Lux Mahariel♛ (Zevran)

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Profile


Name
Zevran Arainai
BGDBackground
Antivan Wayfarer
Age
25
Gender
Male
Appearance
TraitsDistinguishing Traits
Height  5'5" 

Weight  150lbs 

Communication
Score
Persuasion
3
Seduction

Constitution
Score

1
Cunning
Score
Cryptography
4
Poison Lore

Dexterity
Score
Initiative
5
Light Blades

Lock Picking

Stealth

Magic
Score

-1
Perception
Score

4


Strength
Score
Climbing
3


Willpower
Score
Morale
2


Class
Lvl
Experience
Rogue
10
22,000xp
Speed
Defense
Armor
Penalty
Health
Mana
17
15
4
N/A
75
N/A
Heavy Leather
Armor
Class Abilities & Specializations

Backstab


You can inflict extra damage with an attack if you can strike an opponent from an unexpected direction or catch them unawares. You must approach your opponent with a move action If attacking with a melee weapon. Then you must win an opposed test of your Dexterity (Stealth) vs. your target’s Perception (Seeing). If you win the test, you can use your major action this round to Backstab him. This is an attack with a +2 bonus to the attack roll that inflicts +1d6 extra damage. You cannot Backstab an enemy that you begin your turn adjacent to.

Rogue's Armor
You are at home in leather armor. You can ignore the Armor Penalty of leather armor altogether. It affects neither your Speed nor your Dexterity.

Stunt Bonus
You become more adept at finding the weak spots in your opponents’ armor. You can perform the Pierce Armor stunt for 1 SP instead of the usual 2.

Bluff
You can try to Backstab an opponent that you begin your turn adjacent to. You must first use a minor action to try to deceive him. This is an opposed test of your Communication (Deception) vs. your opponent’s Willpower (Self-Discipline). If you win, you have wrong-footed your opponent and can Backstab him. As usual with a Backstab, you make a melee attack with a +2 bonus and inflict +1d6 extra damage if you hit.

Stunt Bonus
You become adept at instantly noticing the many dimensions of a tricky situation. You can perform the That Makes Me Wonder exploration stunt for 2 stunt points instead of the usual 3.

Assassin Specialization
Novice: You can assess a nearby opponent and spot weaknesses that can be exploited in combat. With an activate action you can mark for death a visible target within 10 yards of you. All ranged and melee attacks against a target marked for death receive a +1 damage bonus. The mark lasts until the end of the encounter, the target is slain, or you pick a new target with another activate action. You can’t have active marks on multiple targets at the same time. A character cannot be marked for death more than once in the same encounter.
Journeyman: Your attacks are sudden, precise, and deadly. When you use the rogue’s Dirty Fighting power, your opponent’s Constitution (Stamina) tests are TN 17 instead of TN 15. Additionally, once per encounter, you can use the Dirty Fighting power as a free action.
Master: You know how to exploit your target’s weaknesses. When you Backstab an opponent you have marked for death, you inflict an extra 1d6 damage.
Move
Charge
Run
9
5
17



Melee Weapon
RollAttack Roll
Damage
Shortsword
+7
1d6+5
Dagger
+7
1d6+4












Weapon Groups and Notes
Bows, Brawling, Light Blades, Staves
Ranged Weapon
Attack
Damage
Min-Max
Time










Spell Name
School
Type
Mana
TN
Test






















































Talent Name
Novice
Journeyman
Master
Novice: You know how to prepare poisons, and how to use them without danger to yourself. Choose two Novice poisons you know how to make from memory. You can brew other Novice poisons as you find and learn their recipes.
Journeyman: You have learned how to prepare more effective—and more dangerous—poisons. You have also learned how to make grenades. Choose one Journeyman poison or one grenade you know how to make from memory. You can brew other Journeyman poisons, and make other grenades, as you find and learn their recipes.
Novice: You don’t let locks stand in your way. If you fail a Dexterity (Lock Picking) test, you can re-roll it, but you must keep the results of the second roll.
Novice: Wielding two weapons can aid you in attack or defense. If you take the activate action, you can gain either a +1 bonus on your melee attack rolls or a +1 Defense bonus vs. melee attacks until the end of the encounter. You can switch the bonus you are taking with another activate action.
Journeyman: You can perform the Lightning Attack stunt for 2 SP instead of the usual 3 but the extra attack must come from your secondary weapon.
Novice: Lorem ipsum
Intimacy
Bond






Languages
Trade Tongue, Antivan
Equipment
Backpack, Traveler’s Garb, a Waterskin
Heavy Leather Armor, Shortsword (2), Dagger
Crow Poison (2), Concentrated Crow Poison (2)
Money
GP
sP
Cp
0
0
0
GM Notes
None