Vyliar Hingul d'Thuranni
Hit Points # 9d8 -9
ATTACKS
Base A. Bonus +7/+2
Melee Attack +6/+1
Ranged Attack +11/+6
Maneuvers +6
DEFENSES
Armor Class +6
Touch AC +4
Flat-footed +2
Maneuvers +11

ABILITY trait mod
Strength 8 –1
Dexterity 18 +4
Constitution 8 –1
Intelligence 18 +4
Wisdom 10 +0
Charisma 12 +1
SAVES
Fortitude +2
Reflex +10
Will +3
SKILL Roll Calculating
Acrobatics +16 dex 4 + rank 9 + class 3
Appraise +8 int 4 + rank 1 + class 3
Bluff +15 cha 1 + rank 9 + class 3 +mark 2
Climb +3 str -1 + rank 1 + class 3
Craft
(Alchemy)
+16 int 4 + rank 9 + class 3
Diplomacy +15 cha 1 + rank 9 + class 3 +Noble 2
Disable
Device
+10 dex 4 + rank 3 + class 3
Disguise +6 cha 1 + rank 2 + class 3
Escape
Artist
+8 dex 4 + rank 1 + class 3
Intimidate +5 cha 1 + rank 1 + class 3
Linguistics +8 int 4 + rank 1 + class 3
Perception +14 wis 0 + rank 9 + class 3 +race 2
Perform
(Dance)
+5 cha 1 + rank 1 + class 3
Sence
Motive
+12 wis 0 + rank 9 + class 3
Sleight
of Hand
+16 dex 4 + rank 9 + class 3
Stealth +16 dex 4 + rank 9 + class 3
Swim +3 str -1 + rank 1 + class 3
KNOWLEDGE Roll Calculating
Dungeons +8 int 4 + rank 1 + class 3
Local +10 int 4 + rank 1 + class 3 +Noble 2
Nobility +12 int 4 + rank 3 + class 3 +Noble 2
History +8 int 4 + rank 1 + class 3
Geography +8 int 4 + rank 1 + class 3
Religion +8 int 4 + rank 1 + class 3
Nature: Player Character
Player: Espen Kvernmo
User: KvernisKvernis

Race: Elf (Khorvaire)
Origins:
Residence:
Religion:

Class: Rogue 2
Archetype: Spy
PrC's: Noble Heir 4 / Shadow Hunter 3
Alignment: Neutral Evil

Dragonmark: Shadow
Allegiance: House Thuranni
Cohort: Innae d'Thuranni
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Information

Gender: Male
Age: 122
Hair: Sholder length, dark.
Eyes: Purple
Height: 181cm
Weight: 49kg
Body: Avarage, but fit.
Clothing: Depends on situation, tends to fit in to local area or situation.
Oher traits:
Languages: Common, Elven, Draconic, Gnomen, Halfling, Giant and Aklo.
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Description

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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
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Class Abilities

Rogue

Proficiencies: ● All Simple & Martial Weapons ● Hand Crossbow ● All Armor & Shields (except tower shields)

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.

Skilled Liar: When uses Bluff to attempt to deceive someone, get bonus on opposed roll = 1/2 rogue lvls (min +1). This bonus does not apply to feint attempts or attempts to pass secret messages.
Talent (Fast Stealth): Move at full speed while stealthing without penalties to skill roll.

Sneak Attack (+1d6): 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.

With weapons that deal nonlethal damage (f.ex. sap, whip, or 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.
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Noble Heir

Affluent: At each level, a noble heir gains a stipend worth a number of gold pieces = (750 × his class level).
F.ex: He gains 750 gp at 1st level, an additional 1'500 gp at 2nd lvl, and so on.

Prestigious Influence: Can use his influence to receive special treatment, favors, & other services. He effectively has a pool of virtual gold pieces = (150 gp +10 gp per class level) to spend on services and non-material goods. This pool replenishes at the beginning of every week.

Services and nonmaterial goods available to a noble heir include:
●Pay for lodgings, stabling, taxes, and tolls.
●Improve his lifestyle quality (Core Rulebook 405).
●Hire entertainers, messengers, mounts, servants, transport, workers, and so on.
●Obtain invitations to exclusive events, or entry into privileged locations.
●Spread rumors or start a whispering campaign.
●Purchase spellcasting services.
●Employ an expert hireling to make a skill check with a check bonus of +10 +his class level (50 gp)

A noble heir cannot permanently gain goods or wealth from this ability; boons attainable from this ability are generally only available in settlements of 5'000 people or more. The exact benefits available in a location are subject to GM discretion.

Aristocratic Erudition: Gains a bonus = (1/2 class level) on Diplomacy, Knowledge (local), & Knowledge (nobility) checks. This also reduces the DCs of Diplomacy & K(local) checks others make to gather publicly known information about the noble heir by the same amount.
Greater Leadership: Gains the ''Leadership'' feat as a bonus feat. Also, they can recruit a cohort up to 1 level lower than their own level (provided they have the required "leadership score" to do so, of course).
Regional Expertise: Bonus feat.
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Shadow Hunter

Heir's Mark: Levels in this PrC count as levels in the ''Dragonmark heir'' PrC when determining the Caster Level for the spell-like abilities of your dragonmark, and the bonus on Favor checks, to a max of +5 effective ''dragonmark levels''.
Improved Darkness: You can use the ''Darkness'' power of the Mark of Shadow +1 extra number of times per day for each of your class lvls.

Shadow Sense: You gain an uncanny ability to sense members of your bloodline. To activate this power, you expend 1 daily use of any of your dragonmark powers. Thereafter, for the duration of the effect, if you come within 30 feet of a character who has the Mark of Shadow, you can sense their location and the potency of their mark.

This effect even allows you to pinpoint the location of invisible characters, although an invisible opponent still gains the benefits of "Concealment" (20% miss chance). "Misdirection" is effective against "shadow sense", but you gain an insight bonus on your saving throw=(own class lvl).

Power Least Lesser Greater
Lasts 10 min/class lvl 1 hour/class lvl 24 hours
The duration of the effect is based on the strength of the dragonmark power you expended to fuel it:

Though it originally allowed allied shadow hunters to avoid accidentally attacking each other while fighting in magical darkness, this ability is now used by shadow hunters to detect the presence of those of the rival House of Shadow opposing them.

Deeper Shadows: When you use the ''Darkness'' power of your dragonmark, you can spend a 2nd daily use of it to enhance its power. This produces an effect identical to the ''Deeper Darkness'' spell, and it lasts for 24 hours or until you dismiss it.

Power Least Lesser Greater
Lasts 10 min/class lvl 1 hour/class lvl 24 hours
Shadowsight: Can call on the power of your mark in order to pierce even the deepest shadows. To activate this ability, you expend 1 daily use of any dragonmark power. The duration of the effect is based on the strength of the dragonmark power you expended to fuel it.

Poison Use: You are trained in the use of poison, and never risk harming yourself when applying poison to a weapon.

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Feats

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.
Favored in House (Thuranni): Can call in favors.

Least Dragonmark (Shadow): "Darkness" power, and +2 on Bluff.
Lesser Dragonmark: "Scrying" power, and +1 use/day on all previous powers.
Greater Dragonmark: "Mislead" power, and +1 use/day on all previous powers.

Leadership: Leadership score = (lvl + cha mod + misc) = (9 +1 +1) = 11 points.
This lets you have 6 first-level Followers and a 7th-level cohort.
(regional expertise):
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Dragonmark

Mark of Shadow:
Caster Level = Shadow Hunter lvls +10 (greater aspect) = CL 13
Save DC = 1d20 +(Spell level + Charisma Modifier).

Powers:
2.Darkness: (6/day) 20-ft. radius of supernatural shadow.
4.Scrying: (2/day) Lets you spy on the target from a distance.
6.Mislead: (1/day) Turns you invisible and creates illusory double.
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Equipment

Wealth:

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