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Thoughts from Veldrin
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Sex: Male
Race: Drow
Class: Rogue 10/Assassin 8
Size: Medium
Height: 5'10
Weight: 155
Build: Lean
Eyes: Red
Hair: White
Alignment: NE
Appearance:
User Image Art drawn by Gabe Ragnarok

Str: 17
Dex: 20
Con: 18
Int: 17
Wis: 16
Cha: 18

Total HP: 174
AC: 21 (10 +6 Armor Bonus [+3 Shadow Studded Leather], +5 Dex)
Touch AC: 15
Flat Footed: 21 [uncanny dodge]
Initiative: +9 [+5 Dex, +4 improved init.]
Fortitude: +9 [+5 Base, +4 Con]
Reflex: +18 [+13 Base, +5 Dex]
Will: +8(+10 vs. enchantment) [+5 Base, +3 Wis]
Attack (Handheld): +16/+11/+6 [+13/+8/+3 Base, +3 Str]
Attack (Unarmed): +16/+11/+6 [+13/+8/+3 Base, +3 Str]
Attack (Missile): +18/+13/+8 [+13/+8/+3 Base, +5 Dex]
Grapple: +16/+11/+6 [+13/+8/+3 Base, +3 Str]
Light Load: 86 lb. or less
Medium Load: 87-173 lb.
Heavy Load: 174-260 lb.
Lift Over Head: 260 lb.
Lift Off Ground: 520 lb.
Push or Drag: 1300 lb.

Languages: Common, Undercommon, Draconic, Abyssal, Dark Elf Silent

Short Sword +3, Keen [1d6+3, 17-20/x2, 3 lb., one-handed, piercing]
Dagger of Venom [1d4+1, 19-20/x2, 1 lb., light, piercing or slashing, Poison (DC 14 1/day)]
Light Crossbow [1d8, 19-20/x2, 6 lb., 80 ft, piercing]
Assassin's Dagger [1d4+2, 19-20/x2, 1 lb., light, piercing or slashing, increase save DC for wielder's death attack by 2.]
Studded Leather +3, Shadow [light, +6 AC, max Dex +5, check penalty -1, 20 lb., arcane spell failure 15%, +10 circumstance bonus to Hide]
Bracers of Murder [add a +2 profane bonus to attack rolls and damage rolls against flat-footed targets. also increase the save DC for the wearer's death attack by 2. This bonus stacks with the one granted by Assassin's Dagger.]
Shadow Hands (scholar): A person who has worn a Shadow Hands for 24 hours gains the use of one Shadow Hand maneuver that he meets the prerequisites for of up to the highest level the item grants (6th). [Maneuver gained: Bloodletting Strike]

Feats:
Daylight Adaptation
Improved Initiative
Martial Study*
Quick Draw
Martial Study
Martial Stance*
Shadow Blade*
Gloom Razor*
(Hun'afin Only) Shadow Meld

Martial Study: Select one martial discipline (see Tome of Battle for complete description) and gain knowledge of one combat maneuver that you meet the prerequisites for. If your character has levels in a martial adept class, this maneuver is added to your maneuvers known list. If not, this maneuver can be used once per encounter at an initiator level equal to 1/2 your character level. [Discipline: Shadow Hand Maneuvers known: Shadow Blade Technique, Cloak of Deception]

Martial Stance: Prerequisite: One martial maneuver. You can select any stance from a discipline that you know at least one maneuver from that you meet the prerequisites for. Your initiator level for this maneuver is equal to your level in martial adept classes (if any) + 1/2 your level in any other classes. [Stance Known: Child of Shadow]

Shadow Blade: Prerequisite: One Shadow Hand stance. While you are in a Shadow Hand stance, and attack with one of the discipline's preferred weapons (dagger, sai, siangham, shortsword, spiked chain, unarmed strike), you can add your Dexterity modifier as a bonus to melee damage for attacks made with the weapon.

Gloom Razor (tactical): Prerequisites: Hide 9 ranks, Shadow Blade, base attack bonus +6, two Shadow Hand maneuvers. The Gloom Razor feat enables the use of three combat options:
Lingering Gloom: To use this option, your opponent must miss
you due to concealment. On your next turn, you can make a
Hide check opposed by your foe’s Spot check as a swift action.
If this check succeeds, you gain the benefit of an invisibility
spell against that foe until the end of your turn.
Moving Shadows: To use this option, you must deal damage
to an enemy with a melee attack and move at least 10 feet
during your turn. On your next turn, you can treat that
enemy as flat-footed against the first melee attack you make
in that round.
Shadow Slip: To use this option, you must make a successful
melee attack against an opponent you flank. On your next
turn, you can make a DC 20 Tumble check if you are adjacent
to your foe. If this check succeeds, as a free action you
can move to any square adjacent to your opponent without
provoking attacks of opportunity from any opponent.

Skill Name/Key Ability/Skill Mod./Ability Mod./Ranks/Misc. Mod.
Appraise/Int/+21/+3/18
Balance/Dex/+14/+5/9
Bluff/Cha/+14/+4/10
Concentration/Con/+14/+4/10
Craft (poison making)/Int/+12/+3/9
Decipher Script/Int/+15/+3/12
Diplomacy/Cha/+14/+4/10
Disable Device/Int/+21/+3/18
Disguise/Cha/+12/+4/8
Escape Artist/Dex/+17/+5/12
Forgery/Int/+13/+3/10
Gather Information/Cha/+16/+4/12
Hide/Dex*/+29/+5/14/+15]
Intimidate/Cha/+13/+4/9
Jump/Str*/+13/+3/10
Listen/Wis/+21/+3/18
Move Silently/Dex*/+26/+5/21
Search/Int/+15/+3/12
Sense Motive/Wis/+13/+3/10
Sleight of Hand/Dex*/+15/+5/10
Spot/Wis/+19/+3/16
Use Magic Device/Cha/+22/+4/18
*=Check penalty for wearing armor

Dark Elf:
+2 dexterity / +2 intelligence / +2 charisma / -2 constitution (already included)
Immune to magical sleep
+2 racial bonus to saves vs. enchantments
Darkvision to 120 ft.
Spell resistance 11 + class level (SR 29)
Dancing lights, darkness, faerie fire once/day each
Light blindness (Daylight Adaptation feat negates)
Character level +2
Proficient with longsword, rapier, longbow & shortbow
+2 racial bonus on listen, search, and spot checks
Notice secret doors
Rogue:
Sneak Attack +9d6 (+5d6 Rogue/+4d6 Assassin)
Trapfinding
Evasion (level 2)
Trap Sense (level 3)
Uncanny Dodge (Dex bonus to AC, can't be flanked, +2 against traps)
Special Abilities: Improved Evasion
Assassin:
Death Attack
Poison Use
Uncanny Dodge (see Rogue)
+4 Save vs. Poison
Hide in Plain Sight

Assassin Spells per Day: 4/4/4/1
Assassin Spells known: 4/4/4/3

Spell list: 1st - Shadow Double, Obscuring Mist, True Strike, Sniper's Shot
2nd - Ice knife, Wraithstrike, Returning Weapon, Swift Invisibility
3rd - Deep Slumber, False Life, Spider Poison, Deeper Darkness
4th - Greater Invisibility, Shadowform, Cursed Blade

CHILD OF SHADOW
Shadow Hand (Stance)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

If you move at
least 10 feet during your
turn, you gain concealment
against all melee and ranged
attacks until the start of your next
turn. You also gain the standard benefits of concealment, but you cannot
use this stance to hide in plain sight;
you must still use some other terrain
feature that normally allows you to use
the Hide skill. The fluttering shadows
make it difficult to specifically target
you, but your enemies are aware of
your position.
This maneuver is a supernatural
ability.

BLOODLETTING STRIKE
Shadow Hand (Strike)
Level: Swordsage 5
Prerequisite: Two Shadow Hand
maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude partial
Spinning your blade in a butterflylike pattern,
you administer a dozen precise cuts
in an eyeblink. Blood flows from your foe’s
opened veins.
As part of this maneuver, you make
a single melee attack. If this attack
hits, your opponent takes 4 points of Constitution damage in addition to
your attack’s normal damage. A successful
Fortitude save (DC 15 + your
Wis modifier) reduces this Constitution
damage to 2 points, although the foe still
takes full normal melee damage.

CLOAK OF DECEPTION
Shadow Hand (Boost)
Level: Swordsage 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
The shadows around you seem to surge forward
and engulf you. For a brief moment,
they render you invisible.
When you initiate this maneuver, you
turn invisible, as the greater invisibility
spell (PH 245). You remain invisible
until the end of your current turn.
This maneuver is a supernatural
ability.

SHADOW BLADE
TECHNIQUE
Shadow Hand (Strike)
Level: Swordsage 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
You weave your weapon in an elaborate
pattern, creating an illusory double that
glows with white energy. As you make
your attack, both your true weapon and
the illusion slash at your foe.
This maneuver allows you to create a
mystical double of your weapon. As
you attack, your foe must decide which
weapon to defend against. In most
cases, the illusory weapon distracts
your foe and allows your true attack to
hit. In some cases, both attacks strike
home. In this case, the shadow blade
discharges its magic and imbues your
attack with cold energy.
As part of this maneuver, you make
a single melee attack against an opponent.
Unlike on a normal attack, you
roll 2d20 and select which of the
two die results to use. If you use the
higher die result, resolve your attack
as normal. (Your mystic double misses,
but your true attack might hit.) If you
use the lower die result, or if both die
results are the same, your attack deals
an extra 1d6 points of cold damage as
both the mystic double’s attack and
your true weapon strike home.
This maneuver is a supernatural
ability.

rebuild (WIP)

Basic Information
Name - Veldrin Hun'Afin

Age - 230

Race - Drow

Class - Assassin

Religion - N/A (feigns worship of Lolth for survival's sake)

Appearance
Height - 5'10" (177cm)

Weight - 155lb (70.3KG)

Build - Lean/Athletic

Eye Color - Ruby Red

Hair - Snow White

Hair Style - Veldrin's hair falls to just below shoulder length, and is usually worn loose or pulled back in a ponytail.

Scars/Tattoos/Distinguishing Marks - He has several small scars, scattered about his body, most of which were acquired during his early training and his brief time as a Houseless rogue.

Portrait: User Image
Art courtesy of Gabe Ragnarok

Background History - Born as the Secondboy to a long since fallen House, Veldrin's natural affinity for stealth caused him to become the apprentice of his father, the House Assassin. His training in evasion allowed him to survive the raid that felled his House.

Having nowhere else to go and no surviving family, he joined up with a small mercenary band where he performed various missions until his talents caught the attention of Matron Zara Gaundroth, whom he served as House Assassin for a time. Eventually, he was secretly approached by Matron Kikato Hun'Afin, who made him an offer that was too good to refuse...adoption into a noble family and a position of high esteem within the House hierarchy, all for the bargain price of betraying his Matron.

Weaponry - Veldrin's personal arsenal of weaponry consists of a shortsword, forged of adamantine, that has been magically enchanted to strike harder and truer than normal within the areas of faer'zress that permeate the subterranean warrens of Undergaia. Another of the weapons that he carries is known as a Dagger of Venom, a dagger whose enchantment consists of storing a potent magically based poison that can be delivered to a target once per day with a successful strike. Veldrin also uses a hand crossbow that carries no enchantment and fires darts that are almost always envenomed.

Skills and/or powers - Aside from the innate magical abilities that all drow possess (faerie fire, dancing lights and the globe of darkness), Veldrin possesses what could be described as a "sixth sense" that warns him of dangers that he might not be consciously aware of, which used in conjunction with his reflexes that have been honed to a razor's edge by his years of training as an assassin make it extremely difficult to be caught off guard and he can react immediately to unexpected hazards.

Physical weakness - Like most other drow, Veldrin's eyes are extremely light sensitive. Abrupt exposure to light brighter than torchlight or faerie fire will blind him for a few moments, and leave him seeing spots for about a minute afterward.





 
 
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