Assassin

Human Assassin
Level 11 (+5)
"Huuuurrk!...found the assassin!"
——Nalomar the Mage, deceased adventurer warning his party.
Extremely dangerous, precise, and remorseless, the Human Assassin is a killer for hire. They prefer stealth tactics to direct combat, skulking in the shadows behind their mark, waiting for the perfect opportunity to move in for the kill. They are usually equipped with dark corded leather armor to allow for movement and blending in with shadows. They prefer light, easily concealable weapons, and so employ a host of knives that they can use in melee or ranged combat. Should an assassin fail in a murder attempt, they are also quite adept at escaping into the darkness before they can be caught. Even if confronted, an Assassin is a resilient and skilled fighter, able to fight hand to hand against the toughest enemies if necessary.
Awareness
20
Senses
Normal
Initiative
23/1d8
Max HP
147
Resilience: +2
Healing Value: 29
Morale
3
Defenses
AC
23/26
Touch
21
Fort
18
Reflex
21
Will
20
Resistances:
Vulnerabilities:
Attributes / Saving Throws
STR
12 / 16
DEX
18 / 22
CON
11 / 15
INT
14 / 16
WIS
13 / 15
CHA
15 / 17
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 30ft / 3
Sprint 50ft / 3
At-Will
+15 vs AC (Crit 14%/12)
Kukri
2d6+6 damage (ArN 1)
REC 5, Reach 5ft
+14P vs AC (Crit 9%/12)
Throwing Dagger
2d4+6 damage (ArN 0)
REC 5, Range 30ft
2d8+2 damage
Grapple +12
Special Actions
Backstab
Free Action, Limit 1 per 5 segments
When the Assassin has one or more Advantages on a target and gains a Full Hit, he automatically Critical Strikes and deals an additional +3d6 on Kukri or +3d4 on Throwing Dagger attack (range limit 50ft). (Basic)
Assassin Abilities
On each turn, roll 1d8 to determine the actions available to the Assassin.

Any Result:
Basic Attack: Make a Kukri or Throwing Dagger attack. (Basic)

3 or more, choose one of the following:
Hide in Shadow [REC 5]: The Assassin melds into the shadows, allowing them to make a Stealth check to Hide with Partial Concealment or better. (Basic, Pot 1d4+5, MR)
Assassinate: Make a Kukri or Throwing Dagger Attack. If the Assassin is Hidden from the target (or the target is Unaware or Surprised), increase the damage by +2d6. (Basic)
Assassin's Ploy: Make a Kukri Attack. On a hit, Reposition the target up to 10ft. Afterwards, the Assassin may shift 5ft adjacent to the target as a free action. (Basic)

5 or more, choose one of the following:
Dual Strike [REC 7]: Make two Kukri or Throwing Dagger Attacks, on the same or different targets. (Advanced)
Assassin's Agenda: Make a Kurki Attack, dealing +2d6 damage on a hit. If the target is Isolated, gain an Advantage for the attack. (Advanced)

7 or more:
Assassin's Escape [REC 7]: Make a Kukri attack on all creatures within reach. On a hit, deal +2d6 damage and Dazed the target for 1d6 segments. After the attack, the Assassin may move up to his Skirmish speed away from the targets. (Advanced)
Overland Movement
30 mi/day
Qualities
  • Human Survival: +1 racial bonus to Fortitude, Reflex, and Will. (inc)
Skills: Balance R3 (+7), Climb R3 (+5), Jump R3 (+7), Stealth R5 (+16), Tumble R3 (+8), Listen R4 (+10), Spot R5 (+12), Disguise R4 (+10), Hunting R3 (+9), Thievery R3 (+9), Investigate R5 (+12), Martial Pract. R5 (+12), Coercion R5 (+11), Deception R4 (+10), Manipulation R2 (+6), Persuasion R2 (+6), Bravery R5 (+11), Intuition R2 (+6), Suspicion R4 (+10)
Feats: Improved Speed, Fast Initiative, Heavy Hitter, Big Crit
Philosophies: Rank 2 Mental, Rank 4 Physical, Rank 5 Shadow
Combat Training: Melee 5, Ranged 3, Parry 4, Fort 2, Reflex 3, Will 3
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Corded, Kukri, Throwing Daggers [x5]
Social
Languages: Common
Composure: 19
Charm
+14
Coercion
+4
Deception
+12
Manipulation
+8
Persuasion
+8
Aloofness
+2
Bravery
+5
Intuition
+10
Tolerance
+2
Suspicion
+8
Prejudices:
    Motives: