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Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
Level
Size
Age
Gender
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Skills
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Mod
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Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Spell Saves
Save
DC
LEVEL
Spells
/Day
Bonus
Spells
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Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
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Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
PP: 50 GP: 34,705 SP: 3 CP: 1
Languages
Description
Boots of Fanciful Footwork - +10 movement, +5 hide, +5 move silently Bracers dis vigor - DC 15 or lose 1 level - if lost level already, +1d6 damage
Personality
Character Traits
Character Flaws
Healing Belt (1000gp) +2 Bonus on Heal checks 3 charges/day, renewed at dawn: 1 charge = Heal 2d8 damage 2 charges = 3d8 3 charges = 4d8 Has the usual harmful effect on Undead, as it is Positive Energy.
Contacts / Friends
Enemies
Pikeman's Ally - +2 dagger If on pole, become +3 spear. +2 vs trample, bullrush, overrun, etc. +1 init +1 offensive disarm bonus.
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=17523][B][SIZE=+1]Garak Nightblade[/SIZE][/B][/URL] Male CE Tiefling (+1 LA) Rogue (4) Assassin (2) Shadowmancer(3), [B]Level[/B] 10, [B]Init[/B] +6, [B]HP[/B] 34/34, [B]Speed[/B] 50 [B]AC[/B] 19, [B]Touch[/B] 16, [B]Flat-footed[/B] 12, [B]Fort[/B] +2, [B]Ref[/B] +16, [B]Will[/B] +4, [B]Base Attack Bonus[/B] 6 / 1 [B]Borrowed Rapier +1 (-) [/B] +13/+8 (1d6+7, 18-20 x2) [B]Borrowed Shortbow +1 (60 - ) [/B] +13/+8 (1d6+1, x3) [B]Dull black finish Dagger of Venom +1 (poison 1x per day) [/B] +13/+8 (1d4+7, 19-20 x2) [B] Leather +1 (borrowed)[/B] (+2 Armor, +6 Dex) [B]Abilities[/B] Str 10, Dex 23, Con 10, Int 18, Wis 10, Cha 10 [B]Condition[/B] Jewelry Owned
Condition and Effects
Additional Information
SPELLS FROM MAGICAL TRAINING FEAT 0-Level Sorcerer/Wizard Spells (Cantrips) * Resistance: Subject gains +1 on saving throws. * Acid Splash: Orb deals 1d3 acid damage. * Detect Poison: Detects poison in one creature or small object. * Detect Magic: Detects spells and magic items within 60 ft. * Read Magic: Read scrolls and spellbooks. * Daze: Humanoid creature of 4 HD or less loses next action. * Dancing Lights: Creates torches or other lights. * Flare: Dazzles one creature (-1 on attack rolls). * Light: Object shines like a torch. * Ray of Frost: Ray deals 1d3 cold damage. * Ghost Sound: Figment sounds. * Disrupt Undead: Deals 1d6 damage to one undead. * Touch of Fatigue: Touch attack fatigues target. * Mage Hand: 5-pound telekinesis. * Mending: Makes minor repairs on an object. * Message: Whispered conversation at distance. * Open/Close: Opens or closes small or light things. * Arcane Mark: Inscribes a personal rune (visible or invisible). * Prestidigitation: Performs minor tricks.
Assassin's Armor Dull black leather armor Enhancements: +5 armor (+5 magic value) Improved Shadow (+10 Hide in Shadows) (+15,000gp) Improved Silent Moves (+10 Move Silently) (+15,000gp) Materializing Weapons (+1 magic value) http://www.dandwiki.com/wiki/Materia...e_Equipment%29 Kohl's Armor Studded leather barding for Kohl Enhancements: Ghost Touch (+3 magic)
Other Notes
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Nervewrack Enchant MW Rapier (dull black finish over entire weapon) * +2 enchantment * Keen (+1 value) * "Nervewrack" enchantment (+1 value) "Nervewrack" On a critical hit, the opponent receives the following penalties due to pain for 1d4 rounds (no save): * -2 penalty to AC, attack rolls, weapon damage, and reflex saves, * movement is 1/2, and * casting spells requires a concentration check vs. DC 15. Silencer Enchant MW Kukri (dull black finish over entire weapon) * +2 enchantment * Keen (+1 value) * "Silent Strike" enchantment (+1 value) "Silent Strike" Opponent is engulfed in magical silence for 4 rounds. (Will save negates; DC15). A subsequent hit resets the duration. Background: Garak grew up having a comfortable life. His father was a merchant of fair success, and his mother kept the house in order and took care of him and his two sisters. There was nothing that would drive him anywhere other than through the usual route of education and learning the trade of his father. Garak always had a sharp mind, and working with numbers and business decisions came easily. He had a personality and spirit that seemed unshakable, and a smile was always on his face. Garak was known for his good nature and his generosity. That was until the day he and his father returned home from their shop to find his sisters and mother dead in their home. It appeared as if it were a simple break-in, but there was indication of torture, meaning this was something much more than a simple break-in gone wrong. It had been the first time Garak had seen death first hand; especially a scene so close and personal as this one. While he was attempting to hold on to his sanity and figure out how to even start to react, his father reacted by slicing his own neck. The thud of his father’s body hitting the floor of the house was what pulled Garak out of his thoughts and brought him shockingly back to reality. Months passed before Garak even spoke a word. The shop remained closed, and he was seldom seen in public. The few people that attempted to extend some compassion to him were met with only a cold glare. Little did the public know, but soon after the deaths, Garak had found out his father was affiliated with a local criminal organization. Unfortunately, his father’s “employer” made a mistake that resulted in all the members of the organization being systematically killed. For a youth that had never really experienced true adversity, Garak handled things fairly well. Though he had little experience with fighting, and was not an exceptionally muscular boy, he decided to take matters into his own hands. The surname of Nightblade was adopted by him as a symbol of his new persona, for he began to hunt those that had taken his family and happiness from him. Garak began to utilize his natural skills in his search for his enemies. He was exceptionally quick, and he had great senses. The role of spy and assassin became a perfect fit. Months of practice eventually allowed Garak to have some success in finding out the beginnings of the information that would allow him to avenge his pain. He became proficient at torture, murder, and stealth. There were two kinds of people in Garak’s dark world; those that could help him, and those that were no longer useful. Where he had previously been a devout worshipper at church, this turn of events made him exceptionally bitter towards all gods. From Garak’s point of view, it was not a mere dislike, but an overwhelming desire to kill the gods. There was no plan for how he could pursue this goal, but little did he know , the opportunity would fall into his lap... Garak meets Kohl: Garak looked long and hard into his friend's eyes and began to allow his thoughts to run wild. 'Can you hear me, my friend? Can you know what I'm thinking?' His smile lit up the shadows again. 'Of course you can't...' These last thoughts were almost sad, as if the assassin had really hoped he could somehow communicate with the dog that he had traveled with since the night when they first met. Garak had been working on tracking his mark for almost a month. He had obtained information that the man could be found within a mile of where he had decided to camp for part of the night. His plan was to rest for a bit, then go murder the man as he slept. The plans were interrupted by several bandits stumbling upon his camp. Fortunately for Garak, a wild dog had decided to make a dinner out of the scraps Garak had left by the fire. When the bandits approached, the dog barked--probably because it wanted to protect the food for itself. Needless to say, the assassin was up in an instant, and was able to kill the bandits while the dog kept their attention. In the night's shadows, the men never saw Garak's blades moving. From that point forward, the dog traveled with him. He never tied the dog up and he never did anything special to have Kohl follow him. It just happened naturally. However, Garak had pledged that night that he would protect that dog for the rest of its life for what it had done. He knew he was fortunate to have a friend like Kohl. He was always supportive of Garak regardless of his actions or personality. Perhaps it was because they were both castaways and unwelcome by society. The assassin would never know...and that made him sad. He reached out to pet Kohl again on his head and briefly scratch his ears. This motion slightly disrupting the shadows in which he had comfortably settled. As his hand stopped moving, he was concealed once again.