Human Pirate Assassin
Male Human Rogue 5/Assassin 3
CE Medium Humanoid
Init +3;
Senses Listen +1, Spot +6
Languages Common, Elven, Sahaghuin
AC 18 (+3 Dex, +5 armor), touch 13, flat-footed 15
hp 44 (8 HD)
Fort +5,
Ref +12,
Will +5
+1 vs. Poison
Speed 30
Ranged Hand Crossbow +9 (1d4 plus poison/19-20)
Melee Rapier +9 (1d6+3/18-20) or Shortsword +9 (1d6+2/19-20)
Base Atk +5;
Grp +7
Combat gear +1 Rapier, Adamantine Shortsword, Mwk Hand Crossbow, 20 normal bolts, 3 Drow Poison Bolts, 2 Purple Worm Bolts, Poisons (3 Dragon Bile, 2 Drow Poison, 1 Purple Worm, 2 Wyvern Poison),
Potion of Jump (2), Potion Pass without Trace, Antitoxin (2), 3 daggers
Spells known 2 (DC 15; 1/day) --
Fell the Greatest Foe, Alter Self
1 (DC 14; 3/day) --
Ebon Eyes, Disguise Self, Critical Strike
Abilities Str 14, Dex 16, Con 12, Int 16, Wis 12, Con 10
SQ Improved Uncanny Dodge, Evasion, Spellsense +1
Feats Combat Reflexes, Improved Unarmed Strike, Poison Expert, Weapon Finesse
Skills Intimidate +2, Profession(Sailor) +12, Appraise +4, Balance +13, Bluff +5, Concentration +2, Craft(Poisonmaking) +18, Diplomacy +2, Disguise +13(+15 w/ Kit), Gather Info +2, Hide +19, Knowledge(Local) +3, Listen +1, Move SIlently +19, Search +3, Sleight of Hand +13, Spot +6, Tumble +16
Possessions combat gear plus
Cloak of Elvenkind, Vest of Resistance +2, Mithril Chain Shirt +1, Gloves of Dex +2, Belt of Priestly Might (The Shadow), Boots of Elvenkind, 250' Silk Rope, Mwk Thieves Tools, Disguise Kit (10 uses), Grappling Hook, Bedroll, Hammock, Mwk Poisonmaking Tools, Poisonmaking Lab, Backpack, Beltpouch
Poison Use: can use poison with no chance to poison himself (DMG)
Poison Expert: +1 DC to crafted poisons (Comp Adventurer)
Spellsense: As trapsense, but dodge bonus vs. spells (PHB2)
Death Attack: If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Sneak Attack +5d6
Height 5'10;
Weight 160 lbs.;
Hair Dark Brown;
Skin Tanned;
Age 19;
Patron Deity The Shadow,