Verik Vancaskerkin

Cassian Merro's page

1,936 posts. Alias of JSR.

Full Name

Cassian Merro




Rogue 15/Shadowcaster 1




M (6', 160 lbs.)


25 (born Pharast 4)



About Cassian Merro

Ancient History:
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 Chelish night has begun to change him. Into something not quite human.

Cassian's involvement in the plot against the ruling class of Westcrown and the Council of Thieves in six eventful months of 4712 only happened because they already had his conscience. His conscience, of course, goes by the name Tarvi Merro and is his little sister. He was nothing but a violent, amoral thug, as he would be the first to admit. He had no interest in revolution. His sister, however, was good enough to want more.

But working with those who did have loftier goals than the next easy thrill had a good effect on the young rogue. His attitude softened. Slowly, he was able to find a small group to trust that stretched beyond his sister and his monkey. He began to change from a mere thief and cutthroat to a brutal man who solved problems for those who had nowhere else to turn. One of these tasks led to his taking in of five children who had been abused by their father. Acting as a surrogate parent to these five has forced him to grow and change.

Cassian also seized the Walcourt, a former asylum, from the Council of Thieves and turned it into his headquarters. He has refurbished it, repaired the traps, and added a few new wrinkles, the most obvious being a pair of dire apes who act as security. This unassuming and overgrown manor house is the true capital of Westcrown, though few know it.

He founded the organization known as the Golden Monkey Syndicate in opposition to the Council of Thieves. While the Council inflicted misery on the weak and poor, the Syndicate focused its energy on the wealthy and corrupt. He recruited many powerful individuals into the organization, including his sister Tarvi, the bodyguard and mercenary Janiven Covi, the mistress of disguise Crosael Simiin Rasdovain, the erinyes Khazrae Kuelata, and the thief Thekla Bristow. The children Cassian adopted are a part of the organization as well. The eldest, Marzia, is Crosael's appprentice and Cassian's majordomo. The second-eldest of these, Mina, has become Cassian's apprentice. Nicky, the middle child, is Tarvi's student. The second-youngest has taken an interest in the dire apes.

For those who know him, the largest change to his character is apparent in his relationship with the tiefling Crosael. He never intended to commit to anyone, and was something of a cad. The more he spoke with the tiefling, however, the deeper connection he found. Soon, he was helplessly in love, and has never looked back. They were married soon after, and five years after the events surrounding the Council of Thieves, she is pregnant with their first child.

His greatest coup involved his love. After he and his companions killed Chammady Drovenge and stopped her attempted takeover of Westcrown, they installed Crosael, cunningly disguised as Chammady Drovenge, as the new lord mayor of Westcrown. In later days, he and Crosael have selected and groomed a number of doubles for Chammady, strengthening their rule. Westcrown is Cassian's city, though it belongs to a better Cassian, a man perhaps even worthy of the responsibility.

Cassian's fears have come true: the shadows of Westcrown have irrevocably altered him into something not quite human. Yet instead of becoming one of the subhuman monsters he encountered, he has been raised up. His shadow itself has gained a form of awareness, moving independently of him and whispering magical secrets in the dark. Perhaps the city has recognized its shadow lord and changed Cassian Merro to its liking.

The Shadow Lord of Westcrown

CG Male Human (Chelish) Rogue 15 (Favored Class)/Shadowcaster 1
Medium Humanoid (Human)

Initiative +8 (+4 in urban environments); Darkvision 60'; Perception +33 (+6 with Rygel, +4 in urban environments, +7 to find traps)


AC: 28 (+6 Dex, +9 armor, +3 deflection), 19 touch (+6 Dex, +3 deflection), 22 flat-footed (+9 armor, +3 deflection)

HP: 174 (15d8+1d6+48)
Special HP Modifiers: +6 CON from Belt of Physical Might

Saves: Fort +15, Ref +24, Will +16
Special Save Modifiers: +5 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), +1 from pale green prism ioun stone (included)

Special Defenses: Evasion, +5 Dodge bonus to AC vs. traps, Improved Uncanny Dodge


Spd: 30'

Melee: Requiem +26/+21/+16 (1d6+13, 17-20/x2), Ruin +26/+21/+16 (1d6+13, 17-20/x2), Shadow Dagger +21/+16/+11 (1d4, 19-20/x2)
Special Melee Modifiers: +8d6 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 +21/+16/+11 (1d6, x3, 60'), Shadow Dagger +21/+16/+11 (1d4, 19-20/x2, 10')
Special Ranged Modifiers: +8d6 and 2 points of Strength damage with Sneak Attack if target is within 30'

Special Attacks: Requiem +25/+20/+15 (1d6+13, 17-20/x2)/Ruin +24/+19 (1d6+13, 17-20/x2), Shadowstrike +20/+15/+10 (1d4+7, dazzle, melee touch, nonlethal), Binding Shadows +20 (ranged touch, 30', entangle for 1 round)


Str: 10, Dex: 27, Con: 16, Int: 18, Wis: 12, Cha: 19

BAB: +11/+6/+1; CMB: +11; CMD: 32, Modifiers: +3 from ring of protection +3 (factored in)

Feats: Skill Focus (Knowledge: Local), Skill Focus (Stealth), Weapon Finesse, Eldritch Heritage (Arcane), Two-Weapon Fighting, Fast Learner, Weapon Focus (Short Sword), Eldritch Heritage (Shadow), Skill Focus (Bluff), Improved Two-Weapon Fighting, Improved Eldritch Heritage (Shadow), Improved Eldritch Heritage (Shadow), Leadership, Double Slice, Skill Focus (Perception), Scribe Scroll

Talents: Finesse Rogue, Combat Trick, Terrain Mastery (Urban), Weapon Training, Fast Stealth, Crippling Strike, Feat, Hide in Plain Sight, Slippery Mind

Traits: Dirty Fighter, Serpent Runner

Skills: Acrobatics +28 (+31), Appraise +12, Bluff +30, Climb +20 (+22), Craft: Traps +23 (+25), Disable Device +33 (+35), Diplomacy +10, Disguise +10 (+12), Escape Artist +38 (+40), Intimidate +15, Knowledge: Arcana +11, Knowledge: Dungeoneering +25 (+27), Knowledge: Engineering +13, Knowledge: Local +31 (+33), Perception +33 (+43), Profession: Gambler +7, Sense Motive +22 (+28), Sleight of Hand +28, Stealth +44 (+48), Swim +9, Use Magic Device +24
Modifiers: Included: +6 to Bluff, Knowledge: Local, Perception, and Stealth from Skill Focus; +7 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; +10 to Escape Artist and Stealth from armor; 16 ranks in Knowledge: Dungeoneering from headband, +1 competence bonus to everything from pale green prism ioun stone (not included in Escape Artist or Stealth as it does not stack with armor)
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 Craft: Traps, 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 included: +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, +7 to Perception to locate traps from trapfinding, Rygel auto assists with Acrobatics, Climb, Sleight of Hand, and Stealth

Languages: Taldane, Infernal, Halfling, Shadowtongue, Abyssal


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.
Favored Class: Rogue. The rogue gains +1/6 of a new rogue talent. +1 skill point per level. (15 levels of both)

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. 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 (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.

Shadowcaster Abilities
Proficiencies: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).
Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Shadow Spells (Su): At 1st level, a shadowcaster uses his shadow to prepare additional spells. He must spend his entire period of spell preparation in dim illumination to use this ability. He may prepare a number of additional spell levels of spells equal to the level of the highest-level wizard spell he can cast. For example, if he can cast 6th-level wizard spells, he could prepare six 1st-level spells, two 3rd level-spells, or any similar combination that adds up to a total of six spell levels. These spells are stored in his shadow. He can only cast these spells when he is in an area of normal light or dim light. He gains Shadowtongue as a bonus language.
Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot.
School: Shadow (Illusion)
Opposition Schools: Enchantment, Evocation
Binding Darkness (Sp): As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

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 (+7). 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. (7)
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: 23 (16th level, +4 Charisma, +2 guildhouse, +2 renown, +1 fairness and generosity, -2 familiar)
Cohort: Tarvi Merro, 14th level
Followers: 90/1st, 9/2nd, 5/3rd, 3/4th, 2/5th, 1/6th
Double Slice: Add your Strength bonus to damage rolls made with your off-hand weapon.
Skill Focus (Perception): 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.
Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

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.
Slippery Mind (Ex): This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

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.


Caster Level: 1
Concentration: 6 (+2 to cast defensively)
Save DC: 14 + Spell level
Penetration: 1
0th Level
Acid Splash
Arcane Mark
Detect Magic
Detect Poison
Disrupt Undead
Ghost Sound
Haunted Fey Aspect
*Mage Hand
Read Magic
Touch of Fatigue

1st Level
Disguise Self
*Feather Fall
Illusion of Calm
*Shadow Weapon
*Silent Image


Magic Gear: Handy haversack, rope of climbing, scroll of heal, wand of restoration (6), hand of the Pharaoh of Nagas, potion of cure serious wounds, wayfinder, pale green prism ioun stone

Weapons: +5 Agile Keen Mithral Short Sword of Subtlety ("Requiem"), +5 Agile Keen Cold Iron Short Sword of Subtlety ("Ruin")
Armor: +5 Expeditious Improved Slick Shadow Mithral Shirt
Belt: Belt of Physical Might +6 (Dex, Con)
Chest: Tunic of Careful Casting
Eyes: Lens of Detection
Feet: Boots of Friendly Terrain (Urban)
Head: Cap of the Free Thinker
Headband: Headband of Mental Superiority +2 (Knowledge: Dungeoneering)
Neck: Amulet of Proof Against Detection and Location
Ring: Ring of Jumping
Ring: Ring of Protection +3
Shoulders: Hunter's Cloak of Resistance +5
Wrist: Spellguard Bracers

Mundane Gear: Pickpocket's outfit, scarf, masterwork shortbow, 20 arrows, Rygel the monkey, belt pouch, 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, lead-lined box, master key to the doors in the Walcourt, compact spellbook

Encumbrance (in lbs.): 17.5 (light load)

In the handy haversack: 14.5

The Walcourt:
Gear: Shaving kit (12 uses left), soap (12 uses left), disguise kit (9 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: 3871.23 GP

(Cassian habitually carries assorted denominations in the value of 100 GP on his person. The rest is in his vault.)

Claimed Loot Value: 114908 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, amulet of proof against detection and location, ring of chameleon power, belt of physical perfection +4, cape of the mountebank

N Tiny animal (white-faced capuchin monkey)
Initiative +4; low-light vision; Perception +20

AC: 28 (+4 Dex, +2 size, +7 natural armor, +2 bracers, +2 ring, +1 amulet), touch 18 (+4 Dex, +2 size, +2 ring), flat-footed 24 (+2 size, +7 natural armor, +2 bracers, +2 ring, +1 amulet)
HP: 63 (16 HD)
Saves: Fort +5, Ref +13, Will +8
Special Save Modifiers: None
Special Defenses: SR 19

Speed: 30 ft., climb 30 ft.
Melee: bite +17 melee (1d3–4), mithral short sword +11/+6/+1 (1d3-4)
Space: 2-1/2 ft.; Reach 0 ft.

Str 3, Dex 19, Con 10, Int 12, Wis 12, Cha 5
BAB +11/+6/+1; CMB +11; CMD 21 (+2 from ring of protection +2 included)
Feats: Weapon Finesse
Skills: Acrobatics +30, Appraise +4, Bluff +12, Climb +30, Craft: Traps +11, Disable Device +16, Diplomacy -2, Disguise -2, Escape Artist +20, Intimidate +3, Knowledge: Arcana +3, Knowledge: Dungeoneering +17, Knowledge: Engineering +7, Knowledge: Local +17, Perception +20, Profession: Gambler +2, Sense Motive +17, Sleight of Hand +20, Stealth +31, Swim +11, Use Magic Device +12; Modifiers: +2 to Disable Device for masterwork thieves' tools, -2 Craft: Traps because he has no adorably tiny tools (both included)

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 (19). 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.
Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

Magic Gear:
Weapon: Mithral Short Sword
Belt: Belt of Incredible Dexterity +4
Neck: Amulet of Natural Armor +1
Ring: Ring of Protection +2
Shoulders: Cape of the Mountebank
Wrist: Bracers of Armor +2
Mundane Gear: Red vest, red mask, masterwork thieves' tools