Sailing the Silver Seas: Eluan Maerse Tevdran
Eluan Maerse is crafty. What harm in adding a fancy last name, and claiming one is from the metropolis? Folk like successful people.
Eluan Maerse Tevdran of Rhea's Ford
- Human Assassin L6
- XP: 32,000/64,000 (10%)
- Neutral
- Full PC
- (mansions, ships, and harems, indubitably, back in Rhea's Ford)
Attributes
- STR 16 (+2, open doors 4-in-6)
- INT 14 (+1)
- WIS 12
- DEX 16 (+2 AC/missile, +1 initiative)
- CON 13 (+1)
- CHA 12
Skills
- Languages
- Common, literate
- another language
- General Skills
- Alchemy/Proficient 14+ (Int): identify, isolate, and work with alchemical substances; useful when synthesizing poisons and creating magical potions
- Athletics
- Acrobatics/Skilled 8+ (Dex)
- Jumping/Proficient 13+ (Str)
- Swimming/Proficient 13+ (Str)
- Bargain/Skilled 10+: alter the price of a good I am either buying or selling
- Knowledge
- Etiquette/Expert 4+ (Int)
- Survival
- Naturalist/Skilled 9+ (Int): Identify and harvest plants for edible and medicinal purposes
- Tracking/Skilled 9+ (Int): I follow tracks left by individuals. Modifiers will apply based on terrain, age of tracks, size of group being followed, etc.
- Class Abilities
- wield any weapons and armor (but only leather or less for Thief abilities)
- +2d6 damage when attacking with surprise (the target is not aware of me), to all attacks this round
- may continue to attack +6 times/round if I keep killing with melee or missile attacks
- Combat Styles
- L1: Dual-weapon - roll largest damage die twice, taking best result (magical bonuses from both weapons apply to both attack/damage)
- L7: TBD
- Combat Maneuvers
- L2: Trip - On a successful attack, the target falls to the ground until their turn. It takes their entire movement to stand back up. While prone, all attacks against the target gain a +2 bonus. Creatures with more than two legs impose a -2 penalty per leg to the roll.
- L8: TBD
- I'm a Rogue, Don'tcha Know!
- Climb 14+ (10' per round, can automatically scale easy surfaces)
- Disable 9+ (1 minute, pick locks/bypass traps/work complicated mechanical devices)
- Hear Noise 9+ (conversations, dungeon doors)
- Read Languages 14+ (3 turns, interpret ciphers/codes/foreign languages, etc.)
- Sleight of Hand 12+ (acts of trickery; pick pockets, conceal/palm objects, misdirect attention)
- Sneak 9+ (no faster than 1/3 normal speed)
- Spot 11+ (1 turn for a 10'x10' area, spot traps/secret passages)
- (Disadvantage to complete in 1/2 time, Advantage in 2x the time)
- Knacks
- L1: Rogue
- L3: Self-improvement, primary (Dex + Con)
- L7: TBD
Combat
- AC 3 (Chain + Dex) or 5 (Leather + Dex)
- HP 25
- Movement Rate: 90' (chain) or 120' (leather)
- Initiative Modifier: +1
- Attacks
- Sword + dagger: THAC0 13, 1d8+2 damage (roll twice and take best)
- Sword alone: THAC0 13, 1d8+2
- Dagger alone: THAC0 13, 1d8+2, range 10/20/30 thrown
- Longbow: THAC0 13, 1d6, range 70/140/210
- Saves:
- Petrification & Paralysis 11
- Poison & Death 12
- Blast & Breath 14
- Staves & Wands 13
- Spells 13
Equipment
*Total Encumbrance: 600 (chain) or 400 (leather)
- Gear: 80 cn
- Armor: 400 cn
- Weapons: 110 cn
- Personal coin: 10 cn
*Equipment:
- Chain mail (400) or Leather (200)
- Sword (60)
- Dagger x2 (20)
- Longbow (30)
- quiver of 20 arrows
- Broom of flying: The broom flies at 240’ (80’). An additional passenger may be carried. When carrying two people, the broom’s speed is 180’ (60’).
- Backpack (80)
- thieves' tools
- wineskin
- tinderbox
- large sacks x3
- 50' rope & grappling hook
- hammer & iron spikes x12
- iron rations, 1 week
- oil flask x4
- lantern
- bedroll & winter blanket
- One share in the Deepwater Trading and Adventure Company, purchased for 1000 gp
- Storage
- unworn armor
- quiver of arrows x2
- dagger x3
- iron rations, 3 weeks
- wineskin
- bottle of wine x2
- oil flask x6
Coin: 8,690 gp
Expenditures: -1000 share in DTAC -110 gp Adventuring gear -124 weapons & armor - 76 storage