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- Character Name Nomiki
- Player Name Moony
- Level 10
- Class Assassin [Executioner]
- Paragon Path Veiled Master
- Epic Destiny none
- Race Deva
- Size Medium
- Age ….seriously?
- Gender Female
- Height 6’6’’
- Weight 255
- Alignment Unaligned
- Deity: Fallen from Grace
- Total XP
- Initiative =========================================================
- +13 (+4 Dex, +5 half level, +4 feat)
- Ability Scores =====================================================
- Strength......12 (+1) (+6)
- Constitution..15 (+2) (+7)
- Dexterity.....18 (+4) (+9)
- Intelligence..14 (+2) (+7)
- Wisdom........15 (+2) (+7)
- Charisma......15 (+2) (+7)
- Defenses ===========================================================
- AC 22 (10 base, +5 half level, +3 armor, +4 Dex, +0 misc)
- Fort 18 (10 base, +5 half level, +2 Str/Con, +1 Class)
- Ref 19 (10 base, +5 half level, +4 Dex/Int)
- Will 18 (10 base, +5 half level, +2 Wis/Cha, +1 Class)
- Hit Points =========================================================
- Max HP 71
- Bloodied 35 (half HP)
- Surge value 17 (quarter HP)
- Surges/day 9
- CURRENT HP 0
- Surges used 0
- Second wind not used (1/encounter)
- Death save failures: 0 (three fails)
- Saving throw modifiers
- +4 Dazed
- +4 Stunning
- Resistances
- +10 Necrotic
- Current conditions and effects
- none
- Action Points ======================================================
- Current AP 1 (base 1, +1 per milestone up to 3AP)
- Movement ===========================================================
- Speed 6 squares (base 6, armor -0)
- Senses =============================================================
- Passive Insight 22 (10 base, Skill +12)
- Passive Perception 22 (10 base, Skill +12)
- Basic Attacks ======================================================
- Dagger, basic melee attack (Dex vs AC)
- attack +16 (+4 Dex, +5 half level, +3 proficiency, +3 Enhance, +1 Feat)
- damage 1d4+7 (1d4 +4 Dex, +3 Enhance)
- Garrote, basic melee attack (Dex vs AC)
- attack +16 (+4 Dex, +5 half level, +3 proficiency, +3 Enhance, +1 Feat)
- damage 1d4+7 (1d4 +4 Dex, +3 Enhance)
- ----
- Dagger, basic ranged attack (Dex vs AC)
- attack +16 (+4 Dex, +5 half level, +3 proficiency, +3 Enhance, +1 Feat)
- damage 1d4 +7 (1d4 +4 Dex, +3 Enhance)
- range 5/10
- Bola, basic ranged attack (Dex vs AC)
- attack +16 (+4 Dex, +5 half level, +3 proficiency, +3 Enhance, +1 Feat)
- damage 1d4 +7 (1d4 +4 Dex, +3 Enhance)
- range 4/8
- Blowgun, basic ranged attack (Dex vs AC)
- attack +16 (+4 Dex, +5 half level, +3 proficiency, +3 Enhance, +1 Feat)
- damage 1d4 +7 (1d4 +4 Dex, +3 Enhance)
- range 5/10
- Race Features ======================================================
- Ability score modifiers: +2 Wisdom, +2 Intelligence
- Astral Majesty
- You have a +1 bonus to all defences against attacks made by bloodied creatures
- Astral Resistance
- You have resistance to necrotic damage and radiant damage equal to 5 + one-half your level.
- Immortal Origin
- Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin
- Memory of a Thousand Lifetimes
- You have the ‘memory of a thousand lifetimes’ power
- Class/Path/Destiny Features ========================================
- Fortitude +1, Will +1
- Versatile Defence
- Ever watchful, an executioner practices techniques for staying alive. You have learned a mode of defence tailored to your fighting style
- Benefit: You choose a bonus feat, either Shield Proficiency: Light or Two-Weapon Defence. You don’t have to meet the feat’s prerequisite.
- Attack Finesse
- For the executioner, speed, agility, and precision are more important than muscle. An executioner learns how to handle any weapon with finesse that lends itself to more accurate strikes
- Benefit: You can use Dexterity instead of Strength for your melee basic attacks
- In addition, once per turn you can deal 1d8 extra damage with a weapon attack using a one-handed weapon, a garrote, a blowgun, or a short bow. The extra damage increases to 2d8 at 11th level and 3d8 at 21st level.
- Guild Attacks
- As a member of either the Red Scales or the League of Whispers, you have learned various deadly attack techniques. At the start of your career, you can use the techniques associated with your guild.
- --[Red Scales]
- The Red Scales are considered by many to be the masters of close-quarters combat. The techniques that their guild members learn combine decades of study of both martial arts and common assassination techniques, giving them an edge when they are unarmed, wielding a dagger, or using a garrote.
- Benefit: You gain the powers garrote strangle, poisoned dagger, and quick lunge.
- ---[Garrote Strangle]
- The garrote is a favourite weapon for silent executions. It gives the assassin a silent and efficient weapon for use on the unsuspecting. Though it is difficult to use a garrote on someone who is aware of its presence, assassins have been known to lie in wait for just the right moment when their target wanders too close, the reach out to strangle the target before he or she can react.
- ---[Poisoned Dagger]
- The dagger’s narrow blade excels at piercing armour and slipping through the gaps in defences, making it a good candidate for delivering poisons. Since only a slight nick is required to administer a poison, many assassins carry daggers for just this purpose, even when using some other weapon as their primary one.
- ---[Quick Lunge]
- You focus some of your training on the speed of you movements in combat. This particular attack technique allows you to lash out quickly at an enemy that believes itself to be out of your reach. You can not only attack a quarry that would normally be protected by an intervening bodyguard, but you can also upend a foe to prevent its retreat.
- Assassin’s Strike
- The heart of the executioner’s ability to take down a foe is the assassin’s strike technique. An executioner often has only one chance to eliminate an enemy. Once the element of surprise is lost, bodyguards (or even targets themselves, if capable) can interfere with the mission, leaving the target regretfully alive. This powerful technique represents the intersection of the assassin’s knowledge of vital areas on the body, extreme mastery of weapons, and ability to throw everything he has into a single formidable attack. The executioner must wait for the exact right moment to strike, but when he does, this attack can slay a target instantly.
- Benefit: You gain the assassin’s strike power.
- Quick Swap
- You weapons are extensions of your body. When you are changing your focus from nearby foes to distant enemies, you can switch between your melee and ranged weapons with ease.
- Benefit: Once during each of your turns, you can take a free action to draw or stow a weapon and then draw another weapon.
- Poison Use
- Executioners have a long history with poison. All become masters at mixing their own poisons. For most assassins, poison is only one of their many weapons. Most of the poisons used by executioners are merely the set-up for a later attack, a precursor to ensure that the target won’t be able to stop the executioner once the assassination attempt begins in earnest.
- Many poison are outlawed in civilized realms, so executioners learn to craft simple, unstable venoms that quickly break down into inert components. In this manner, an assassin can travel with seemingly innocent array of materials. When it is time to strike, the executioner quickly crafts a poison as needed. Because the poison is unstable, it decays rapidly and leaves no incriminating evidence if unused. A shrewd executioner can maintain an innocent façade even in the face of a thorough search of his or her person and quarters.
- --[Special Poisons]
- Several of the poisons described here have special effects that begin with “If the DM allows it, a creature reduced to 0 hit points by this poison is not killed, but…”
- These are discretionary effects in that they call for some interpretation by the players and the DM. For example, id moss powder causes permanent insanity. We don’t define what that means; it’s up to you. You might decide that the target’s Intelligence and Wisdom scores drop to 1 with no hope of recovery, or that it regains its former mental capacity but is forever twisted in some psychotic way. Likewise, the extent of the visible scaring caused by ungol dust is open to interpretation. Do the scars cover the victim’s whole body or only its face? Do they affect Charisma?
- All of this assumes, of course, that the assassin leaves the target alive at 0 hit points rather than just finishing it off.
- If these poisons are ever used against fellow player character, the DM should consider allowing the “permanent” effects to be removed through quests, long-lost rituals, or some other adventurous process.
- Benefit: You learn the recipes for two 1st level assassin poisons of your choice. During an extended rest, you can prepare one vial of a 1st level assassin poison.
- You must know the poison’s recipe and have a poisoner’s kit. The vial contains a single use of the poison, which expires if it isn’t used before the start of your next extended rest. An item can benefit from the effects of only one assassin poison at a time.
- Only you can use your assassin poisons, and you are immune to the effects of the ones you create.
- Level 2: Utility [ Summon the Mists]
- Summon the mists is a simple power that provides rudimentary cover against observation. It allows you to call up a bank of fog that rolls out from the shadows to conceal your actions. When used properly, it usually draws little attention from observers because the fog appears to be perfectly natural even as it conceals dark deeds.
- Level 3: Death Attack
- Executioners know how to ensure that the job gets done. You rarely leave your enemies on the brink of
- death and know how to drive your weapon just a little deeper to turn a grave wound into a killing blow.
- Benefit: When you hit an enemy with a melee or a ranged attack that deals damage, you can choose to reduce the enemy to 0 hit points automatically if it has 10 hit points or fewer after the damage is dealt.
- Level 4: Nimble Drop
- Whether high on the rooftops or lurking along the edge of a cliff, you often find yourself using hiding places that are perched upon great heights. You know how to soften a fall so that you can leap into action from your lofty lair.
- Benefit: When you take falling damage, you can take a free action to reduce the damage by 6 + your
- level. If this reduces the damage to 0, you don't fall prone.
- Level 5: Improved Poison Use
- Your confidence in your skills as a maker of poisons grows, as does your speed in doing so. Even ,then handling deadly toxins, your hand remains steady, and your eye for mixtures gives you the ability to accomplish more in a short time.
- Benefit: You learn the recipe for another 1st-level assassin poison of your choice. During an extended rest, you can now prepare two vials of 1st-level assassin poison.
- Level 6: Utility [Vanish]
- A quick escape is one of the most valued tools in your repertoire. This power ensures that you
- can disappear without a trace, at least long enough to retreat without: being pursued. It envelops you in a cloak of invisibility, then teleports you a short distance to make sure that your enemies are completely confounded.
- Level 7: Hidden Stab
- An assassin's target is not often easy prey. Assassins are usually tasked with taking down enemies that have powerful spells, years of training, and extensive experience in avoiding assassination attempts. However, the most skilled assassins are those who can land their devastating strikes on these powerful enemies, and most successful assassins use this technique to catch a well -defended enemy off guard and then land a killing blow.
- Benefit: You gain the hidden stab power.
- Level 8: Flawless Disguise
- Deception is a key part of the executioner's ability to reach his or her targets without impediment. Because infiltration is often necessary for gaining access to a target, executioners learn to disguise themselves well enough to blend in with their surroundings. You might pass yourself off as a servant to infiltrate the local lord's manor or appear as a merchant's cook to get into his dining chambers.
- Benefit: During a short rest, you can craft an excellent disguise that makes yon appear to be
- another humanoid of your size (either a specific person or a nondescript member of a race or an organization). Any creature that attempts to see through your ruse makes an Insight check opposed by your Bluff check, with a +5 bonus to your check. You must use a disguise kit to create the disguise.
- Level 9: Improved Poison Use
- The longer you work with your poisons, the more you learn about them. Whether you pick up the knowledge from a fellow assassin, pay a local apothecary for new instruction, or simply learn of new poisons by trial and error, your repertoire of poisons continues to grow.
- Benefit: You learn the recipe for another 1st-level assassin poison of your choice. During an extended rest, you can now prepare three vials of 1st-level assassin poison.
- Level 10: Utility Power [Eyes Unseen]
- A useful power that has saved the lives of many an executioner, eyes unseen allows the user to peer through walls, around corners, and even through ceilings and floors to see what lies ahead. It creates a small, invisible sensor crafted by shadow magic that can appear within a small radius and pass visions back to the assassin. Many executioners use eyes unseen to search for guards, keep an eye on pursuers, or reveal traps and ambushes before walking into them.
- Skills =============================================================
- Acrobatics +14 (+9 Dex/half-level, -0 armor, +5 Training)
- Arcana +7 (+7 Int/half-level, )
- Athletics +9 (+9 Dex/half-level, -0 armor, )
- Bluff +9 (+7 Cha/half-level, +2 DM Boon)
- Diplomacy +7 (+7 Cha/half-level)
- Dungeoneering + 7(+7 Wis/half-level)
- Endurance +7 (+7 Con/half-level, -0 armor,)
- Heal +7 (+7 Wis/half-level)
- History +9 (+7 Int/half-level, +2 Race)
- Insight +12 (+7 Wis/half-level, +5 Training)
- Intimidate +7 (+7 Cha/half-level)
- Nature + 7(+7 Wis/half-level, )
- Perception +12 (+7 Wis/half-level, +5 Training )
- Religion +9 (+7 Int/half-level, +2 Race)
- Stealth +14 (+9 Dex/half-level, -0 armor, +5 Training)
- Streetwise +7 (+7 Cha/half-level)
- Thievery +14 (+9 Dex/half-level, -0 armor, +5 Training)
- Feats ==============================================================
- Ki Focus Expertise
- Benefit: You gain a +1 feat bonus to implement attack rolls and weapon attack rolls that you make with your ki focus.
- --In addition, you gain a +1 bonus to the damage rolls of attacks that you make with your ki focus against a bloodied enemy. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.
- Two-Weapon Defense [bonus feat due to Class feature]
- +Prerequisite: Dex 13, Two-weapon Fighting [passed over due to Class Feature]
- Benefit: While holding a melee weapon in each hand, you gain a +1 shield bonus to AC and Reflex.
- Two-Weapon Fighting
- +Prerequisite: Dex 13
- Benefit: While holding a melee weapon in each hand, you gain a +1 bonus to damage rolls with your main weapon.
- Auspicious Lineage
- +Prerequisite: Deva
- Benefit: When you use your memory of a thousand lifetimes racial power, you add 1d8 to the triggering roll, instead of 1d6
- Focused Mind
- Benefit: You gain a +4 feat bonus to saving throws against dazing effects and stunning effects.
- Vicious Advantage
- Benefit: You gain combat advantage against immobilized targets and slowed targets.
- Improved Initiative
- Benefit: You gain a +4 feat bonus to initiative checks.
- Power Index ========================================================
- Check the box when the power is used.
- Clear the box when the power renews.
- At-Will Powers
- Garrote Strangle
- You wait for the perfect moment when your foe is within reach, then strangle it with your garrote.
- At-Will + Martial, Weapon
- Standard Action Melee weapon
- Requirement: You must use this power with a garrote.
- Effect: You shift up to 2 squares before the attack.
- Target: One creature you are hidden from
- Attack: Dex vs. Reflex
- Hit: 2d4 + Dex modifier damage, and the target is grabbed until the end of your next turn. While grab persists, the target takes a -2 penalty to attack rolls against you and cannot speak, and you cannot make other attacks.
- Level 21: 4d4 + Dex modifier damage.
- Sustain Standard: The grab persists, and the target takes a 2d4 + your Dex modifier damage.
- Level 21: 4d4 + Dex modifier damage.
- Poisoned Dagger
- Your piercing blade delivers poisons quickly and cleanly, making them difficult to shake off.
- At-Will+ Martial, Weapon
- Standard Action Melee weapon
- Requirement: You must use this power with a dagger
- Target: One creature
- Attack: Dex vs. AC
- Hit: 1d4 + Dex modifier. If you deliver an assassin poison with this attack, the target takes a -4 penalty to its first saving throw, if any, against the poison’s effect.
- Level 21: 2d4 + ex modifier damage.
- Effect: If the dagger has an assassin poison on it that is normally delivered on a hit, you can deliver that poison to the target even if the attack misses.
- Quick Lunge
- You lunge forward quickly, upending your foe with a kick and a thrust of your weapon
- At-Will + Martial, Weapon
- Standard Action Melee 1
- Effect: You shift 1 square before the attack
- Target: One creature
- Attack: Dex vs. AC
- Hit: 1d4 damage, and you knock the target prone. You can then shift 1 square back to your starting position.
- Level 21: 2d4 damage.
- Hidden Stab
- With a quick grab behind, you cause your enemy to lower its defences, allowing you to land a deadly blow even as they struggle to break free.
- At-Will + Martial, Weapon
- Standard Action Melee 1
- Requirement: You must have a hand free and use this power with a light blade.
- Target: One creature
- Attack: Dex vs. AC
- Hit: 1d4 damage, and the target is grabbed until the end of your next turn. While the grab persists, the taget grants combat advantage, and it takes a -2 penalty to its first escape attempt. If you make a melee, weapon attack against the target, before the grab ends and your assassin’s stroke is not expended, you can use that power against the target even if the attack misses.
- Level 21: 2d4 damage.
- Sustain Standard: The grab persists until the end of your next turn.
- Encounter Powers
- Assassin’s Strike [ ]
- You strike with precision at the exact right moment, landing an attack that can be instantly fatal.
- Encounter + Martial
- No Action Personal
- Trigger: You hit a creature within 5 squares of your with an attack using a weapon.
- Target: The creature you hit
- Effect: The target takes 1d10 extra damage from the triggering attack. If the target is helpless, this damage is maximized.
- Level 3: 2d10
- Level 7: 3d10
- Level 13: 410
- Level 17: 5d10
- Level 23: 6d10
- Level 27: 7d10
- Speical: Nothing but a short or an extended rest can allow you to regain the use of this power.
- Memory of a Thousand Lifetimes [ ]
- The dreamlike memories of your previous lives lend insight to aid you.
- Encounter
- No Action Personal
- Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result
- Effect: You add a 1d8 check to the triggering roll
- --- [ ]
- ---
- Encounter + ---
- Standard Action ---
- Target: ---
- Attack: --- vs. ---
- Hit: ---
- Effect: ---
- Daily powers
- --- [ ]
- ---
- Daily + ---
- Standard Action ---
- Target: ---
- Attack: --- vs. ---
- Hit: ---
- Miss: ---
- Effect: ---
- --- [ ]
- ---
- Daily + ---
- Standard Action ---
- Target: ---
- Attack: --- vs. ---
- Hit: ---
- Miss: ---
- Effect: ---
- --- [ ]
- ---.
- Daily + ---
- --- Action ---
- Target: --
- Attack: --- vs. ---
- Hit: ---
- Miss: ---
- Effect: ---
- Utility powers
- Summon the Mists [ ]
- A thick fog rises around you.
- Daily + Shadow, Zone
- Minor Action Close burst 5
- Effect: The burst creates a zone of lightly obscured squares that lasts until the end of the encounter.
- Vanish [ ]
- Without warning you disappear from the sight of all around you. By the time you reappear, you are far from where you once stood.
- Encounter + Shadow, Teleportation
- Immediate Interrupt Personal
- Trigger: You are hit by an attack.
- Effect: You become invisible until the start of your next turn, and you teleport up to your speed.
- Eyes Unseen [ ]
- You conjure a sensor of shadow that appear nearby and allows you to see through walls and other barriers.
- Encounter + Shadow
- Minor Action Personal
- Effect: Choose a square within 5 squares of you, even a square on the other side of blocking terrain. Until the end of your next turn, you can see and hear from that square, as well as from your own.
- Magic Item Index ===================================================
- Check the box when the power is used.
- Clear the box when the power renews.
- Flicker sight +3 (Armour) Level 12 [ ]
- Your body becomes indistinct and hazy to onlookers who must now squint to see you clearly.
- Armour: Leather
- Enhancement: AC
- Property: You can treat dim light as bright light within 5 squares of you.
- Power [Daily]: Minor Action. Until the end of your next turn, you gain concealment against enemies farther than 5 squares away from you.
- Level 21- Concealment lasts until the end of encounter.
- Magic Ki Focus +3 (Implement) [ ]
- This ancient scroll looks as if it is about to crumble to dust, but the magic within its texts keeps its form intact. By studying the writings, you focus your ki into a potent weapon.
- Implement (Ki Focus)
- Enhancement: Attack and Damage rolls
- Critical: +1d6 damage per plus
- --- +0 (Weapon) [ ]
- Power and item description
- Daily Item Powers by Day
- Heroic (1-10) [ ]
- Paragon (11-20) [ ] [ ]
- Epic (21-30) [ ] [ ] [ ]
- Milestone [ ]/[ ]/[ ]/[ ]
- Other Equipment ====================================================
- Vials of Ground Thassil x3 [DM Boon]
- [Poison 250 gp
- Attack: +8 vs. Fortitude; slowed (save ends).
- First Failed Save: The target is immobilized instead of slowed
- (save ends).
- Second Failed Save: Target unconscious for 1d4 hours.
- Special: Thassil root can be delivered only by way of food or
- drink. It makes its first attack 2d6 minutes after its victim
- consumes it. All saving throws against this poison are made
- with a –2 penalty.]
- Garrote, +3 prof, 1d4 damage
- Bola, +3 prof, 1d4 damage, 4/8 range
- Blowgun, +3 prof, 1d4, 5/10 range
- Poisoner’s Kit
- Dagger, +3 prof, 1d4, 5/10 x5
- Disguise Kit
- Adventurer’s Kit
- Armoured Glove [blades hidden in finger tips]
- Rituals ============================================================
- Greenblood Oil
- This thick, green oil has the consistency of blood and makes enemies more susceptible to grievous injuries.
- Assassin Poison
- Power (Consumable. Poison): Minor Action. You apply the poison to your melee weapon or one piece of your ammunition. During this encounter, the next enemy you hit with a weapon attack using the poisoned item takes 10 extra poison damage, and it cannot regain hit points (save ends).
- Power (Consumable. Poison): Minor Action. You pour the poison into a drink or onto a plate of food. The first creature to consume the food or drink within the next hour takes a -4 penalty to saving throws and cannot regain hit points until the end of its next extended rest.
- Carrion Crawler Brain Juice
- Purple, oily carrion crawler juice can cause sluggishness and paralysis.
- Assassin Poison
- Power (Consumable .. Poison): Minor Action. You apply the poison to your melee weapon or five pieces of your ammunition. Until the end of the encounter, whenever you hit a creature with a weapon attack using the poisoned item, the target takes 4 extra poison damage, and it is slowed until the end of your next turn.
- Power (Consumable" Poison): Minor Action. You apply the poison to a Single handheld object. Within the next hour, the first creature other than you to hold or wear the object for more than 1 minute is immobilized until the end of its next extended rest.
- Bloodroot Poison
- This crimson liquid causes fever and disorientation
- Assassin Poison
- Power (Consumable" Poison): Minor Action. You apply the poison to your melee weapon or one piece of your ammunition. During this encounter, the next creature you hit with a weapon attack using the poisoned item takes 6 extra poison damage, and it is dazed (save ends).
- Power (Consumable" Poison): Minor Action. You pour the poison into a drink or onto a plate of food. The first creature to consume the food or drink within the next hour is dazed until the end of its next extended rest.
- Id Moss Powder
- This green powder causes mental anguish and eventually insanity
- Assassin Poison
- Power (Consumable. Implement, Poison, Psychic):
- Standard Action. Effect: You make the following attack.
- Ranged 5
- Target: One creature
- Attack: Dexterity vs. Reflex
- Hit: 2dl0 + Dexterity modifier poison damage, and ongoing 5 psychic damage (save ends).
- Each Failed Saving Throw: The target makes a basic attack as a free action against its nearest ally.
- Miss: Half damage, and ongoing 5 psychic damage (save ends).
- Special: If the DM allows it , a creature reduced to 0 hit points by this poison is not killed, but is instead driven permanently insane.
- Power (Consumable): Standard Action. You place the poison in a closed container, such as a chest or a jewellery box. Make the attack above against the first creature to open the container within the next hour.
- Coins and Other Wealth =============================================
- 904 gold pieces
- 0 silver pieces
- 0 copper pieces
- Languages Known ====================================================
- Common, Draconic, Primordial
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