The Assassin is well-known in both fantasy and non-fantasy literature; he silently steals into the abode of a target and kills them swiftly, then leaves before anyone knows he was there. In D&D, the Assassin has abilities that certainly help with sneaking about, but the D&D Assassin is no ordinary killer - he has a connection the the Shadowfell which makes him all the more dangerous. The only released class of the Shadow power source, the Assassin is a Striker; he sneaks up on his foes, and attacks swiftly and without mercy, doing as much damage as possible before melting into the shadows again. This will be revealed here, with Elkantar, Drow Assassin.
====== Created Using Wizards of the Coast D&D Character Builder ======
Elkantar, level 1
Drow, Assassin
Guild Training: Night Stalker
Darkfire: Darkfire Charisma
FINAL ABILITY SCORES
Str 10, Con 12, Dex 18, Int 10, Wis 10, Cha 18.
STARTING ABILITY SCORES
Str 10, Con 12, Dex 16, Int 10, Wis 10, Cha 16.
AC: 16 Fort: 12 Reflex: 14 Will: 15
HP: 22 Surges: 7 Surge Value: 5
TRAINED SKILLS
Stealth +11, Thievery +9, Bluff +9, Acrobatics +9, Streetwise +9
UNTRAINED SKILLS
Arcana, Diplomacy +4, Dungeoneering, Endurance +1, Heal, History, Insight, Intimidate +6, Nature, Perception, Religion, Athletics
FEATS
Level 1: Keeper of the Black Flame
POWERS
Assassin at-will 1: Leaping Shade
Assassin at-will 1: Shadow Storm
Assassin encounter 1: Nightmare Shades
Assassin daily 1: Grave Spike
ITEMS
Adventurer's Kit, Leather Armor, Longsword
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Elkantar, as an Assassin, gets several special abilities; for one, he can, once per encounter, turn himself insubstantial and sneak up on an enemy, only becoming substantial again when he strikes; he can also jump through shadows in a sort of short-range teleport. He can also target enemies with Shrouds; Elkantar can target one enemy per round, and each target can take up to 4 Shrouds, and when Elkantar strikes that enemy, he can choose to expend the Shrouds on the target to deal additional damage. Also, as a Drow, he can both create an area of total darkness that only he can see through and surround a target with a purple light that makes it easier to hit them. As for his normal combat powers, Leaping Shade lets him strike a target and do a small bit of extra damage if he does not expend his Shrouds on that foe, and Shadow Storm lets him attack a foe and do more damage for each other creature adjacent to the target. Nightmare Shades lets Elkantar strike a foe hard and also gain a bonus to attack and damage against that foe until the end of his next turn, and Grave Spike is his cruelest attack - he attacks a foe, and the attack does ongoing damage, and every time the ongoing damage happens, it causes the target to fall prone - and in addition, Elkantar gets a bonus to attack the foe until the end fo the encounter as long as he has Shrouds on it.
Setting The Table
1 day ago
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