Cylar
Cylar, level 1 Drow Assassin |
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Initiative +5, Perception 15, Insight 15, Darkvision Racial Traits: Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin. Trance: Rather than sleep, drow enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal. Lolthtouched: Once per encounter, you can use either the cloud of darkness power or the darkfire power. Class Traits: Attack Finesse: You can use Dexterity instead of Strength to make melee basic attacks. In addition, you can do an extra 1d8 extra damage with a weapon attack using a one handed weapon, a garrote, a blowgun, or a shortblow. level 11: 2d8 level 21: 3d8 Quick Swap: As a free action, you can stow a weapon and draw another once per turn. Poison Use: You gain 2 first level assassin's poisons and can prepare one once per extended rest. Only you can use these poisons and are immune to the effect of your poisons. (Id Moss Powder, Ungol Dust) Id Moss Powder: Standard Action; Attack Ranged 5; Target: One Creature; Dexterity vs. Reflex; 2d10+Dex Mod and ongoing 5 psychic damage. (Save Ends) Miss: Half Damage and ongoing 5 psychic damage (save ends) Each Failed Save Throw: The target makes a melee basic attack against it's nearest ally as a free action. 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. (Consumable): Standard Action; You place the poison in a closed container, such as a chest or jewelry box. Make the attack against the first creature that opens the container in the first hour. Ungol Dust: Standard Action; Attack Ranged 5; Target: One Creature; Dexterity vs. Reflex; 3d8+Dex Mod and ongoing 5 acid damage. (Save Ends) Miss: Half Damage and ongoing 5 acid 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 knocked unconscious visibly and permanently scarred. (Consumable): Standard Action; You place the poison in a closed container, such as a chest or jewelry box. Make the attack against the first creature that opens the container in the first hour. HP 24; Bloodied 12; Surges 8; value: 6 AC 19; Fortitude 12, Reflex 16; Will 13 Speed 6 |
[M] Basic Melee (Standard; At-Will) * Basic Melee |
+8 vs AC: 1d8+6 damage |
[M] Garrote Strangle (Standard; At-Will)(Garrote Required) * Melee |
+8 vs Reflex; 2d4+Dex Mod damage and the target is grabbed until the end of your next turn. The target takes a -2 penalty to attack rolls against you and the target cannot speak and you cannot make other attacks. Sustain Standard: The grab persists and the target takes 2d4+Dex Mod damage. Level 21: 4d4 damage |
[M] Poisoned Dagger (Standard; At-Will) (Dagger Required) * Melee |
+8 vs AC; 1d4+Dex Mod damage and if you deliver a poison with this attack, the target takes a -4 penalty to save throws against the poison Level 21: 2d4+Dex Mod Effect: If you would deliver a poison on a hit with this attack, you can deliver the poison on a miss. |
[M] Quick Lunge (Standard; At-Will) * Melee |
+8 vs AC; You shift one square before the attack; 1d8+Dex Mod damage and you can shift one square back to your starting position. |
[M] Assassin's Strike(No Action; Encounter) * Melee |
Trigger: You hit a target within 5 squares of you with a weapon attack. The target takes an extra 1d10 Damage. If the target is helpless, the damage is maximized. Level 3 2d10 Level 7 3d10 Level 13 4d10 Level 17 5d10 Level 23 6d10 Level 27 7d10 |
Alignment: Good; Languages: Common, Elven (* = Trained in that skill) 5 Acrobatics, 0 Arcana, 0 Athletics, 7 Bluff*, 2 Diplomacy, 0 Dungeoneering, 1 Endurance, 0 Heal, 0 Hist, 5 Insight*, 9 Intimidate*, 0 Nature, 5 Perception*, 0 Religion, 14 Stealth*, 2 Streetwise, 5 Thievery Str 10(0) Dex 20(5) Wis 10(0) Con 12(1) Int 10(2) Cha 14(2)Equipment: S.A.K., Longsword, Dagger, Leather Armor, Poisoner's Kit 34 Gold |
Feats:
00) Two Weapon Defense (class feat)
01) Weapon Focus Heavy Blade
Background Benefit: Camp Follower: +2 Stealth
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