Lantern Bearer

Astor Zasz's page

20 posts. Alias of wolfman1911.


Full Name

Astor Zasz

Race

hp 33/33, Fort +2, Ref +8, Will +3,

Classes/Levels

Init +4, Per +9, AC 21, Touch 15, F-F 17, Swim +9

Size

6'3" 127

Age

130

Alignment

Neutral Evil

Languages

Common, Elven, Assassin

Occupation

Infiltration Expert and Assassin

Strength 15
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 9
Charisma 14

About Astor Zasz

Background:

Astor Zasz is an assassin and something of an escaped slave. As was implied, he was born a slave, owned by a noble human family well known for their reputation among slavers, among other less than noble pursuits. Astor is uncertain as to whether he was born to be a killer, or if his masters noticed something special in him, but he spent every moment of a human lifetime learning the trade. He saw very little of his owner, the man probably didn't think it was worth the effort, since he would be dead before anything would become of Astor; as far as Astor was concerned, his master was a rather sour old dwarf named Maudin. Maudin, or rather, his whip, taught Astor how to move unseen, how to bypass locks, how to get into position and finally, how to strike the killing blow without tipping anyone off. Before being inflicted on the world, he also learned to disguise himself among the crowd, how to lie, and other skills that would allow him to remain an unassuming commoner in the eyes of his victims and law enforcement alike.

On his ninety seventh birthday, he got his first assignment, and was given little more than a disguise kit and a dagger before being inflicted on the city. The target was reclusive, rich and paranoid, his house was overflowing with guards. There wasn't even much to gain from killing him, Astor's masters apparently felt that this would be a good test of his skills. Not only did Astor complete his assignment, he managed to do so without bloodshed, by poisoning the victim. His masters never learned where he got the victim, or how he administered it to a man with a food taster.

For a decade, Zasz's master was glad to have him, sending him on missions on the hardest missions, and Zasz returned every time, having completed it. Somewhere along the way, something seemed to have gone wrong. It wasn't always assassinations, though, sometimes he was ordered to steal something of great importance from another noble, or plant something. Astor's behavior never changed, but his master seemed to withdraw, dealing with him through intermedaries, instead of face to face, being disappointed in him, even though he'd completed his objectives. Eventually, his master's paranoia grew to a point where he sent Astor on a mission, and then sent another assassin to kill him. Astor managed to dispatch the other man, but realized that he'd been betrayed, and that he couldn't return home. He left the body where it would be found, and left a note with it saying that he would be willing to overlook this insult as long as his master would leave him alone.

Since then, Astor became an adventurer, selling his services as a scout, lockpick, and in certain taverns frequented by unsavory sorts, as a killer.

Astor prides himself on his manners, and sunny disposition. He tends to be friendly, polite and helpful. Many people have been surprised to discover that he is an assassin, though it should be noted that he carries a large assortment of weapons for a simple scout. . .

Combat stats:
Perception +9
Initiative +4

Saves
-Fortitude +2
-Reflex +8
-Will +3

AC/Flatfoot AC 21/17
Touch AC 15

CMB +5
CMD 19

Hit Points: 33

BAB +3
To hit: +6 with one attack
To hit +4/+4
Damage 1d6+2 (+3 with the enchanted one)

Speed 30

Skills:

9 ranks per level

Acrobatics +10 (3 ranks)
Bluff +10 (5 ranks)
Disable Device +10 (3 ranks)
Disguise +9 (4 ranks)
Escape Artist +10 (3 ranks)
Heal +5 (5 ranks)
Intimidate +9 (4 ranks)
Perception +9 (4 ranks)
Sleight of Hand +9 (2 ranks)
Stealth +10 (3 ranks)
Swim +9 (4 ranks)
Use Magic Device +10 (5 ranks)

Feats and Traits:

Traits:
Armor Expert: -1 to armor check penalty
Indomitable Faith: +1 will save

Racial Abilities:
Low Light Vision
Elven Immunities
Silent Hunter: reduces penalty for moving in stealth by five, can run at a -20 penalty
Keen Senses: +2 Perception
Weapon Familiarity

Class Abilities:
Poison Use: cannot poison himself while applying it to a weapon
Sneak Attack: 3d6
Ki Pool: 3/3
No Trace +1
Uncanny Dodge: Cannot be caught flatfooted

Ninja Tricks:
Vanishing Trick
Hidden Weapon

Feats:
Iron will: +2 Will saves
Two Weapon Fighting
Dodge: +1 AC

Weapons:

+1 Wakizashi 1d6 18-20/X2 2lbs P or S deadly 2335gp
Cold Iron Masterwork Wakizashi (same stats) 370gp
Dagger 1d4 19-20/X2 P or S 1lb 2gp

Armor:

Mithral Chain Shirt +1 +4ac +6dex -0acp 30ft 1100gp 10lbs
Ring of Protection +1 2000gp

Equipment:

40 gold 9 silver
Total Weight 35lbs

Cloak of Elvenkind 2500gp 1lb
potion of Bull's Strength
potion of Darkvision
Potion of Invisibility
thieves' tools (masterwork) 100gp 1lb
disguise kit 50gp 8lb
Backpack 2gp 2lbs
Bedroll 1sp 5lbs
Silk Rope (50 feet) 10gp 5lbs