge from a different class, they automatically gains improved uncanny dodge.


Rogue 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.

Trapfinding - A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

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.

Rogue Talents

As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

LVL 2 Rogue Talent - Fast Stealth (Ex)
Benefit: This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Lvl 4 Rogue Talent - Offensive Defense (Ex)
Benefit: When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round. (+3 to AC)

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)(Have from Barbarian 2)

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

Improved Uncanny Dodge (Ex) (Lvl 7 total- only flanked by level 11 rogues or higher)

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.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Shadow Dancer:

Hide in Plain Sight (Su)

A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Evasion (Ex)

At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.

Darkvision (Ex)

At 2nd level, a shadowdancer gains darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet.
(Dusk Elves have darkvision 60 ft, range becomes 90 ft now)

Uncanny Dodge (Ex)

At 2nd level, a shadowdancer cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A shadowdancer with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a shadowdancer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Rogue Talent

At 3rd level, and every three levels thereafter, a shadowdancer gains a special ability that allows her to confound her foes. This functions as the rogue talent class feature. A shadowdancer cannot select an individual talent more than once.

Talent chosen - Minor Magic (Sp)
Prerequisite: Intelligence 10

Benefit: A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier.

Spell - Ghost Sounds -
asting Time 1 standard action
Components V, S, M (a bit of wool or a small lump of wax)

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect illusory sounds
Duration 1 round/level (D)
Saving Throw Will disbelief; Spell Resistance no
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.

The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.

Ghost sound can enhance the effectiveness of a silent image spell.

Ghost sound can be made permanent with a permanency spell.

Shadow Illusion (Sp)

When a shadowdancer reaches 3rd level, she can create visual illusions. This ability functions as silent image, using the shadowdancer's level as the caster level. A shadowdancer can use this ability once per day for every two shadowdancer levels she has attained. The DC for this ability is Charisma-based.

Summon Shadow (Su)

At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow's alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. This shadow has a number of hit points equal to half the shadowdancer's total. The shadow uses the shadowdancer's base attack bonus and base save bonuses.

If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer gains one permanent negative level. A successful saving throw avoids this negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days.


Nature Bond - Animal companion - Cat, Big

Starting Statistics

Size Medium; Speed 40 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; Special Attacks rake (1d4); Special Qualities low-light vision, scent.

Skills: (trained) Acrobatics +14, Bluff +8,Climb +11, Diplomacy +8, Disable Device +11, Disguise +8, Escape Artist +9, Handle Animal +5, Heal +11, Intimidate +8, perception +23, Perform Dance +8, Ride +6, Sense Motive +11, Sleight of Hand +9, spellcraft +10, Stealth +31, Survival +16, Swim +9, Use magic Device +6

Knowledge skills: dungeoneering +10, geography +10, local +10, nature +10,planes +7, religion +7

Traits: Faiths Hunter - When you confirm a critical hit versus a favored enemy extend the duration of any divine spell affecting you by 1 round.The benefits from multiple critical hits stack.

Languages:Common, Elven, Celestial, Sylvan

Combat Gear:

Other Gear:potions of remove curse,waterbreathing,remove disease,gaseous form,fly, cure serious wounds
Assets: 5,115 gp, sp, cp
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SPELLS
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Ranger
1 level - 1 + 1 (WIS) DC 13
2 level - 0 + 1 (WiS) DC 14
GEAR
Sunblade 'Glory' +2 Short sword (+4 versus evil)(acts as a bastard sword but profiency is short sword)

Sunblade:
This sword is the size of a bastard sword. However, a sun Blade is wielded as if it were a short sword with respect to weight and ease of use. In other words, the weapon appears to all viewers to be a bastard sword, and deals bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword. Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a sun Blade. Likewise, Weapon Focus and Weapon Specialization in short sword and bastard sword apply equally, but the benefits of those feats do not stack.

In normal combat, the glowing golden Blade of the weapon is equal to a +2 bastard sword. Against evil creatures, its enhancement bonus is +4. Against Negative Energy Plane creatures or undead creatures, the sword deals double damage (and ×3 on a critical hit instead of the usual ×2).

The Blade also has a special sunlight power. Once per day, the wielder can swing the Blade vigorously above his head while speaking a command word. The sun Blade then sheds a bright yellow radiance that acts like bright light and affects creatures susceptible to light as if it were natural sunlight. The radiance begins shining in a 10-foot radius around the sword wielder and extends outward at 5 feet per round for 10 rounds thereafter, to create a globe of light with a 60-foot radius. When the wielder stops swinging the sword, the radiance fades to a dim glow that persists for another minute before disappearing entirely. All sun Blades are of good alignment, and any evil creature attempting to wield one gains one negative level. The negative level remains as long as the sword is in hand and disappears when the sword is no longer wielded. This negative level cannot be overcome in any way (including by restoration spells) while the sword is wielded.


Grace Defending Ghost touch flaming burst short sword +4
abilities:
Defending - A defending weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon, and the bonus to AC lasts until his next turn. This ability can only be placed on melee weapons.

Ghost Touch - A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. An incorporeal creature's 50% reduction in damage from corporeal sources does not apply to attacks made against it with ghost touch weapons. The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as both corporeal or incorporeal.

Flaming Burst - A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flaming ability (see above), a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d10 points of fire damage instead, and if the multiplier is x4, add an extra 3d10 points of fire damage.

Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit.

(flaming) - Upon command, a flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. The fire does not harm the wielder. The effect remains until another command is given.

The Hunter's Whisper
improved Shadow Elven Chain +4

Armor Abilities:

Elven Chain - This extremely light chainmail is made of very fine mithral links. This armor is treated, in all ways, like light armor, including when determining proficiency. The armor has an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of –2.
Improved Shadow - This armor blurs the wearer whenever she tries to hide, while also dampening the sound around her, granting a +10 competence bonus on Stealth checks. The armor's armor check penalty still applies normally.

Belt of Physical Might +4 (STR,CON)

Boots of the Winterlands

boots:
The wearer of these boots is able to travel across snow at her normal speed, leaving no tracks. Additionally, the boots enable her to travel at normal speed across the slipperiest ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping.

Finally, boots of the winterlands warm the wearer, as if she were affected by an endure elements spell.

Amulet of Natural Armor +3

Headband of Unshakable Resolve -

Headband:
This simple white cotton headband is decorated with a stylized imperial dragon coiled above the wearer’s forehead. The headband grants the wearer a +2 enhancement bonus to her Wisdom score. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.

Whenever the wearer suffers a fear effect, she may spend an immediate action to reduce the severity of the fear effect by one step. If the wearer would become panicked, she is instead frightened. If she would become frightened, she is instead shaken. If the wearer would become shaken, the effect is negated entirely. The wearer can use this ability up to three times per day.


cloak of resistance+5
cloak:
Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).

Vambraces of the Djinni
bracers:
These bracers are decorated with icons representing air, earth, fire, or water, and depictions of genies appropriate to that element.

The item protects the wearer against hot and cold environments as if she were using endure elements The vambraces’ materials and other powers depend on their associated genie type.

Djinni: These mithral bracers allow the wearer to use gaseous form, invisibility, and wind wall each once per day.

Ring of Shooting Stars

ring A:
This ring has two modes of operation: one for when the wearer is in dim light or outdoors at night, and a second one when the wearer is underground or indoors at night.

At night or in areas of shadow or darkness, the ring of shooting stars can perform the following functions on command.

Dancing lights (once per hour)
Light (twice per night)
Ball lightning (special, once per night)
Shooting stars (special, three per week)
The first special function, ball lightning, releases one to four balls of lightning (ring wearer’s choice). These glowing globes resemble dancing lights, and the wearer controls them similarly (see the dancing lights spell description). The spheres have a 120-foot range and a duration of 4 rounds. They can be moved at 120 feet per round. Each sphere is about 3 feet in diameter, and any creature who comes within 5 feet of one causes its charge to dissipate, taking electricity damage in the process according to the number of balls created.

Number of Balls Damage per Ball
1 lightning ball 4d6 points of electricity damage
2 lightning balls 3d6 points of electricity damage
3 lightning balls 2d6 points of electricity damage
4 lightning balls 1d6 points of electricity damage
Once the ball lightning function is activated, the balls can be released at any time before the sun rises. Multiple balls can be released in the same round.

The second special function produces three shooting stars that can be released from the ring each week, simultaneously or one at a time. Upon impact, they deal 12 points of damage and spread (as a fireball) in a 5-foot-radius sphere that deals 24 points of fire damage.

Any creature struck by a shooting star takes full damage from the impact plus full fire damage from the spread unless it succeeds at a DC 13 Reflex save. Creatures not struck but within the spread ignore the impact damage and take only half damage from the fire spread on a successful DC 13 Reflex save. The range is 70 feet, at the end of which the shooting star explodes unless it strikes a creature or object before that. A shooting star always follows a straight line, and any creature in its path must make a successful DC 13 Reflex save or be hit by the projectile.

Indoors at night, or underground, the ring of shooting stars has the following properties.

Faerie fire (once per day)
Sparkshower (special, once per day)
The spark shower is a flying cloud of sizzling purple sparks that fan out from the ring for a distance of 20 feet in an arc 10 feet wide. Creatures within this area take 2d8 points of damage each if not wearing metal armor or carrying metal weapons. Any creature wearing metal armor and/or carrying a metal weapon takes 4d8 points of damage.


Ring of Energy resistance greater (cold)
ring B:
A greater ring of energy resistance grants 30 points of resistance.

MW Thieves tools
backstory:
(Ah-Sell-us)
His story starts quietly. Not much was known of Asselus’ early life, His young life growing up in Kyonin was not noteworthy, he was neither the son of heros or kings, legends or villians. He was the son of a woodgrowing(carving) craftsmaiden, albeit one very skilled, when he started his lifes path. You see his mother had been commissioned to create and sculpture as a birthday gift for their very queen, and she poured countless energy into it only to have it stolen almost a year before the planned celebration. His mother was distraught, the young elf took what skills he had learned and began tracking the thief, following him through Kyonin, into the River Kingdoms and the small fledgling elven nation there Hymbria. (levels 1-2, first level of rogue)
The laws of that land annoyed the young ranger, it took almost six months to track the thief and in the process he became enamored and married his first wife. A “paladin” of Calistria (Esoja)who used her charm and contacts to discover the thief. The thief tried to claim the Six River Freedoms, claiming the art as his, because after all, it was in his possession. So Asselus told him to arm himself, and promptly ended his life.
Their return with the statue was the talk of the small town Avennara, and before he knew it while his young wife was establishing the shrine to Calistria He was hired by an old elven mage to be one of his guides far to the Northlands of the mammoth Lords. They were hunting a very rare ingredient needed for a powerful potion, and the search became long and difficult. It wasn’t until they crossed the Tusk mountains and managed to make it deep into the Thunder steppes. Frustrations mounted, and even the help of the almost shattered small elven tribe they discovered battling demonically tainted megafauna almost ended his life several times, but the growing attraction of the that small elven tribes chieftain’s daughter a burgeoning sorceress(Alyrria) and his growing ability to channel the rage of nature managed to allow them to discover the rare moss. When they finally returned home, he came back with more than just increased skills and his wealth from the missions success. He came back with an elven wife adapted to the chill. (level 3-4, first level of barbarian).
Tales of his prowess at tracking down fugitives were beginning to grow, and he found his services needed by a dwarven merchant traveling through Druma. Family business and demands forced the dwarf merchant back home to the Five Kings Mountains, but Asselus was hired to track down the strange cult of Humans who stole a family heirloom from the Dwarven Caravan. Much of that mission Hasn’t been detailed, but it took the Ranger three long years to finally track down the thieves at the yearly meeting of the “Guild of Liars”. The stories of what was done there are all discreditable, after all, the only truth that comes from that event are undoubtedbly lies, but he returned to his home briefly, a new bride (a bard named Glaycia) in tow. (levels 5-6)
He traveled to the Five Kings mountains to return the heirloomed amulet to the merchant, a rare excurstion where his wife’s tagged along. The tales of his prowess are better archived from that point, no doubt to the careful efforts of his bardic wife but the events that occurred in Davarn would be legendary almost by itself. They arrived to the small town of dwarves just before a dark siege of sorts struck from below. Depraved dark elves, seeking slaves, wealth or just out to cause death for its own sake, struck. Ancient wards locked the gates to the surface trapping them in the town until the menance was ended…For almost a year nothing was heard from the town or the ranger and his wives there, but when they emerged a year later, the drow threat was ended, and they had a young priestess (Malayvin, future priestess of Calistria)in tow as a captive. (levels 7,8,9)
The next 30 years passed uneventfully enough, small minor missions and jobs occurred, most involving the retrieval of goods or criminals who tried to make a new life in the River Kingdoms, each job took the skilled ranger very little time to complete. (relatively) Then came the request from an old friend, a reformed thief turned crusader in Mendev. Much wealth and a slew of magical gear was bid in an attempt to purchase one of the famed vials of the Sun Orchid Elixer for the noble Queen Galfrey leading the battle against the world wound to the North, but their were many fears that something would happen to the vial before it reached her. A contingent of elven warriors, some crusaders, other mercenaries were being hired and assembled to carry it to Nerosyan, and he wanted Asselus to be the ace up his sleeve. They traveled deep into the dangerous lands of Thuvia, it seemed at times the deserts themselves rose up to attack them. But perseverance and the meeting of a strange elven desert monk finally allowed them to get their precious cargo and escape the lands.

The plan to return the extremely important magical elixir was to have each elf take an identical locked case and make their way north, special arcane locks to keep the vial safe til it arrived in Mendev, and no elf was supposed to know which carried the real case, except for two souls. Asselus knew he was given the case, and his friend too knew he carried it. It took almost two years for him to reach the city successfully, another wife, this one the desert elven monk (Solee)in tow. They had battled bandits, thieves and even a few of the other mercenaries who thought to make a fortune off selling the elixir. (levels 10 to 14)

The temple there in Avennara had grown, itself almost a landmark, some else however became something of some fame. That of course was himself, and his wives. When he returned home with Solee to introduce her, he came home to a slight shock, he had a child, well two of them, and there was a young elven druidess named Druscilla his wives insisted her marry. Without realizing it, in a strange way he had become almost an agent of his first wives’ goddess, and his next few missions made it that much more obvious. A trip to Absolam for magical tome his magical wife Alyrria wanted led to nearly a half dozen trysts with maidens in temples of Calistria along the way, and a friendship with a Chelaxian half elven pirate hunter. (levels 15 to 17)

A trip on her vessel that took them through the shackles to distant Sargova where a sea battle brought him into contact with two other elven maids who he would eventually marry, a captured Aquatic elf figher named Ashalla whose entire home had been destroyed by pirates, and then Lairessa, a wild elven barbarian turned pirate from deep in Sargova. When he finally returned home a few decades later the temple thrived his wives were overjoyed to have him back and there were more children about. Pratically retired now, he spends his days teaching young hopeful bounty hunters, loving his wives and occasionally wishing for travels to give him a little time alone.

Word however reached him from distant family (on his Wife Alyrria’s side) about the legendary artifact Torc of Kostchtchie the Demon Lord been discovered and pressures from both Esoja and Malayvin tell him that his goddess Calistria perhaps thinks that it would be bad…. Very very very bad if it fell into the wrong hands. So he gathered his things, He kissed his wives and children goodbye (it took a few days) and he head north.


Full attack cheat sheet:
[dice=MH attack 1] 1d20+20+8+2[/dice]
[dice=damage] 1d10+5+2+8 [/dice]
[dice=MH attack 2] 1d20+15+8+2[/dice]
[dice=MH damage 2] 1d10+5+2+8 [/dice]
[dice=MH attack 3] 1d20+10+8+2[/dice]
[dice=MH damage 3] 1d10+5+2+8 [/dice]

[dice=OH attack 1] 1d20+22+8[/dice]
[dice=OH damage 1] 1d6+4+3+1d6 fire [/dice]
[dice=OH attack 2] 1d20+17+8[/dice]
[dice=OH damage 2] 1d6+4+3+1d6 fire [/dice]