[center][img]https://s-media-cache-ak0.pinimg.com/564x/b3/86/f0/b386f04114baa60a698e579175d17582.jpg[/img][/center] [color=0076a3][u][b]Name:[/b][/u][/color] Garathos Vollnar [color=0076a3][u][b]Age:[/b][/u][/color] 31 [color=0076a3][u][b]Class:[/b][/u][/color] Rogue (Assassin/Thief) [color=0076a3][u][b]Race:[/b][/u][/color] Dark Elf (Drow) [color=0076a3][u][b]Appearance:[/b][/u][/color] Garathos, is a dark elf and as such has dark bluish colored flesh with red corneas in his otherwise white eyes, which are often enough blood shot anyway. Garathos, also known as Gara stands 6’1” tall and weighs 225 Lbs. He is very muscular and more thin than robust. He does sport several scars of varying length across his body; trophies from several fights he has been involved with. Gara’s hair is white. He keeps it long, but either braided to the rear or in a ponytail. His hair is rarely permitted to splay across his back in an unkempt manner. Gara wears a black leather brigandine with silver or white ornate markings. His black leather vambraces match the brigandine ending at the elbow. At the back of the elbow is a 3” dagger or spike prepared to produce damage if Gara delivers an elbow strike to an opponent. A thick black leather belt, approximately three inches in width, matches the chest piece and the vambraces. His high soft leather boots are worn and form fitting. They fit his feet smoothly allowing him to walk quietly when necessary. Silk leggings or bloomers billow out from his waist and tucked into the top of his knee-high boots. Atop his head is a hooded cloak and mask that covers his nose, mouth and chin area. The hood conceals his face quite easily. [color=0076a3][u][b]Personality:[/b][/u][/color] Gara knows what makes people tick, he can tease out their heart’s desires after a few minutes of conversation, and with a few leading questions he can read them like they were children’s books. His favorite scheme is putting on new identities. His facility with disguise makes it easy to insert himself into any setting, the better to get his target alone. As a personality flaw, Garathos is confident no one can get the better of him. Gara is focused on personal gain. He can be arrogant at times, but is a team player only when the outcome benefits himself. He would only undertake a quest if it is for the benefit of someone else if he also receives a benefit. Generosity is not in Gara’s nature. Gara is sociopathic in that he truly does not care for others. If he can use another person to achieve his own goals, then they have value. He will defend an ally as long as they serve a purpose. If he sees no reason in keeping someone around, he will not go out of his way to protect them or preserve their life. Conversely, Gara will not kill someone simply for the enjoyment of killing. If there is no reason to kill someone he may on occasion feel compelled to enact vengeance for an unnecessary death, but those moments are rare in the life of Garathos Vollnar. Gara truly believes he is a God. He believes himself to be the most handsome creature on the planet and all others should worship him. If one were to look up the phrase self-centered they would find his name. [color=0076a3][u][b]History:[/b][/u][/color] The dark elf known as Garathos Vollnar, resided in the caves of Ashenhone until he was old enough to strike out on his own. He left the caves at 17 and never looked back. He trained with the Assassins of Thenshara for three years as a thief and an assassin. He joined the assassin’s guild and the thieves’ guild taking work in both professions as the time needed. Over the past eleven years he has traveled the world performing his trade, being hired out by many nobles or men of the merchant class. When he was 26 he was smitten by a young Drow woman named, Talea Urvolis. Garathos was truly in love withTalea and would do anything for her. This was such a new experience for Garathos, to feel so willing to give of oneself for antoher person. But it was an unrequited love. Talea used Garathos to murder her father and inherit his wealth. Once the elder Urvolis was dead, Talea no longer had a need for the assassin. She discarded him lost, dejected and heart broken. Gara was with Talea for two years before he completed her task and was cast aside like a piece of refuse. It took him another two years to get over the heart ache she imposed upon his soul. Today, he views the woman as a source of evil and becomes angered by the mere mention of her name. He has considered killing the woman, but cannot bring himself to do the task. It is a fine line between love and hate. Even though he hates the very ground she walks upon, a warm spot remains in his heart for her. But its fires burn brightly between both love and hate. This conflicted feeling prevents Garathos from loving another, tending only to his own needs. They have also left him feeling apathetic to the desires of others. [color=0076a3][u][b]Skills:[/b][/u][/color] [color=aba000][i][b]Martial Arts Expert:[/b][/i][/color] Garathos has trained in hand to hand combat skills for several years. He is considered an expert in these martial skills. (Taekwondo, Brazillian Jiu Jitsu, Muay Thai and Karate) [color=aba000][i][b]Weapons proficiency:[/b][/i][/color] In conjunction with his martial arts training, Garathos is excellent in the use of several weapons including daggers, throwing knives, short sword, Kamas, Nunchukas, bo staff, shuriken (throwing stars), hand spikes, foot claws and tonfa. [color=aba000][i][b]Two weapon skill:[/b][/i][/color] He is especially skilled at using the short sword in his dominant hand and a dagger in his off hand. His damage is increased by 50% when employing this two-weapon style of fighting. [color=0076a3][u][b]Racial Abilities:[/b][/u][/color] [color=aba000][i][b]Increased agility[/b][/i][/color]. Garathos is very quick on his feet and appears to know the next move an opponent is going to make in a fight. He is very flexible. [color=aba000][i][b]Increased Intelligence.[/b][/i][/color] Garathos is a very intelligent dark elf. He has studied several disciplines and appreciates solid problem solving. [color=aba000][i][b]Increased charisma.[/b][/i][/color] People tend to like Garathos based on his appearance and personality. He can influence others to do his will 15% of the time. Characters of increased intelligence are not as easily taken in by Gara’s charisma. [color=aba000][i][b]Immunity to magic sleep effects.[/b][/i][/color] He cannot be placed into magical sleep. [color=aba000][i][b]Increased resistance to enchantment spells or effects.[/b][/i][/color] Any spell that is enchanting in nature has no effect on Garathos. [color=aba000][i][b]Darkvision.[/b][/i][/color] Garathos can see just as clearly in darkness as he can in daylight with the exception to the first 10 – 20 minutes of coming into the light. Magically induced darkess spells will leave him blinded just as it would impact others. [color=aba000][i][b]Increased Spell Resistance.[/b][/i][/color] Garathos benefits by an increase of a 20% chance of resisting any magical spell cast upon him. [color=0076a3][u][b]Class Abilities:[/b][/u][/color] [color=aba000][i][b]Backstabbing:[/b][/i][/color] As a rogue, Gara commits double normal damage when attacking an opponent from the rear. [color=aba000][i][b]Cheap Shot:[/b][/i][/color] Gara must have a melee weapon in his hand for this attack to work. He must target an opponent’s back. Once struck, the victim is stunned for five seconds; unable to move or take any action including spellcasting. This move only works once every ten strikes. [color=aba000][i][b]Climb walls:[/b][/i][/color] With the use of hand spikes and foot spikes, Garathos is capable of climbing walls, even those that appear to have not the tiniest of outcroppings of stone. It appears as though he were a spider. There is a 10% chance Garathos may fall if the wall is a smooth surface. The chance of falling diminishes as the wall becomes rougher. [color=aba000][i][b]Dancing Lights:[/b][/i][/color] Garathos can create up to four lights resembling lanterns or torches casting that amount of light upon an area, or up to four glowing spheres of light, which look like will-o’-wisps, or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as Garathos desires. He must only have a piece of flint in his possession for this to work. The spell will remain in effect for as long as Gara requires or if he moves more than five hundred feet away from the light. Once the spell is cast, he no longer need think about the light. It will remain. [color=aba000][i][b]Darkness:[/b][/i][/color] This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area are concealed. Even creatures that can normally see in such conditions as with darkvision or low-light vision cannot see in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area. If darkness is cast upon a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed. The darkness spell can be dispelled by a dispel magic spell. Garathos must have a bit of bat fur and a piece of coal for this spell to work. [color=aba000][i][b]Distract:[/b][/i][/color] This ability allows Gara the ability to create a distraction at a distance up to 50 feet away. This ability may cause an opponent to offer his back to the rogue and allow Gara to secure an increase in damage. [color=aba000][i][b]Faerie Fire:[/b][/i][/color] A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness, blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. Garathos’ faerie fire casts off a dim blue color when cast. The faerie fire does not cause any harm to the objects or creatures thus outlined. [color=aba000][i][b]False Identity:[/b][/i][/color] Gara created a second identity, Anadram Selsen including documentation, established acquaintances, and disguises that allows him to assume that persona. Additionally, Gara can forge documents including official papers and personal letters, as long as he has seen an example of the kind of document or the handwriting he is trying to copy. Anadram Selsen is a minor noble with patence of nobility on hand as well as a signet ring to prove his identity. [color=aba000][i][b]Light Blindness:[/b][/i][/color] When Garathos experiences an abrupt exposure to bright light such as sunlight or a daylight spell, he is blinded blinded for ten minutes. For an additional ten minutes, Garathos is dazzled and finds it difficult to focus on anything. [color=aba000][i][b]Lock picking:[/b][/i][/color] With his lockpicking tools, Gara can safely unlock non-magical locks with a 25% chance of success. IF he fails, he can try two more times before the lock is rendered unable to be picked. Magical locks can be picked if a magic-user removes the magical lock first. [color=aba000][i][b]Move stealthy/Hide in shadows:[/b][/i][/color] By making use of the light and moving through available shadows, Garathos is able to conceal his location with only a 20% chance of being detected by someone looking for him and a 5% chance of being detected by someone who does not know he is there. [color=aba000][i][b]Pick pocket:[/b][/i][/color] Garathos can pick a target’s pocket by use of a distraction. He does need to know what pocket or pouch he is picking prior to using this ability. He has a 75% chance of a successful pick and a 10% chance of being caught by the target. [color=aba000][i][b]Sap[/b][/i][/color] incapacitates a single target for five minutes. The victim is unable to do anything for the duration of the attack. They cannot move or defend themselves. If they are struck, they will immediately wake up. [color=aba000][i][b]Spot, search, locate object/hidden passage:[/b][/i][/color] If Garathos is searching for an object in a room, a hidden passage or a person in a crowd, Garathos has a 90% chance of locating it. If a passage or object is protected by magic, he cannot detect the item’s location. He won’t even know it is protected by magic. [color=aba000][i][b]Trance:[/b][/i][/color] Instead of sleeping, Gara meditates deeply, remaining semiconscious, for four hours a day, gaining the same benefit that a human does from eight hours of sleep. Gara appears to be asleep with this eyes open or closed. He can do this either way. He does not need to lie down, but cannot remain standing nor can he do this while on horseback. [color=aba000][i][b]Vanish:[/b][/i][/color] When this ability is enacted, Gara disappears from sight in a puff of smoke for three seconds. He can either move quickly away from an opponent, continue to attack or move toward an opponent. Garathos must have a fint & tinder in his possession and a dirty yellowish powder of crushed sulfur. [color=0076a3][u][b]Known Languages:[/b][/u][/color] Common, Elven, Undercommon, Draconic, Drow Sign Language, Gnome and Goblin. [color=0076a3][u][b]Equipment:[/b][/u][/color] [list]* Shortsword named Lytelos which has been enchanted to make its bearer 10% faster in the sword’s use. Lytelos is crafted from the finest steel with a fibrous black woven handle. * four blackened steel daggers * six blackened steel throwing knives * 12 shuriken (throwing stars) * set of black leather hand spikes (for climbing walls.) * set of black foot claws (for climbing walls. Slips over footwear.) * black studded leather jerkin with silver ornate markings. * black studded leather vambraces match the jerkin ending at the elbow. At the tip of the elbow is a 3” spike prepared to produce damage if Gara delivers an elbow strike to an opponent. * three-inch-wide black leather belt with the same ornate designs as on the jerkin and vambraces. * knee high form fitting soft leather boots. * black silk leggings or bloomers * black hooded cloak descending to the back of his knees * black silk mask that covers his nose, mouth and chin area. * dungeoneer’s pack * thieves’ tools * disguise kit * signet ring of a minor drow noble * a set of dark common clothes * three belt pouches * flint & tinder * bit of bat fur * piece of coal * pouch of sulfur[/list]