Túgwen Triwathien


Race: Female Elf (94 years)
Homeland: Teziir
Class: Mage / Thief
Kit: Assassin
Alignment: Non-Good
Level: 1st
Experience: 0
Next Level: 2500 / 1250
Max Level: 15th / 13th

Ability Scores:

Str 13 Stamina 16
Muscle 9 Bend Bars 1%
Dex 15 Aim 15
Balance 15 +1 Defense
Con 13 Health 10 70% System Shock
Fitness 15 +1 hit point per level 95% Res Survival
Int 11 Reason 13 Max Spell Level 6th 18 spells per level
Knowledge 8 1 bonus proficiency 30% chance to learn spell
Wis 12 Intuition 11
Willpower 12
Cha 12 Leadership 12 5 henchmen
Appearance 12


  • Initiative: +0
  • Surprise: +1
  • NPC Reaction: +0

Combat Statistics:
Hit Points: 4
Armor Class: 11 (Dex)
Base Attack Bonus: +0

  • Paralyzation/Poison/Death: 13
  • Rod/Staff/Wand: 11
  • Petrification/Polymorph: 12
  • Breath Weapon: 15
  • Spells: 11
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Punching 2 +5 2d2+1 2d2+1 0 melee See Unarmed Combat, +1 chart bonus

Thief Skills:

PP 35% HS 25%
OL 10% HN 25%
F/RT 15% CW 75%
MS 44% RL 5%
Poisons 15%

Non-Weapon Proficiencies: General, Wizard, Rogue

Modern Languages (Common) 10 Religion 11
Modern Languages (Espruar) 10 Swimming 12
Modern Languages (Telpi) 10 Disguise 10
Modern Languages (Thieves’ Cant) 10 Trailing 14
Reading/Writing (Common) 11 Poison Use 8
Eating 12 Herbalism 8
Cooking 10 Tease 10

Weapon Proficiencies:
Punching (Specialized)

Special Powers:

  • Elven infravision enables them to see up to 60 feet in darkness.
  • Elven characters have 90% resistance to sleep and all charm-related spells. This is in addition to the normal saving throw allowed against a charm spell.
  • When employing a bow, or when using a short or long sword, elves gain a bonus of +1 to their attack rolls.
  • An elf can gain a bonus to surprise opponents, but only if the elf is not in metal armor. Even then, the elf must either be alone, or with a party comprised only of characters with similar abilities, or 90 feet or more away from his party to gain this bonus. If he fulfills these conditions, he moves so silently that opponents suffer a -4 penalty to their surprise die rolls. If the elf must open a door or screen to attack, this penalty is reduced to -2.
  • Secret doors and concealed doors are difficult to hide from elves. Merely passing within 10 feet of a concealed door gives an elven character a one-in-six chance (roll a 1 on 1d6) to notice it. If actively searching for such doors, elven characters have a one-in-three chance (roll a 1 or 2 on 1d6) to find a secret door and a one-in-two chance (roll a 1, 2, or 3 on 1d6) to discover a concealed portal.
  • Communion requires all elves involved (to a maximum of four) to be in a state of total relaxation. While in this trance, communing elves are totally vulnerable to anything that might happen to them physically, for they cannot defend themselves against any attacks while communing. Mentally, they are even more vulnerable to attack, saving at –4 against most mental attacks, for their minds are totally unguarded. For the day immediately following communion, the bonded elves can fight in perfect harmony, one’s weapon following through where another left an opening. If fighting side by side against common foes, they gain a +2 to attack rolls and +1 to AC for the next day only, and only if they work together. All the elves must have at least one partner from the communion at their sides if this bonus is to be brought into play. Communion can only be effected once a week.
  • When elves wish, they have an imposing presence. Suddenly, they can seem far larger, more there, than their actual height and weight would indicate. This manifestation grants a +3 on NPC Reactions checks (reactions for enemies would be –3), as well as drawing attention to the elf in question. Aside from impressing people, the power is largely useless. Elves are immune to this ability and any displays of it.
  • When they enter reverie, elves do not usually close their eyes unless there is a bright light present. During this time, they are aware of their surroundings, but they cannot act to influence them any more than a human can while asleep. Only by an act of will can an elf tear herself from reverie, and she will be confused for a short time, just as a human would be who has torn himself from sleep. Although the reverie provides rest, it is primarily an important memory tool that helps the elf maintain a strong sense of identity.
  • Elves can withstand up to 100°F with only mild discomfort. Likewise, they can remain clad in their usual clothes to a low of the freezing point of water and be only mildly uncomfortable. Below 32°F, they suffer the same ill effects as anyone else, but until that point they feel little different. Above 100°F, they suffer as do others but exhibit no undue stress until that temperature is surpassed. They lose no body water to sweat, nor do they need to lighten their clothing.
  • Mundane diseases have only a 50% chance of affecting an elf.
  • Whenever a character from Teziir makes an unarmed melee attack, he gains a +4 bonus to his attack roll and causes twice the normal damage indicated. This bonus applies to punching or wrestling attacks, but not to overbearing attempts.
  • A character from Teziir earn a 250 experience point bonus for every adventuring session that he survives.
  • These characters reduce the amount of time and money they must invest in training by 3% per level. Thus a 5th level Teziirite gains a 15% discount on training time and costs.
  • Backstab: When attacking someone by surprise and from behind, a thief can improve his chance to successfully hit (+4 modifier for rear attack and negate the target’s shield and Dexterity bonuses) and deals 2x normal damage.
    To use this ability, the thief must be behind his victim and the victim must be unaware that the thief intends to attack him. If an enemy sees the thief, hears him approach from a blind side, or is warned by another, he is not caught unaware, and the backstab is handled like a normal attack (although bonuses for a rear attack still apply). Opponents in battle will often notice a thief trying to maneuver behind them—the first rule of fighting is to never turn your back on an enemy! However, someone who isn’t expecting to be attacked (a friend or ally, perhaps) can be caught unaware even if he knows the thief is behind him.
    The multiplier given in the Table applies only to the base damage of the weapon before modifiers for Strength or magical bonuses are added. The weapon’s standard damage is multiplied. Then Strength and magical weapon bonuses are added.
  • Ambush: If an assassin surprises an opponent, is not himself surprised, has a melee weapon in hand, and is within melee range, the assassin can automatically hit his opponent once and do double damage; this is in addition to his normal attack. This ability works only against humanoid-shaped creatures of small or medium size, and it assumes that the assassin does not require a magical weapon of greater power than he has in hand to hurt the target.
  • Patron: An assassin starts play with a patron, a specific noble or merchant lord who retains his services. This translates into help when the assassin is within the patron’s sphere of influence, a ready supply of resources while in the patron’s good graces, and a contact to exploit when involved in his own adventuring endeavors.
  • Identify Poisons (see above): Assassins can identify poisons used by others. An attempt to identify a poison takes one round; be sure to keep track of time elapsed and the onset time of the poison. If one method of identification fails, the next may be tried. If none of the four produce an answer then the poison will remain a mystery to that Assassin. Identification of a poison also means knowledge of its antidote (if one exists); it does not mean that the antidote is available, however. An Assassin with Herbalism proficiency may attempt to make an antidote from scratch.
    Adjustments depend on how the Assassin attempts the identification: sight, smell, taste, or symptoms.
    • Sight means examination of the poison or poisoned article. Many poisons have a distinctive appearance, or they may have a corrosive or discoloring effect on metals, foods, etc. Identification by sight has a -20% modifier. Its advantage is that the Assassin needn’t worry about poisoning himself in the process.
    • A poison may also be identified by its odor. This carries a -15% penalty. Furthermore, if it is an ingested or contact poison, there is a 10% chance that the Assassin will be affected by the poison, though at half strength (i.e., no effect if the saving throw is successful, and if it’s not, normal save damage is applied).
    • Taste is a fairly reliable, if dangerous, method of identifying a poison. It carries a -5% penalty. After dabbing a tiny bit on his tongue, the Assassin spits it out. There is still a chance that the poison will affect the Assassin: 25% for injected poison, 75% for ingested, and 100% for contact. The poison’s effects, if any, are half strength (see above).
    • The most certain way of identifying a poison is by its symptom (no penalty on the attempt). The drawback of this method is of course that you need a poisoned character to examine.


  • All Dragon Coast characters have a 10% greater likelihood of being arrested by a city watch (justly or not!) during any disturbance (tavern brawl, public nuisance, etc). This only applies to cities outside the Dragon Coast.
  • Characters from Teziir may never have exceptional Strength scores (max strength 18). Characters that receive a bonus to Strength from their race or magic items may exceed a score of 18, but may still never have a percentile score.
  • Though they are quick studies, characters from Teziir tend to skip aspects of training they find dull or boring. This results in a flawed mastery of their skills. In most cases this doesn’t show, but occasionally they are stumped by things others find challenging but not impossible to overcome. This is reflected in a -1 penalty to all proficiency checks the character makes.
  • Assassins are generally feared and shunned. Therefore an Assassin suffers a -4 reaction penalty with non-evil NPCs who are aware of his profession.
  • The assassin’s main drawback is the unlawfulness of his trade in most locations. If found out as an assassin and captured, he can expect no mercy from the law. If an assassin is identified but not captured, a bounty of 1d100 x10gp will be placed on his head.
  • The patron also translates into the assassin’s hindrance, as the assassin must perform at least three assassinations for the patron in a given year. When a assassin agrees to a job, he must concentrate on that job until he gets it done. Otherwise, he may find himself the object of a bounty hunter who has been hired to cancel his contract.

Wizard Spells: as 1st-level Mage

1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 0

Paths Known: The Alchemist’s Path, The Chef’s Path, The Veiled Path

Spell Book:

  • 1st level: Cooling Canopy, Face Blur, Metamorphose Liquids, Oilskin, Spoil Holy Water, Turtle Soup
  • Prepared Spells:
    • 1st: Turtle Soup (spell compendium pg 960)

Advancement Notes

Armor Allowed: Leather, Padded, Studded Leather, or Elven Chain

  • Multi-class Wizards cannot cast spells when wearing non-magical armor. They may cast spells in Elven Chainmail or any armor that has a magical “plus” to its AC bonus. Multi-class Wizards may use shields without restriction.

Weapons Allowed: Any weapons.

  • Gain 20 Skill Points per Thief level.
  • An assassin, regardless of class, is able to Move Silently as a Ranger of equal level. An assassin that would gain this ability from a class that uses discretionary points for thief skill advancement automatically improves the skill at the listed rate, without the need to spend any points on it.
  • Use Scrolls: At 10th level, a thief gains a limited ability to use magical and priest scrolls. A thief’s understanding of magical writings is far from complete, however. The thief has a 25% chance to read the scroll incorrectly and reverse the spell’s effect. This sort of malfunction is almost always detrimental to the thief and his party. It could be as simple as accidentally casting the reverse of the given spell or as complex as a foul-up on a fireball scroll, causing the ball of flame to be centered on the thief instead of its intended target. The exact effect is up to the DM (this is the sort of thing DMs enjoy, so expect the unexpected).
  • Followers: Once a thief reaches 10th level, his reputation is such that he can attract followers — either a gang of scoundrels and scalawags or a group of scouts eager to learn from a reputed master. The thief attracts 4d6 of these fellows. They are generally loyal to him, but a wise thief is always suspicious of his comrades. The Table below can be used to determine the type and level of followers, or the DM can choose followers appropriate to his campaign. All such followers will be members of the Thief class (though this may be combined with other classes appropriate to the follower’s race).
  • Starting at 5th level, a wizard’s lifespan is extended by his constant exposure to the arcane. The wizard’s maximum lifespan increases by an amount equal to five times his level. He still suffers the effects of aging at the same rate as other members of his race. This can be further extended through the use of certain spells and magic items.
  • Once he reaches 9th level, a wizard can pen magical scrolls and brew potions. He can construct more powerful magical items only after he has learned the appropriate spells (or works with someone who knows them). Your DM should consult the Spell Research and Magical Items sections of the DMG for more information.


Cash: 16 cp

  • Dark Purple Silk Bodysuit
  • Elf Shoes
  • 2 Iron Pin Rings (for poisonous punching)
  • Leather Belt
    • Spell Component Pouch
      • Small Vials of Water, Olive Oil, Red Wine, White Wine, Mercury, Vinegar, & Whiskey
      • Handful of Twigs
      • Scraps of Silk
      • Scraps of oil-cloth
      • Tiny shards of turtle-shell
    • Survival Kit
  • Leather Backpack
    • Mess Kit
    • Iron Pot
    • Ladle
    • Shakers of Anise, Cardamom, Coriander, Cumin, Horseraddish, and Mustard Seed
    • 1-lb bag of Dried Green Peas
    • 1-lb bag of Rolled Oats
    • 1-lb bag of Raw Sugar
    • 1-lb bag of Salt
    • 1-lb of Cheddar Cheese
    • Loaf of Black Bread
    • Pint of Lingonberry Jam
    • Sparker
    • Spellbook (50 pages)
    • Cosmetics Kit
    • 2 Linen Dresses (green, yellow floral)
    • Dancing Shoes


Base Speed: 12

Total Weight of Gear: 14 lbs.

Unencumbered Light Moderate Heavy Severe Max
Weight 0 – 70 lbs. 71-75 lbs. 76-80 lbs. 81-85 lbs. 86-89 lbs. 90 lbs
Movement 12 9 6 5 2 1

The Astorians of Teziir are an up-and-coming rogue’s guild, among the fastest growing in the world, and making quite a name for themselves. Of course, this is mostly because the city watch of Teziir are lazy, corrupt, ineffectual boors, rather than because of any real talent on the part of the Astorian’s members, but outsiders don’t need to know that — particularly if those outsiders are half-a-world away and offering inappropriately large amounts of money up front to bring in an assassin on retainer.

Túgwen’s father was one of the founders of the Astorians, and a supremely talented assassin. Túgwen is not. Túgwen is a little thick, both of thought and form, but Túgwen is what Aldron Folbre bought. Because of the great distance between Phlan and Teziir, and the dangers involved in the city, the guild sees very little risk to themselves if Túgwen fails, and her father hopes that having a “real assignment” might help her shape up.

While she has some magic and a decent right-hook, Túgwen’s real asset as an assassin is that she looks nothing like one. She is fat, genial, and generally pleasant. Just don’t eat her cooking.

Túgwen Triwathien

Ruins of Adventure Brand_Darklight Donneltello