Innae d'Thuranni
Hit Points 34 1d10+6d8
Base A. Bonus +5
Melee Attack +6
Ranged Attack +8
Maneuvers +6
Armor Class +6
Touch AC +3
Flat-footed +3
Maneuvers +9

ABILITY trait mod
Strength 12 +1
Dexterity 16 +3
Constitution 10 +0
Intelligence 14 +2
Wisdom 13 +1
Charisma 8 -1
Fortitude +4
Reflex +10
Will +3
SKILL Roll Calculating
Acrobatics +13 dex 3 + rank 7 + class 3
Bluff +9 cha -1 + rank 7 + class 3
Climb +7 str 1 + rank 3 + class 3
Diplomacy +9 cha -1 + rank 7 + class 3
+10 dex 3 + rank 4 + class 3
Disguise +9 cha -1 + rank 7 + class 3
+6 int 2 + rank 1 + class 3
Perception +11 wis 1 + rank 7 + class 3 + race 2
+5 wis 1 + rank 1 + class 3
of Hand
+13 dex 3 + rank 7 + class 3
Stealth +13 dex 3 + rank 7 + class 3
Nature: Cohort
Leader: Vyliar Hingul d'Thuranni

Race: Elf (Khorvaire)
Class: Ranger 1 / Rogue 4 / Assassin 212

Dragonmark: Shadow
Allegiance: House Thuranni

Alignment: Neutral Evil


Gender: Female
Oher traits:
Languages: Common, Elven, +2 more



Racial Abilities

Low-Light Vision: See twice as far as humans in conditions of dim light.

Elven Immunities:Immune to magic sleep effects
●Get +2 on saves vs enchantment spells & effects.

Elven Magic: ●Gets a +2 racial bonus on CL checks made to overcome SR.
●Gets a +2 racial bonus on Spellcraft to make or ID the properties of magic items

Proficiencies: Long & Short bow (also composite), longsword & rapier.
Treats any weapon with "elven" in its name as a Martial weapon

Class Abilities

Proficiencies: ● All Simple & Martial weapons ● Hand crossbow ● Light & Medium armor & all shields (except tower shield)

Wild Empathy: Can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. Rolls 1d20 + ranger lvl + Cha bonus to determine the result. A typical domestic animal has 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. Can also use this ability to influence a magical beast with an Int score of 1 or 2, but he takes a –4 penalty on the check. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
Track: Adds 1/2 his level (min +1) to Survival skill checks to follow or identify tracks.
Favored Enemy (Elf): 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.

Sneak Attack: By striking an opponent when he's unable to defend himself effectively from her attack, the rogue can hit 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 f lanks her target. This extra damage is 1d6 at 1st lvl, +1d6 per 2 rogue lvls thereafter. Should a sneak attack score a critical hit, this extra damage is not multiplied. Ranged attacks can be sneak attacks only if target is within 30 feet.
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.
Trap Sense +1: Gain an intuitive sense alerting her to danger from traps, giving a +1 bonus on Reflex saves to avoid traps & a +1 dodge bonus to AC vs trap attacks. 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.
Evasion: If makes a successful Reflex save against attack that normally deals 1/2 dmg on a successful save, instead takes no dmg. Only if wearing light or no armor, and isn't helpless.

Uncanny Dodge: Can react to danger before senses would normally allow them to do so. Can't be caught flat-footed, even if attacker is invisible. Still loses Dex bonus to AC if immobilized. Rogue with this ability can still lose Dex bonus to AC if foe successfully uses feint action on them. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Talent (Fast Stealth): Move at full speed while stealthing without penalties to skill roll.
Talent (Bleeding Attack): Char harmed by sneak attack bleeds –1HP/turn/Sneak Attack dice. Ignores DR.

Death Attack: If an assassin studies their victim for 3 rounds & then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). Studying the victim is a Standard action. The death attack fails if the target detects the assassin or recognizes them as an enemy (although the attack might still be a sneak attack if the target is denied their Dex bonus to AC or is flanked).

If the victim of such a death attack fails a Fortitude save (DC 10 +assassin's class level +Int modifier) against the kill effect, they die. If the saving throw fails against the paralysis effect, the victim is rendered "helpless" and unable to act for 1d6 rounds +1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, they must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes their save) or if the assassin doesn't launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before they can attempt another death attack.

If the assassin has levels in another class that grants the "death attack" ability, these levels stack with their assassin level to determine the DC of their death attack.

Sneak Attack: Exactly like the rogue ability of same name. If the character gets sneak attack from another source, the damage bonuses stack.

Poison Use: Trained in the use of poison and can't accidentally poison themselves when applying poison to a blade.
Poison Resistance +1: Gains a +1 saving throw bonus against poisons. This bonus increase by +1 every 2 levels.

Improved Uncanny Dodge: Can no longer be flanked. Denies another rogue the ability to sneak attack character by flanking, unless attacker has at least 4 more rogue lvls than target. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.


Dragonmark (Shadow): Darkness power.
Weapon Finesse: With a light weapon, 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.
Quick Draw: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.


Mark of Shadow:
Caster Level = +1 (least aspect) = CL 1
Save DC = 1d20 +(Spell level + Charisma Modifier).

2.Darkness: (1/day) 20-ft. radius of supernatural shadow.



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