Cayden Cailean

Nayce Mernorr's page

545 posts. Alias of Celestial Healer.


Full Name

Nayce Mernorr

Race

Half-elf

Classes/Levels

Assassin 14 / Obsidian Stalker

Gender

Male

Size

Medium

Age

27

Alignment

Good-ish

Languages

Common, Elven, Deep Speech

Strength 9
Dexterity 21
Constitution 16
Intelligence 12
Wisdom 11
Charisma 22

About Nayce Mernorr

Nayce Mernorr
Half-elf Assassin 14
Paragon Path: Obsidian Stalker
Alignment: Good?

Abilities:
Str 9
Con 16
Dex 20
Int 12
Wis 11
Cha 21

Speed: 6
Initiative: +12
Languages: Common, Elven, Deep Speech

Max HP: 88 (Bloodied: 44)
Healing Surge Value: 22, Healing Surges/day: 9

Current HP: 88, Current Surges Remaining: 8
Temp HP: 0

Action Points available: 1

Defenses:
AC 28
Fort 26
Reflex 29
Will 29

Passive Insight: 24
Passive Perception: 17

XP: 47,000

Basic Attacks

Spoiler:
Melee: Longsword +13 vs AC; 1d12+2 damage
Ranged: +17 vs AC; 1d8+8 damage, range 15/30

Racial Features

Spoiler:
Skill Bonuses: +2 Diplomacy, +2 Insight.
Dilettante: At 1st level, you choose a 1st-level at-will attack power from a class different from yours. You can use that power as an encounter power.
Dual Heritage: You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements.
Group Diplomacy: You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.

Class Features

Spoiler:
Night Stalker
You gain a bonus to damage rolls equal to your Charisma modifier against any target that is adjacent to none of your enemies.
{6 damage}

Assassin’s Shroud
At-Will   *    Shadow
Free Action      Close burst 10
Target: One enemy you can see in burst
Effect: You subject the 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 four. 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 your shrouds on it or none of them. If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack’s damage, if any.
Level 11: 1d6 + 3 damage per shroud.
Level 21: 1d6 + 6 damage per shroud.
Special: You can use this power only on your turn and only once per turn.
{Per feat: Currently 1d8+5 per shroud}

Shadow Step
At-Will   *   Shadow, Teleportation
Move Action      Personal
Requirement: You must be adjacent to a creature.
Effect: You teleport 3 squares to a square adjacent to a different creature.
Level 11: Teleport 4 squares.
Level 21: Teleport 5 squares.

Shade Form
Encounter   *   Shadow
Minor Action      Personal
Effect: 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: The form persists.

Stalker's Action: When you spend an action point to take an extra action, you also gain phasing and become insubstantial until the end of your next turn.

Stalker's Form: While insubstantial, you gain a +5 bonus to all defenses against opportunity attacks. Also, once per day when you use shade form, you gain phasing until the end of your next turn.

Skills

Spoiler:

Trained: Stealth, Bluff, Thievery, Acrobatics, Insight

Acrobatics: +18
Arcana: +8
Athletics: +6
Bluff: +18
Diplomacy: +15
Dungeoneering: +7
Endurance: +10
Heal: +7
History: +8
Insight: +14
Intimidate: +13
Nature: +7
Perception: +7
Religion: +8
Stealth: +17
Streetwise: +14
Thievery: +17

Feats

Spoiler:

Velvet Blade Trick: Benefit: Once per encounter, when you use the power granted by your Dilettante racial trait, you subject the target of your assassin’s shroud power to another shroud.

Brutal Shroud: Benefit: Whenever you make the damage roll for your assassin’s shroud, reroll each die that shows a 1 until it shows a different number.

Killer’s Insight: Benefit: Once per encounter when you use assassin’s shroud, you can subject the target to two shrouds instead of one.

Versatile Expertise (Heavy Blade/Ki Focus)

Improved Defenses

Venom Hand Assassin: Benefit: After a short or an extended rest, pick a weapon you’re carrying. The next attack made with that weapon before your next short or extended rest deals 1d8 extra poison damage on a hit. On a miss, the extra damage is lost. The damage increases to 2d8 at 11th level and 3d8 at 21st level.

Lethal Shroud: Shroud damage is 1d8. 1d8+5 at 11th level and 1d8+10 at 21st.

Toughness

Cruel Shroud: You have combat advantage against targets subject to your assassin’s shroud power.

At-will Powers

Spoiler:
Shadow Storm
At-Will * Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, plus 1 damage for each creature adjacent to the target.
Level 21: 2[W] + Dexterity modifier damage, plus 2 damage for each creature adjacent to the target.
{+19 vs AC; 1d12+8 damage}

Executioner’s Noose
At-Will   *   Force, Implement, Shadow
Standard Action      Ranged 5
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 1d6 + Dexterity modifier force damage, and you pull the target 2 squares. The target is slowed until the end of your next turn.
Level 21: 2d6 + Dexterity modifier force damage.
{+17 vs Fortitude; 1d6+8 force}

Encounter Powers

Spoiler:
Eyebite (Dilettante power)
At-Will   *   Arcane, Charm, Implement, Psychic
Standard Action      Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn.
Increase damage to 2d6 + Charisma modifier at 21st level.
{+18 vs Will; 1d6+9 psychic}

Army of the Night
Encounter   *    Fear, Illusion, Shadow, Weapon
Standard Action      Melee weapon
Target: One creature
Attack: Dexterity vs. Will
Hit: 1[W] + Dexterity modifier damage. Until the end of your next turn, the target makes a melee basic attack as an opportunity action against any enemy that ends its turn adjacent to the target.
  Night Stalker: The target makes the attack with a power bonus to attack rolls equal to your Charisma modifier.
{+19 vs Will; 1d12+8 damage}

Echoing Threat
Encounter   *   Implement, Psychic, Shadow, Teleportation
Standard Action      Ranged 10
Target: One creature
Attack: Dexterity vs. Will
Hit: 1d10 + Dexterity modifier psychic damage. At the end of its next turn, the target takes 10 psychic damage if any creatures are within 2 squares of it.
  Night Stalker: During your next turn, you can teleport a number of squares equal to your Charisma modifier as a minor action. You must end the teleportation closer to the target.
{+17 vs Will; 1d10+8}

Blade from the Mist
Encounter * Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. If the target couldn’t see you at the start of your turn, the attack deals extra damage equal to your Charisma modifier.
Effect: Before or after the attack, you shift your speed, and you gain phasing during the shift.
{+19 vs AC; 2d12+8 damage}

Spectral Assailants
Encounter * Fear, Implement, Necrotic, Shadow
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Dexterity vs. Will
Hit: 2d6 + Dexterity modifier 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.
Effect: You can use shadow step as a minor action until the end of your next turn.
{+17 vs Will; 2d6+8 damage}

Daily Powers

Spoiler:
Strangling Shadow
Daily   *   Shadow, Weapon
Standard Action      Melee weapon
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 1[W] + Dexterity modifier damage, and the target takes ongoing 5 damage and is immobilized (save ends both).
Miss: Half damage, and the target is immobilized (save ends).
Effect: Until the target saves against this power, you can pull the target 3 squares as a free action once during each of your turns.
{+19 vs Fortitude; 1d12+8 damage}

Heart of Dust
Daily   *   Poison, Shadow, Weapon
Standard Action      Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and ongoing 5 poison damage (save ends). Whenever the target takes this ongoing damage, each enemy within 2 squares of it takes 5 poison damage.
Miss: Half damage, and each enemy within 2 squares of the target takes 3 poison damage.
{+19 vs AC; 2d12+8 damage}

Black Garrotte
Daily   *   Implement, Reliable, Shadow
Standard Action      Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: You grab the target. Until the grab ends, the target takes a –5 penalty to all escape attempts and a –2 penalty to attack rolls against you. When the grab ends, the target takes 1d10 + your Dexterity modifier damage.
Sustain Standard: The grab persists, and the target takes 2d10 + your Dexterity modifier damage.
Special: You can instead sustain the grab as a minor action. If you do so, the power’s effect ends, and the grab becomes a normal grab.
{+17 vs Reflex; ends: 1d10+8 damage; sustain: 2d10+8 damage}

{at 15, drop Strangling Shadow and add:}
Death's Doorstep
Daily Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, whenever you attack the target and invoke your shrouds on it, a shroud is not subtracted if that attack misses.
{+19 vs Reflex; 3d12+8 damage}

Utility Powers

Spoiler:
Cloak of Shades
Encounter   *   Shadow
Minor Action      Personal
Effect: Until the end of your next turn, you gain concealment against all creatures and are invisible to creatures that are more than 5 squares away from you.

Vanish
Encounter * Shadow, Teleportation
Immediate Reaction 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.

Slayer's Endurance
Encounter * Shadow
Minor Action Personal
Effect: The first time an enemy takes damage from your assassin’s shroud before the end of your next turn, you gain 5 temporary hit points for each shroud on that enemy.

Hunter's Eye
Daily * Shadow
Minor Action Ranged 10
Target: Your assassin’s shroud target
Effect: Until you use this power on a different enemy, you gain a +2 power bonus to attack rolls against the target, and you can take a standard action to determine the distance and direction to the target, ignoring all barriers. If the target is on a different plane from you, you know which plane but gain no other information about the target’s location.

Equipment

Spoiler:
Terror Blade of Annihilation (1d12)
Enhancement: +3 attack rolls and damage rolls
Critical: +3d8 damage
Power (Daily • Fear): Free Action. Use this power when you hit with the weapon. The target takes a –2 penalty to all defenses (save ends).

Snakefang Drowmesh Leather Armor +3
Special: +1 Reflex
Enhancement: +3 AC
Property: Resist 5 poison.
Power (Daily • Poison): Immediate Reaction. When you take damage from a melee attack, the attacker takes ongoing poison damage equal to this armor’s poison resist value (save ends).

Cloak of Translocation +2
Enhancement: +2 Fortitude, Reflex, and Will
Property: When you use a teleportation power, you gain a +2 bonus to AC and Reflex until the end of your next turn.
Power (Daily): Minor Action. You regain the use of an encounter teleportation power that you have already used during this encounter.

Gauntlets of Blood (Paragon)
Property: You gain a +4 bonus to damage rolls against bloodied targets.

Acrobat Boots
Property: Gain a +1 item bonus to Acrobatics checks.
Power (At-Will): Minor Action. Stand up from prone.

Bracers of Escape
Power Daily (Immediate Interrupt)
You can use this power when you are the target of a melee attack. You teleport 2 squares.
Level 17: 5 squares.
Level 27: 10 squares.

Escape Tattoo
Property: When a nonminion enemy scores a critical hit against you and deals damage, you can teleport 3 squares as a free action.

Circlet of Second Chances
Power Daily (No Action)
Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it's lower.

Shielding Girdle
Power Daily (Immediate Interrupt)
Use this power when you would be hit by an attack. Gain a +4 power bonus to AC until the end of your next turn.

Sapphire Scabbard
This scabbard resizes to fit any light blade or heavy blade. You can draw a weapon from this scabbard as part of the same action used to make an attack with that weapon.
Power Encounter (Free Action)
Use this power when you attack with the weapon most recently sheathed in the scabbard. Gain a +3 power bonus to the next damage roll you make with that weapon before the end of your next turn. The weapon must have been sheathed in the scabbard for the full duration of your last extended rest to gain this power.

Bag of Holding
Property: This bag can hold up to 200 pounds in weight or 20 cubic feet in volume, but it always weighs only 1 pound.
Drawing an item from a bag of holding is a minor action.

5 Healing Potions
Power (Healing) Consumable (Minor Action)
Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.

3 Potions of Clarity
Utility Power Consumable (Minor Action)
Effect: You drink the potion. Once before the end of the encounter, when you make an attack roll for an encounter or a daily attack power and dislike the result, you can reroll the attack roll, but you must use the second result. The power’s level must be equal to or lower than the potion’s level.

+4 longsword belonging to Ollosendre

Thieves tools
Adventuring kit
Light shield
Crossbow

925 gp

Background

Spoiler:
Nayce's parentage is a bit of a mystery. He was raised by a human couple who operated an inn in a frontier town. He knows they are not his birth parents (they're both human, to begin with), but they either don't know where he came from, or have let on that they don't know for one reason or another. While he maintains a certain fondness for his adoptive parents, he was always a wild child, and thus it came as no surprise that he ran off on his own during his teenage years.

His travels in the frontier brought him in contact with many travelers, adventurers, and other odd sorts. Early on he fled to the city and made his way as a cutpurse, learning stealth and how to handle a blade. In short order, however, he found himself on the wrong side of the law, and fled underground - deep underground.

He might have perished there had a mysterious half-drow hermit named Vernyth not taken him under his wing. Vernyth was outcast among the drow, largely because of his mixed blood, but he was well-versed in the magic of the Shadowfell. He trained Nayce to combine his martial skill with the mysterious magical arts of the assassin.

In time, however, they had to flee, as the vengeful drow discovered where Vernyth had been hiding. Vernyth transported them both to the Shadowfell, but they became separated. Nayce wandered the Shadowfell for three years, never finding his old mentor, and fighting for his life at every turn, until he eventually located a portal to return him to the Prime.

Since then, Nayce has gained a reputation as a man who is willing to do the dirty work of those who cannot or will not for themselves. That reputation has given him the ability to be choosey, and he refuses to participate in operations that violate his own unique moral compass. Largely, that compass can be summed up as an "ends justify the means" approach, and he does not hesitate to swiftly remove anyone who stands in the way of a just cause.

Background benefit: Half-elf Wanderer (+2 Streetwise)

Wishlist:

War Ring (level 16)
Ring of Shadow Guard (level 18)
Bracers of Escape (upgrade to paragon tier) (level 17)

Level 15 boosts: 92 max hp (bloodied 46, surge 23). Update dailies as above. No other changes.