Orpheus - Assassin

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Orpheus

Rank[edit]

Attributes[edit]

  • STR 16 PR +2
  • INT 13 +1
  • WIS 11
  • DEX 14(16*) PR +1(+2*) (modified by Knack) (*Gloves of Dexterity)
  • CON 9
  • CHA 10
  • AC: 16/18* (Melee gets -2 on their roll so needs 18)
  • HP: 33/33

Skills[edit]

  • Languages
    • Neutral
    • Common
    • Elvish (from high int)
  • General Skills
    • Healing Proficient (15 +Wis)
    • Deception Skilled (10 Disguise(+CH), Escape(+DX), Gambling(+WIS), Intimidation(+ST,+CH), Sense Motive (+WIS), Slight of Hand(+Dex))
  • Class Abilities (6th level = 12 points)
    • Alchemy Proficient (15 +Int)
    • Climb (automatic normal surfaces, difficult surfaces require roll) +1
    • Hear Noise (crowded room, dungeon door) +2
    • Sneak(1/3 normal speed, combines move silent/hide shadows) +6
    • Spot (10x10 area spot traps or secrets, req 1 turn) +3
    • Assassin 6th Level = min damage of 1d6.
    • Backstab = +2d6
    • Cleave
  • Knacks (Starting, 4th Level)
    • Elf-Blood (+1 Saving Ghoul Paralysis, Save vs Sleep, See in Dim as if Daylight, 25% life Extension, Fey encounter requires a d6 roll to modify reactions 1/2 = -1 , 5/6 = +1 )
    • Self-Improvement Primary (4th Level) - increase Dex +2
  • Combat Maneuver
    • Knock-out: Roll to render target temporarily unconscious; roll suffers a penalty of 1d4 plus any other penalties; with success, the target takes 1 hp damage and is unconscious for 1d4+1 rounds. (DEX, Proficient, 15+)

Combat[edit]

  • AC 16 (melee attacks must get 18)
  • HP 33/33
  • Movement Rate
  • Initiative Modifier +2
  • Attacks (6th level = +4)
    • Sneak Attack +2d6
    • Primary Melee Attack: Sword (+6) 1d8+2
    • Secondary Melee Attack: Dagger (+6) 1d6+2
    • Primary Ranged Attack: Short Bow (+6) 1d6+2
    • Secondary Ranged Attack: Dagger (+6) 1d6+2
  • Saves:
    • Petrification & Paralysis 11 (+1 Elf Knack) (+2 Cloak) (+1 RoP)
    • Poison & Death 12 (+1 RoP)
    • Blast & Breath 14 (+1 RoP)
    • Staves & Wands 13 (+1 RoP)
    • Spells 13 (+1 RoP)

Equipment[edit]

  • GP: 8703
  • Gear, Armor, Weapons: Total Encumbrance. (420)
    • Backpack
    • Crowbar
    • Thieves Tools
    • Mirror
    • Rope
    • Torches x 12
    • Iron Spikes x 12 + Hammer
    • Waterskin
    • Iron Rations x 7
    • Wolfsbane x 2
    • Oil Flask x 2 - 1d8
    • Leather Armour - AC12
    • Short Bow - 1d6
    • Quiver Arrows x 20
    • Silver Tipped Arrows x 10
    • Silver Dagger 1d4
    • Dagger x 2 1d4
    • Dagger +1 - Magical Tracks last person it has drawn blood
    • Sword 1d8
    • Shield AC1
    • Displacement Cloak -2 melee against
    • Gloves of Dexterity +2dex, +10% bonus for pickpockets, +10% bonus to pick locks
    • Ring of Protection +1AC, +1 saving throws, 5' radius applies to others.
    • Stoup (collection of alchemical ingredients) x2

Kills of Note[edit]


  • Bulette