Knife In The Night, Wandering Assassin, Master Gunner of The Dread Sovereign



Name: Sorren | Race: Elf | Height: 6’2"
Player: Alice | Gender: ? | Weight: 118 lbs.
Update: 1 | Age: 125 | Eyes: Gold
Align: CG | Size: M | Hair: Black
Deity: None| Speed: 30ft | Hand: Right
Ability | Temporary | Class Level
Score Mod | Score Mod | Slayer 5
STR 17 +3 |
DEX 21 +5 |
CON 14 +2 | (Note: +4 Bonus To Avoid Fatigue/Exhaustion/Ect.)
INT 13 +1 |
WIS 14 +2 |
CHA 16 +3 | XP: 19300 Next: ?
Total Current Subdual | Total Dex Misc
HP: 51 51 | Init: +6 = 5 + 1
Total Armr Shld Dex Misc
AC: 17 = 10 + 2 + xxx + 5 + xxx
Touch: 15 = 10 + xxx + xxx + 5 + xxx
FlatFoot: 12 = 10 + 2 + xxx + xxx + xxx
SAVES Ability
Bonus Base Mod Magic
Fort (Con): +6 = 4 + 2 + 0
Ref (Dex): +9 = 4 + 5 + 0
Will (Wis): +3 = 1 + 2 + 0
Base Total Base Str Size | Base Total Base Dex Size
Melee: +8 = 5 + 3 + xxx | Range: +10 = 5 + 5 + xxx
Combat Total Base Str Size | Mnvr Total Base Str Dex Size
Mnvr: +4 = 1 + 3 + xxx | Defense: 19 = 10 + 1 + 3 + 5 + xxx
H Armor Proficiency: Medium – no penalties on attack rolls while wearing medium armor
H Studied Target – Can study opponent as move action. Gain +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks and +1 bonus to attack and damage rolls against target. DCs of slayer class abilities against target increase by 1. Can only maintain bonuses against one opponent at a time and remain in effect until target is dead or slayer studies new target. If slayer deals sneak attack damage to a target, can study as an immediate action, allowing slayer to apply studied target bonuses against target. Bonuses on attack and damage rolls, and bonuses to DC of slayer abilities increases by 1 at 5th, 10th, 15th, and 20th level. In addition, can maintain study target against additional opponent at each interval. Can discard connection as free action to study another opponent. At 7th level, slayer can study opponent as move or swift action.
H Track – Add half level (minimum 1) to Survival checks made to follow or identify tracks
1 Weapon Finesse – Can use Dexterity modifier on attack rolls with light weapon, elven curved blade, rapier, whip, or spiked chain.
3 Sneak Attack – The slayer’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
4 Poison Use – The slayer is trained in the use of poison, and cannot accidentally poison himself when applying poison to a weapon.

Elven Immunities – Immune to sleep effects and gain +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses – Gain a +2 bonus to Perception checks.
Desert Runner – Gain a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
Weapon Familiarity – Proficient with longbows, longswords, rapiers, shortbows, and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision – Can see twice as a far as humans in dim light.
Point-Blank Shot – You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Rapid Shot – When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
Naval Gunnery – The penalty you take when using a ranged weapon while on board a ship is halved: –2 instead of –4 if your ship is moving.
Can study 2 targets

Acrobatics +10 = 2 rank + 5 Dex + 3 Trained
Bluff +10 = 4 rank + 3 Cha + 3 Trained
Climb +9 = 3 rank + 3 Str + 3 Trained
Craft (Arrows) +5 = 1 rank + 1 Int + 3 Trained
Intimidate +10 = 4 rank + 3 Cha + 3 Trained
Knowledge (Local) +6 = 2 rank + 1 Int + 3 Trained
Perception +11 = 4 rank + 2 Wis + 3 Trained + 2 Trait
Profession (Sailor) +8 = 3 rank + 2 Wis + 3 Trained
Sense Motive +6 = 1 rank + 2 Wis + 3 Trained
Stealth +12 = 4 rank + 5 Dex + 3 Trained
Survival +8 = 3 rank + 2 Wis + 3 Trained
Swim +11 = 4 rank + 3 Str + 3 Trained + 1 Trait


Touched by the Sea – Gain +1 trait bonus to Swim checks and Swim is class skill. In addition, penalties on attack rolls made underwater lessened by 1.
Ambush Training – Gain +1 trait bonus to Initiative checks and +1 trait bonus on weapon damage rolls during any surprise round in which you act.
Killer – Deal amount of damage equal to weapon’s critical hit modifier when score a successful critical hit with a weapon. Additional damage is added to final total and not multiplied by critical hit multiplier. Extra damage is trait bonus.


Mute – Take -4 penalty on skill checks that require you to speak. May continue to learn new languages, but may only understand them, not speak them.

Hero Points: 1

Languages: Common, Elven

Gear: Dagger, Rapier, Shortbow, Arrows (110), Leather Armor, Harrow Deck, Scarf, Invisibility Potion, Bracers of Lesser Archery, Mother-Of-Pearl Corset, Vial Of Shadow Essence (2), Vial Of Greenblood Oil (2)

Gold: 250 gp

Weapon: Dagger Weight: 1 lbs.
Move Name Type Atk Damage Crit Range Type Special
Attack | Melee | +10 | 1d4 +3 | 19-20/x2 | 10 ft.| Piercing or Slashing | x

Weapon: Rapier Weight: 2 lbs.
Move Name Type Atk Damage Crit Range Type Special
Attack | Melee | +10 | 1d6 +3 | 18-20/x2 | x | Piercing | x

Weapon: Shortbow Weight: 2 lbs.
Move Name Type Atk Damage Crit Range Type Special
Attack | Ranged | +10(11) | 1d6 | x3 | 60 ft.| Piercing | x


Born to a group of desert-dwelling elves, Sorren’s childhood was otherwise unremarkable. They were raised to be a hunter, like their father and mother were, scouring the harsh landscape for food and shelter. Unfortunately, their region experienced a severe drought, with many oases drying up and much of the wildlife dying out. They were not a tribe known for trading with the other locals, so it became hard for them to acquire food and water. With no other choice, the tribe’s elder made a decision to sell some of the younger, less experienced children into slavery in order to pay. Sorren was one of these sold children.

A rebellious and spirited child, Sorren made a number of attempts to escape during the travel back to the city. The last of these attempts was made during auction, and was seen by a rather influential figure, a powerful assassin who had originally come to buy servants and spies. He was impressed by Sorren’s tenacity and agility, and brought them before his leader. The leader agreed with the man’s judgement and managed to convince Sorren that becoming an assassin was a much better option then trying to escape and return home, to which the ‘young’ elf reluctantly agreed.

Sorren took vows of chastity and loyalty in order to join the assassins, as well as giving up their entire identity to the cause. They forgot their original name and became a number, a face in the crowd. However, to give up all this, they were allowed to learn the secrets of killing. The leader was impressed by how quickly Sorren learned, and took the elf under his wing as his personal apprentice, though many whispered that he was biased towards his own race. Nonetheless, Sorren continued to climb the ranks of the society, despite still being rather rebellious and brash.

After they had a number of successful kills and hires under their belt, Sorren was assigned the important task of protecting a politician’s son while he was in the city studying the arts of being a wizard. The son, Brial, was equally as outgoing and adventurous as Sorren, and the two formed a fast friendship despite the job. It was Brial who gave Sorren their name, basing it off a harrow card he drew that bore a sorrel leaf, and Sorren accepted the name gladly.
For almost twenty years, the two caused chaos and mischief around the city, and helped each other to learn about things they had never been able to experience themselves. The one dream they both shared was that neither of them had ever seen the sea. Brial promised Sorren that as soon as his studies were over, he would buy Sorren’s freedom from the assassins and they could venture to the coast together, to which Sorren agreed.

However, the promise would never be fulfilled. Sorren’s fellow assassins took a bribe from a rival politician and struck Brial down in the night; then, to avoid punishment, they lead a coup against the guild’s leader and placed themselves in charge instead. Sorren, filled with grief and anger, attempted a coup of their own, but by then many of the other assassins had been turned against them, and they lost. As punishment, Sorren was fed poison that savaged their vocal cords and throat. Then, they were cast out of the society, and told that they would be killed if they were ever seen in the city again.

Before Sorren left the city for good, a messenger delivered a small package to the elf. It was the only thing Brial had been able to leave his dear friend in death: his harrow deck. Sorren swore that they would bring the cards to the shore with them so that they both could finally see the sea. Though the journey was long, Sorren finally arrived in Port Peril. They did not plan to stay long, only a day or two, and then they would make the return journey to the desert of their birth.

However, things did not quite go as expected.


Pirates of the Fever Sea: Skull and Shackles majidaeyo