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About LynoreStr 11, Con 14, Dex 22, Int 9, Wis 11, Cha 20. HP: 90/104 Surges: 7/8 Surge Value: 26 AP: 1/1
TRAINED SKILLS
UNTRAINED SKILLS
Passive Insight: 20
ABILITIES
Versatile Master: You can regain an encounter attack by using an AP Group Diplomacy: Allies within 10 get +1 to Diplomacy Soul Killer: A creature killed by you cannot be restored to life except by a creature of a level higher than yours. Soul Theft: when you reduce an enemy to 0 hps, you gain a soul shard. Soul Shard: 1/5, you can expend a soul shard as a free action either to subject your assassin's shroud target to another shroud or to gain a +1 bonus to a single attack, saving throw, skill check, or ability check, or spend 3 shards to regain the use of shade form Soul Thief's Action: When you spend an AP to take an extra action, you gain a bonus to attack rolls and damage rolls until the end of your turn. The bonus equals to 2 + the # of soul shards you currently have. Basic Attack Vicious longsword + 4: 23 vs ac, 1d8+9 (+5 damage if they are not adjacent to other enemies) FEATS
POWERS
Executioner's Noose:
ranged 5, 1 creature, 1d20+20 vs fort; 1d6+12 force damage and you pull the target 2 squares. The target is slowed until the end of your next turn, +5 damage if they are not adjacent to other enemies Shadow Storm:
melee 1, 1d20+23 vs ac; 1d8+14 plus 1 damage for each creature adjacent to the target, +5 damage if they are not adjacent to other enemies Assassin's Shroud:
close burst 10, free action, you subject one target to your shroud. if any of your shrouds are already on the target, you subject it to an additional shroud, up to a maximum of 4. The shrouds last until you use this power against a different enemy or until the end of the encounter. Before you make an attack roll against the target, you choose to invoke either all of your shrouds or none of them. if you invoke your shrouds, the attack deals 1d6+3, minus one shroud if the attack misses, and all your shrouds then vanish from the target. Eyebite:
ranged 10, 1d20+20 vs will; 1d6+11 psychic damage and you are invisible to the target until the start of your next turn, add +5 damage if they are not adjacent to other enemies Shadow Step:
as a move action when adjacent to a creature you may teleport 4 squares to a square adjacent to a different creature. Twilight Assassin Attack:
minor action, melee 1 when the twilight assassin is active, 1d20+20 vs ref, 3 damage or 6 damage if the target is your assassin's shroud target ENCOUNTER
Second Wind:
standard action, spend a healing surge and gain 26 hit points and +2 bonus to all defenses until the start of your next turn Shade Form:
minor action, you assume a shadowy form that lasts until you make an attack roll or until the end of your next turn. While in this form, you are insubstantial, and you gain vulnerable 5 radiant. In addition, you can make Stealth checks to become hidden if you have any cover or concealment, and you can use cover granted by your allies both to become hidden and to remain hidden. sustain minor, you can shift your speed and can move through enemies' spaces during the shift (stalking phantom) Spectral Assailants:
+20 vs will; each enemy in close burst 2, 2d6+12 necrotic damage, Until the end of your next turn, the target cannot take opportunity actions, and you can slide the target 1 square as a free action each time it takes damage. You can use shadow step as a minor action until the end of your next turn. add +5 damage if they are not adjacent to other enemies Shadow Darts:
1d20+20 vs ref, ranged 5, make three attack rolls. If any of them hit, resolve them as a single hit, and all of them must miss for the attack to miss. 1d8+6 cold damage per attack roll that hits, +5 if not adjacent to an enemy Shadow Jack:
1d20+23 vs ac, 2d8+14, and you shift 1 square into the target's space and remain there until the start of your next turn. While there, you are insubstantial, you move with the target (this movement doesn't provoke opportunity attacks), and any melee or ranged attack that misses you hits the target instead, unless the target is the attacker. at the start of your next turn, you slide 1 square to a square adjacene to the target. add +5 damage if they are not adjacent to other enemies Cloak of Shades:
minor action, until the end of your next turn, gain concealment against all creatures and are invisible to creatures that are more than 5 squares away from you Slayer's Endurance:
minor, the first time an enemy takes damage from your assassin's shroud before the end of your next turn you gain 5 temporary hps for each shroud on that enemy Slayer's Escape:
immediate reaction, you are hit by an attack and you can teleport 5 squares, and you become invisible until the start of your next turn Soul Shadow:
1d20+23 vs will, 3d8+14, you can expend a soul shard to prevent the attack roll from ending your shade form, +5 if not adjacent to another enemy Killer's Insight:
free action, give 2 shrouds to a target instead of 1 Glooming Call:
Shadow, Teleportation
Move Action Close burst 10 Effect: You conjure one gloaming in each of 4 different unoccupied squares. A gloaming has no substance and does not interfere with movement, line of sight, or line of effect. Each gloaming remains until the end of the encounter or until consumed by use of the following power. While you have at least one gloaming, you can use power Gloaming Call Action. Gloaming Call Action Encounter Conjuration, Shadow, Teleportation Immediate Reaction Personal Requirement: The power Gloaming Call must be active in order to use this power. Trigger: You take damage from an attack Effect: You teleport to a square that one gloaming you can see is in and become invisible until the start of your next turn. That gloaming is consumed. DAILY
Targeted for Death:
ranged 5, 1d20+20 vs will, 3d8+12 cold, miss: half damage, effect: until the end of the encounter whenever you use assassin's shroud against the target you subject it to 2 shrouds instead of one, +5 if not adjacent to another enemy Twilight Assassin:
standard, ranged 5, conjuration, 1d20+20 vs ref, 2d8+12, you conjure a shadowy duplicate of yourself in an unoccupied square adjacent to the primary target. the duplicate occupies its space and it last until the end of the encounter. whenever you use a move action, you can also move the duplicate 5 squares. you can flank enemies with the duplicate but your allies cannot, it can use the twilight assassin attack power above, add +5 damage if they are not adjacent to other enemies Sundered Shadow:
standard, 1d20+23 vs ac, 3d8+14, miss: half damage until the end of your next turn, you can make melee attacks against the target even when it is beyond your melee reach, effect: until the end of the encounter you gain a +2 power bonus to attack rolls against the target, and you can make melee attacks against the target even when it is beyond your melee reach ITEMS
Flying Hook:
Power (At-Will): Minor Action. You command the flying hook to fly 10 squares (up to a maximum distance of 20 squares from you) and magically latch onto the surface of any unattended object in your line of sight. Once secured, the flying hook extends a thin rope back to your hands. The rope can be climbed with an Athletics check, or it can be used to pull the object toward you with a Strength check. The hook and rope can support up to 3,000 pounds before the hook detaches from the surface. The rope cannot be tied or knotted in any way, nor can it be used to attack or affect a creature.
Power (At-Will): Minor Action. On your command, the hook detaches from a surface and returns to your hand. This causes the rope to retract. wishlist:
cloak of translocation +3, feytouched drowmesh leather armor +3 or better, upgrades of what I have. I am easy. |
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