Created using PCGen 5.6.1 on Jul 20, 2004

    

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
137




  
Walk 30'
BASE ATTACK
Bonus
+11/+6/+1

SPECIAL ABILITIES
Death Attack (DC 21), Evasion (Ex), Poison Use, Save vs. Poison +4, Sneak Attack 8d6, Uncanny Dodge (+2 against traps), Uncanny Dodge (can't be flanked), Uncanny Dodge (Dex bonus to AC)
FEATS
Armor Proficiency (Light), Combat Reflexes, Exotic Weapon Proficiency, Improved Critical (Crossbow (Light)), Improved Initiative, Martial Weapon Proficiency, Point Blank Shot, Rapid Shot, Weapon Finesse (Rapier)
LANGUAGES
Common, Dwarven, Elven, Literacy, Orc
SPELLS
 Assassin0
1
2
3
4
5
6
7
8
9
0
3
2
2
1
0
0
0
0
0
1:
Change Self (DC: 14)Detect Poison (DC: 14)Devlin's Barb (DC: 14)
Ghost Sound (DC: 14)Obscuring Mist (DC: 14)Spider Climb (DC: 14)
2:
Alter Self (DC: 15)Darkness (DC: 15)Pass without Trace (DC: 15)
Undetectable Alignment (DC: 15)
3:
Deeper Darkness (DC: 16)Devlin's Venomblade (DC: 16)Invisibility (DC: 16)
Misdirection (DC: 16)Nondetection (DC: 16)
4:
Dimension Door (DC: 17)Freedom of Movement (DC: 17)Improved Invisibility (DC: 17)
Poison (DC: 17)
* = Domain/Specialty Spell 
ARMOR
TYPE
AC
MAXDEX
CHECK
SPELL FAILURE
*Assassin's Armor
Light
+7
+6
+0
10
ARMOR
SHIELD
TYPE
AC

CHECK
SPELL FAILURE
*Ulfgar's Buckler
Shield
+7

+0
0
(Buckler), 30hp/inch and 15 hardness, Weapon=ignore 20 hardness;Armor=40hp/inch and 20 hardness
ITEMS

AC



*Bracers of Armor +2

+2



*Ring of Force Shield

+2



*Ring of Protection +2

+2










*Assassin's Armor
TYPEARMOR BONUSMAX DEX BONUS
Light
+7
+6
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
+0
10
ARMOR

*Ulfgar's Buckler
TYPEARMOR BONUSMAX DEX BONUS
Shield
+7

CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
+0
0
(Buckler), 30hp/inch and 15 hardness, Weapon=ignore 20 hardness;Armor=40hp/inch and 20 hardness
EQUIPMENT ( - //)
x Acid (Flask)
   x Ioun Stone (Deep Red)
  
x Potion of Sneaking
   x Oil (1 Pt. Flask)
  
x Antitoxin (Flask)
   x Outfit (Explorer's)
  
x Assassin's Armor
ARMOR
   x Periapt of Wisdom +6
  
x Assassin's Dagger
Adds +1 to the DC of a death attack
   x Bloodroot
  
x Backpack
   x Blue whinnis
  
x Belt, Monk's
Monk can Haste themself once a day. Non monks gain one stunning attack per day plus Ambidexterity and Two-Weapon Fighting fests when fighting unarmed.
   x Giant wasp poison
  
x Bolt, Crossbow
   x Shadow essence
  
x Bolt, Silvered
   x Terinav root
  
x Bolt of Voices
WILL DC16 + Spell Level
   x Poison Ivy
  
x Bolts, Crossbow (10)
   x Portable Hole
  
x Bolts (Crossbow/10/Masterwork/+4 (Enhancement to Weapon or Ammunition))
   x Potion of Cure Light Wounds
  
x Boots of Elvenkind
   x Potion of Cure Moderate Wounds
  
x Bracers of Armor +2
   x Potion of Cure Serious Wounds
  
x Camouflage Makeup
+1 circumstance bonus to Hide for 1d4 hours on successful Disguise (DC 15) (see text)
   x Potion of Fly
  
x Candle
   x Potion of Haste
  
x Carpet of Flying (4x6)
   x Potion of Hiding
  
x Cloak of Elvenkind
   x Potion of Sonic Protection from Elements
  
x Cloak of Resistance +3
   x Rapier
  
x Assassin's Light Crossbow
   x Rations (Trail/Per Day)
  
x Assassin's Light Crossbow
   x Ring of Force Shield
  
x Dagger of Venom
Inflict a poison spell 1/day
   x Ring of Protection +2
  
x Flint and Steel
   x Rope (Hemp/50 Ft.)
  
x Gloves of Dexterity +4
   x Signet Ring
  
x Grappling Hook
   x Thieves' Tools
  
x Handy Haversack
   x Ulfgar's Buckler
(Buckler), 30hp/inch and 15 hardness, Weapon=ignore 20 hardness;Armor=40hp/inch and 20 hardness
  
x Heartstone
Instantly cures any Disease of holder, grants Etherealness to Evil characters, 10 uses max for Good characters
   x Waterskin
  
x Ink (1 Oz. Vial)
  
AMMUNITION
Bolt, Crossbow
ooooo ooooo
ooooo ooooo
Bolt, Silvered
ooooo ooooo
ooooo ooooo
Bolt of Voices
ooooo ooooo
ooooo ooooo
Bolts, Crossbow (10)
ooooo ooooo
ooooo ooooo
Bolts (Crossbow/10/Masterwork/+4 (Enhancement to Weapon or Ammunition))
ooooo ooooo
ooooo ooooo

ooooo ooooo
ooooo ooooo

PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.

Created using PCGen 5.6.1 on Jul 20, 2004

EQUIPMENT
ITEM LOCATION QTY WT. GP COST
 Acid (Flask)
Backpack
2
1.25
10
 Potion of Sneaking
Handy Haversack
1
0
150
 Antitoxin (Flask)
Carried
1
0.0625
49
 Assassin's Armor
Equipped
1
15
29310
 Assassin's Dagger
(Adds +1 to the DC of a death attack)
Carried
1
1
10302
 Backpack
Carried
1
2
2
 Belt, Monk's
(Monk can Haste themself once a day. Non monks gain one stunning attack per day plus Ambidexterity and Two-Weapon Fighting fests when fighting unarmed.)
Equipped
1
1
9000
 Bolt, Crossbow
Handy Haversack
1
0.1
0.1
 Bolt, Silvered
Handy Haversack
2
0.15
1
 Bolt of Voices
(WILL DC16 + Spell Level)
Handy Haversack
7
0.1
0.1
 Bolts, Crossbow (10)
Handy Haversack
8
1
1
 Bolts (Crossbow/10/Masterwork/+4 (Enhancement to Weapon or Ammunition))
Crossbow (Light/Assassin's)
1
1
6410
 Bolts (Crossbow/10/Masterwork/+4 (Enhancement to Weapon or Ammunition))
Handy Haversack
3
1
6410
 Boots of Elvenkind
Handy Haversack
1
1
2000
 Bracers of Armor +2
Equipped
1
1
4000
 Camouflage Makeup
(+1 circumstance bonus to Hide for 1d4 hours on successful Disguise (DC 15) (see text))
Equipped
1
1
10
 Candle
Carried
1
0
0.01
 Carpet of Flying (4x6)
Equipped
1
8
29000
 Cloak of Elvenkind
Handy Haversack
1
1
2000
 Cloak of Resistance +3
Equipped
1
1
9000
 Assassin's Light Crossbow
Carried
1
6
0
 Assassin's Light Crossbow
Carried
1
0
0
 Dagger of Venom
(Inflict a poison spell 1/day)

1
1
9302
 Flint and Steel
Handy Haversack
1
0
1
 Gloves of Dexterity +4
Equipped
1
0
16000
 Grappling Hook
Handy Haversack
1
4
1
 Handy Haversack
Carried
1
5
2000
 Heartstone
(Instantly cures any Disease of holder, grants Etherealness to Evil characters, 10 uses max for Good characters)
Handy Haversack
1
0
0
 Ink (1 Oz. Vial)
Handy Haversack
2
0
8
ITEM LOCATION QTY WT. GP COST
 Ioun Stone (Deep Red)
Equipped
1
0
8000
 Oil (1 Pt. Flask)
Handy Haversack
2
1
0.1
 Outfit (Explorer's)
Equipped
1
8
0
 Periapt of Wisdom +6
Equipped
1
0
36000
 Bloodroot
Backpack
2
0
100
 Blue whinnis
Backpack
2
0
120
 Giant wasp poison
Backpack
2
0
210
 Shadow essence
Backpack
1
0
250
 Terinav root
Backpack
1
0
750
 Poison Ivy
Backpack
1
0
0.5
 Portable Hole
Equipped
1
0
14000
 Potion of Cure Light Wounds
Handy Haversack
8
0
50
 Potion of Cure Moderate Wounds
Handy Haversack
6
0
300
 Potion of Cure Serious Wounds
Carried
1
0
750
 Potion of Cure Serious Wounds
Handy Haversack
5
0
750
 Potion of Fly
Handy Haversack
2
0
750
 Potion of Haste
Handy Haversack
1
0
750
 Potion of Hiding
Handy Haversack
1
0
150
 Potion of Sonic Protection from Elements
Handy Haversack
1
0
750
 Rapier
Carried
2
3
20
 Rations (Trail/Per Day)
Carried
1
1
0.5
 Rations (Trail/Per Day)
Handy Haversack
1
1
0.5
 Ring of Force Shield
Equipped
1
0
8500
 Ring of Protection +2
Equipped
1
0
8000
 Rope (Hemp/50 Ft.)
Handy Haversack
1
10
1
 Signet Ring
Handy Haversack
1
0
5
 Thieves' Tools
Handy Haversack
1
1
30
 Ulfgar's Buckler
((Buckler), 30hp/inch and 15 hardness, Weapon=ignore 20 hardness;Armor=40hp/inch and 20 hardness)
Equipped
1
2.5
28015
 Waterskin
Carried
1
0
1
TOTAL WEIGHT CARRIED/VALUE   54.0625 lbs. 287119.01 gp
WEIGHT ALLOWANCE
Light 76.0 Medium 153.0 Heavy 230.0

FEATS
Armor Proficiency (Light), Combat Reflexes, Exotic Weapon Proficiency, Improved Critical (Crossbow (Light)), Improved Initiative, Martial Weapon Proficiency, Point Blank Shot, Rapid Shot, Weapon Finesse (Rapier)
MONEY
Ashrem's Room contains the following heads of monsters he has encountered and collected.
Orc head
Black Dragon head
Mind Flayer head
Medusa head
Grimlock head
Hobyah head
Osyluth head and tail
Tifling head and tail
Girallon head and 2 lower arms
Red Flesh Golem head "Stitches"
Desmoduo head
broken Beholder parts
Beholder body
Vrock head
Half-dragon/Half-orc head
Unicorn horn
Bear skin
Effretti head
Salamander head
Hawk head
Black "Death" Slaad head
Green Slaad head
Axiomatic Fire Giant head
Grey Render head
Steel Predator head (mother head)
mature adult blue dragon head
SPECIAL ABILITIES
Death Attack (DC 21), Evasion (Ex), Poison Use, Save vs. Poison +4, Sneak Attack 8d6, Uncanny Dodge (+2 against traps), Uncanny Dodge (can't be flanked), Uncanny Dodge (Dex bonus to AC)
MAGIC
50 +4 magic crossbow bolts
26 +3 magic crossbow bolts
Poison
Type doses
black widow 15
cobra 13
curare 12
cyanide 13
fungus toxin 14
poison dart frog 13
salamander 12
shellfish toxin 15
stonefish 13
tarantula 17
angel kiss 3
blackrot 4
demon's blood 2
mummy dust 5
sword of god vs lawful 4
sword of god vs evil 9
sword of god vs good 3
sword of god vs chaos 1
taint of shadow 1
bantuvi 1
chuinack 4
haskspell 10
mutuko 12
y'vrix 3
PROFICIENCIES
Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Mace, Mace (Heavy), Morningstar, Quarterstaff, Rapier, Sap, Shortbow, Shortbow (Composite), Sword (Short)
LANGUAGES
Common, Dwarven, Elven, Literacy, Orc
SPELLS
 Assassin0
1
2
3
4
5
6
7
8
9
0
3
2
2
1
0
0
0
0
0
1:
Change Self (DC: 14)Detect Poison (DC: 14)Devlin's Barb (DC: 14)
Ghost Sound (DC: 14)Obscuring Mist (DC: 14)Spider Climb (DC: 14)
2:
Alter Self (DC: 15)Darkness (DC: 15)Pass without Trace (DC: 15)
Undetectable Alignment (DC: 15)
3:
Deeper Darkness (DC: 16)Devlin's Venomblade (DC: 16)Invisibility (DC: 16)
Misdirection (DC: 16)Nondetection (DC: 16)
4:
Dimension Door (DC: 17)Freedom of Movement (DC: 17)Improved Invisibility (DC: 17)
Poison (DC: 17)
1:
Change Self (DC: 14)Obscuring Mist (DC: 14)Spider Climb (DC: 14)
2:
Darkness (DC: 15)Undetectable Alignment (DC: 15)
3:
Deeper Darkness (DC: 16)Invisibility (DC: 16)
4:
Improved Invisibility (DC: 17)
* = Domain/Specialty Spell 
FEATS
NAME DESCRIPTION
Armor Proficiency (Light) When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Combat Reflexes When foes leave themselves open, the character may make a number of additional attacks of opportunity equal to the character's Dexterity modifier.
Exotic Weapon Proficiency The character makes attack rolls with the weapon normally.
Improved Critical (Crossbow (Light)) When using the weapon the character selected, the character's threat range is doubled.
Improved Initiative The character gets a +4 bonus on initiative checks.
Martial Weapon Proficiency The character makes attack rolls with the weapon normally.
Point Blank Shot The character gets a +1 bonus to attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Rapid Shot The character can get one extra attack per round with a ranged weapon.
Weapon Finesse (Rapier) With the selected weapon, the character may use a Dexterity modifier instead of a Strength modifier on attack rolls.

Created using PCGen 5.6.1 on Jul 20, 2004

SPELLS
 Assassin0
1
2
3
4
5
6
7
8
9
  Per Day 0
3
2
2
1
0
0
0
0
0
1:
Change Self (DC:14)Detect Poison (DC:14)Devlin's Barb (DC:14)Ghost Sound (DC:14)
Obscuring Mist (DC:14)Spider Climb (DC:14)
2:
Alter Self (DC:15)Darkness (DC:15)Pass without Trace (DC:15)Undetectable Alignment (DC:15)
3:
Deeper Darkness (DC:16)Devlin's Venomblade (DC:16)Invisibility (DC:16)Misdirection (DC:16)
Nondetection (DC:16)
4:
Dimension Door (DC:17)Freedom of Movement (DC:17)Improved Invisibility (DC:17)Poison (DC:17)
1:
Change Self (DC:14)Obscuring Mist (DC:14)Spider Climb (DC:14)
2:
Darkness (DC:15)Undetectable Alignment (DC:15)
3:
Deeper Darkness (DC:16)Invisibility (DC:16)
4:
Improved Invisibility (DC:17)
* = Domain/Specialty Spell 

Created using PCGen 5.6.1 on Jul 20, 2004

Assassin Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
KNOWN 0 0 0 0 0 0 0 0 0 0
PER DAY 0 3 2 2 1 0 0 0 0 0
LEVEL 1
Change Self
DC: 14
Save: Will negates
Time: 1 action
Duration: 80 minutes [D]
Rng: Personal
Comp: V, S
SR: No
School: Illusion
ooo
Effect:  Changes the caster's appearance.
Source:  srdspellsc.rtf
Target Area:   The character
Detect Poison
DC: 14
Save: None
Time: 1 action
Duration: Instantaneous/10 minutes per target HD
Rng: Close (45')
Comp: V, S
SR: No
School: Divination
ooo
Effect:  Detects poison in one creature or small object.
Source:  srdspellsd.rtf
Target Area:   One creature, one object, or a 5-ft. cube
Devlin's Barb
DC: 14
Save: None
Time: 1 action
Duration: 1 minute/level
Rng: Personal
Comp: V S
SR: No
School: Conjuration
ooo
Effect:  See text
Source:  p.12
Target Area:   1 arrow, bolt, bullet or sling stone
Ghost Sound
DC: 14
Save: Will disbelief
Time: 1 action
Duration: 8 rounds [D]
Rng: Close (45')
Comp: V, S, M
SR: No
School: Illusion
ooo
Effect:  Figment sounds.
Source:  srdspellsg.rtf
Target Area:   Illusory sounds
Obscuring Mist
DC: 14
Save: None
Time: 1 action
Duration: 8 minutes
Rng: 30 feet
Comp: V, S
SR: No
School: Conjuration
ooo
Effect:  Fog surrounds the caster.
Source:  srdspellsno.rtf
Target Area:   Cloud centered on the character spreads 30 ft. and is 20 ft. high
Spider Climb
DC: 14
Save: Will negates (Harmless)
Time: 1 action
Duration: 80 minutes
Rng: Touch
Comp: V, S, M
SR: Yes (Harmless)
School: Transmutation
ooo
Effect:  Grants ability to walk on walls and ceilings.
Source:  srdspellss.rtf
Target Area:   Creature touched
LEVEL 2
Alter Self
DC: 15
Save: None
Time: 1 action
Duration: 80 minutes [D]
Rng: Personal
Comp: V, S
SR: No
School: Transmutation
ooo
Effect:  As change self, plus more drastic changes.
Source:  srdspellsa.rtf
Target Area:   The character
Darkness
DC: 15
Save: None
Time: 1 action
Duration: 80 minutes [D]
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
ooo
Effect:  20-ft. radius of supernatural darkness.
Source:  srdspellsd.rtf
Target Area:   Object touched
Pass without Trace
DC: 15
Save: Will negates (Harmless)
Time: 1 action
Duration: 80 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (Harmless)
School: Transmutation
ooo
Effect:  8 subjects leave no tracks.
Source:  srdspellsp.rtf
Target Area:   8 creatures touched
Undetectable Alignment
DC: 15
Save: Will negates (object)
Time: 1 action
Duration: 24 hours
Rng: Close (45')
Comp: V, S
SR: Yes (object)
School: Abjuration
ooo
Effect:  Conceals alignment for 24 hours.
Source:  srdspellsuvwxyz.rtf
Target Area:   One creature or object
LEVEL 3
Deeper Darkness
DC: 16
Save: None
Time: 1 action
Duration: 8 days
Rng: Touch
Comp: V, S
SR: No
School: Evocation
ooo
Effect:  Object sheds absolute darkness in 60-ft. radius.
Source:  srdspellsd.rtf
Target Area:   Object touched
Devlin's Venomblade
DC: 16
Save: None
Time: 1 action
Duration: 1 minute/level
Rng: Personal
Comp: V S
SR: No
School: Conjuration
ooo
Effect:  See text
Source:  p.12
Target Area:   1 poisoned slashing weapon
Invisibility
DC: 16
Save: Will negates (Harmless)
Time: 1 action
Duration: 80 minutes [D]
Rng: Personal or Touch
Comp: V, S, M/DF
SR: Yes (Harmless)
School: Illusion
ooo
Effect:  Subject is invisible for 80 min. or until it attacks.
Source:  srdspellsi.rtf
Target Area:   The character or a creature or object weighing no more than 800 lb.
Misdirection
DC: 16
Save: Will negates (object)
Time: 1 action
Duration: 8 hours
Rng: Close (45')
Comp: V, S
SR: No
School: Illusion
ooo
Effect:  Misleads divinations for one creature or object.
Source:  srdspellsm.rtf
Target Area:   One creature or object, up to a 10-ft. cube in size
Nondetection
DC: 16
Save: Will negates (Harmless object)
Time: 1 action
Duration: 8 hours
Rng: Touch
Comp: V, S, M
SR: Yes (Harmless object)
School: Abjuration
ooo
Effect:  Hides subject from divination, scrying.
Source:  srdspellsno.rtf
Target Area:   Creature or object touched
LEVEL 4
Dimension Door
DC: 17
Save: None and Will negates
Time: 1 action
Duration: Instantaneous
Rng: Long (720')
Comp: V
SR: Special
School: Transmutation
ooo
Effect:  Teleports the caster and up to 500 lb.
Source:  srdspellsd.rtf
Target Area:   The character and touched objects or other touched willing creatures weighing up to 400 lbs.
Freedom of Movement
DC: 17
Save: None
Time: 1 action
Duration: 80 minutes
Rng: Personal or touch
Comp: V, S, M, DF
SR: No or Yes (Harmless)
School: Abjuration
ooo
Effect:  Subject moves normally despite impediments.
Source:  srdspellsf.rtf
Target Area:   The character or creature touched
Improved Invisibility
DC: 17
Save: Will negates (Harmless)
Time: 1 action
Duration: 8 minutes [D]
Rng: Touch
Comp: V, S
SR: Yes (Harmless)
School: Illusion
ooo
Effect:  As invisibility, but subject can attack and stay invisible.
Source:  srdspellsi.rtf
Target Area:   The character or creature touched
Poison
DC: 17
Save: Fortitude negates
Time: 1 action
Duration: Instantaneous
Rng: Touch
Comp: V, S, DF
SR: Yes
School: Necromancy
ooo
Effect:  Touch deals 1d10 Con damage, repeats in 1 min.
Source:  srdspellsp.rtf
Target Area:   Living creature touched
* = Domain/Specialty Spell


Created using PCGen 5.6.1 on Jul 20, 2004

Ashrem
Ashrem's portrait
Human
RACE
25
AGE
5' 9"
HEIGHT
180 lbs.
WEIGHT
Brown
EYE COLOR
Tanned
SKIN COLOR
Brown
HAIR COLOR
Reaches Lower Back
HAIR LENGTH
Fire Elementals
PHOBIAS
Individualist Cruel
PERSONALITY TRAITS
Collector of Trophy Kills
INTERESTS
Terse , "I want the head."
SPOKEN STYLE
Description
member of the Zintalar Shadows
Home
Brindinford, World of Greyhawk
Biography
Home Community
Ashrem grew up in a large city which had more than 25,000 residents.
Climate
Whether it's a tangled jungle or sparser pines, trees are the dominant feature of the landscape, that makes Ashrem feel at home. Ashrem grew up with cold winters, but warm summers.
Education
Ashrem was curious about government and how officials wielded power. In his youth Ashrem was exposed to an unusual skill ... the secret art of assassination. Ashrem spent time on the street which taught him minor thievery and con games. He desired to become an assassin.
Events
Ashrem lost both parents and other significant family members to an assassin. Ashrem broke the law and got caught and suffered many years of punishment, from this Ashrem learned how to dodge the consequences and survive. As a result of his ways, Ashrem was forced to become a displaced person.
Family
For some reason, Ashrem's family's economic status was difficult to measure. Perhaps Ashrem lived a solitary life on the streets with frequent retreats to the surrounding wood. Ashrem's was family is lead by an outsider; to whom the family has sworn support. Ashrem's family has no ability to defend themselves considering they are all dead. Ashrem's family took actions detrimental to the community. Regardless of Ashrem's family's actual ethics, public opinion is so ingrained about his family that it's essentially unchangeable. Public opinion is accurate, his family deserved its fate. Ashrem's family hid this commitment from the public. Ashrem's family has no specific political stance.. Ashrem's family has inconsistent family religious direction. Ashrem's family is treated in general with contempt, but occasionally a family member has demonstrated positive qualities and earned respect. Members of Ashrem's family may be guilty of crimes, or wrongly convicted of them. Either way, other members of the community treat Ashrem poorly as a result. Ashrem's family's ancestors of note are unknown or forgotten. Information about them could be revealed in a future adventure, however.
Relationships
Ashrem's parents are deceased. Ashrem may learn more about them in a future adventure, of course. Ashrem is an only child Ashrem does not remember his grandparents, since they were executed as well. Ashrem does not believe that he has other relatives out there. Ashrem is a loner by circumstance. Ashrem has angered or otherwise alienated an instructor of note. A person of an opposed alignment has a philosophical beef with Ashrem, Meldor of Kuhl, although Ashrem has never harmed the sorcerer. Ashrem's believes his ways of dealing with enemies unsettles Meldor. Ashrem has often stolen things for Meldor that Meldor could not get the courage to acquire for himself. Ashrem has entrusted Lysander with knowledge of a secret ritual and he feels close to Lysander because Lysander and he were both inflicted with Lycanthropy of the were-rat kind..
Meldor doesn't trust Ashrem, but it is only based on sneaking suspicions that Ashrem killed Horken's grandmother. Horken is totally oblivious to this fact and only Lysander knows the truth.
Misc
Ashrem has a strange affinity for collecting body parts of those enemies he has found formidable. He has a collection of mounted pieces in his room. Visit Ashrem' Room No one has yet to ask Ashrem why he decapitates his enemies, but it is believed that he is searching for the beasts who murdered his family. Ashrem has collected many heads of defeated foes.
Ashrem also likes to collect exotic poisons, this only enhances his abilities as an assassin.
Ashrem has an affinity for platinum, and eagerly gives away all gold and silver, especially silver, he finds. Ashrem was never one amass wealth since he figured he can always gather, in the loosest sense, what he needs.
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Last modified: 08/07/2013