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Orpheus - Assassin
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Orpheus == Rank == *Human Assassin[6] *XP: 53,617/64000 (+5%) *Neutral *Full PC ** Henchmen: [[Vallistra - Godborn]] == Attributes == *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 == *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 == *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 == *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= ------------- * Bulette
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