Ander 3 4' 0" 75 lbs. 2250 39 gp 0 gp
1000 Dexterity Creatures typically use the Acrobatics skill to maintain their balance while walking on narrow or unstable surfaces, to slip free of a grab or restraints, and to take less damage from a fall. Moving across a surface that is slippery doesn't usually require an Acrobatics check; that surface is instead treated as difficult terrain. If a surface is extremely slippery, the DM might require an Acrobatics check to cross it. Intelligence The Arcana skill encompasses knowledge about magic-related lore and magical effects. Training in this skill represents academic study, either formalized or as a hobby. This knowledge can touch on any source of magical power—whether arcane, divine, primal, or another one—and extends to information about the following planes of existence, including the creatures native to those planes: the Elemental Chaos, the Feywild, and the Shadowfell. Those that have training in Arcana also have a chance to know something about the mysterious Far Realm, but not about its creatures (such knowledge falls under the Dungeoneering skill). A creature can sometimes use its knowledge of magic to interact with or manipulate magical phenomena. Charisma Characters use the Bluff skill to make what's false seem true, what's outrageous seem plausible, and what's suspicious seem ordinary. A character makes a Bluff check to fast-talk a guard, con a merchant, gamble, pass off a disguise, fake a piece of documentation, or mislead in some other way. Charisma Creatures use the Diplomacy skill to influence others using tact, subtlety, and social grace. (Monsters rarely make Diplomacy checks.) Make a diplomacy check to change opinions, inspire good will, haggle with a merchant, demonstrate proper etiquette and decorum, or negotiate a deal in good faith. Wisdom The Dungeoneering skill represents knowledge and skills related to dungeon exploration, including finding one's way through underground complexes, navigating winding caverns, recognizing subterranean hazards, and foraging for food in the Underdark. Training in this skill represents formalized study or extensive experience. Those that have training in the skill can also identify creatures of the Far Realm. Constitution The Endurance skill is used to stave off ill effects and to push beyond normal physical limits. A creature that has training in Endurance can hold its breath for long periods of time, forestall the debilitating effects of hunger and thirst, and swim or tread water for extended periods. Some hazards—including extreme temperatures, violent weather, and diseases—require creatures to make Endurance checks to resist or delay debilitating effects. Characters rarely use Endurance actively; the DM directs players to use it in response to certain hazards. Using the skill in that way requires no action, unless otherwise noted. See “Environmental Dangers” and “Disease” for some of the situations that require Endurance checks. Wisdom The Heal skill is used to help others recover from wounds or debilitating conditions, including disease. Intelligence The History skill encompasses knowledge related to the history of a region and beyond, including the chronological record of significant events and an explanation of their causes. This knowledge includes information pertaining to royalty and other leaders, wars, legends, important personalities, laws, customs, traditions, and memorable events. Training in this skill represents academic study, either formalized or as a hobby. Those that have training in the skill are likely to know esoteric historical information. Make a History check to remember a relevant piece of historical lore or to recognize a historical clue (see “Knowledge Checks”). Wisdom The Insight skill is used to discern intent and decipher body language during social interactions. Characters use the skill to comprehend motives, to read between the lines, to get a sense of moods and attitudes, and to determine how truthful someone is being. (Monsters rarely use Insight.) Insight is used to oppose Bluff checks and as the social counterpart to the Perception skill. The skill can also be used to gain clues, to figure out how well a social situation is going, and to determine if someone is under the influence of an outside force. When a creature uses Insight, it is making a best guess about another creature's motives and truthfulness. Insight is not an exact science or a supernatural power; it represents the ability to get a sense of how a person is behaving. Charisma An adventurer can make an Intimidate check to influence others through hostile actions, overt threats, or deadly persuasion. (Monsters can't intimidate adventurers.) Wisdom The Nature skill encompasses knowledge and skills related to nature, including finding ways through wilderness, recognizing natural hazards, dealing with and identifying natural creatures, and living off the land. Training in this skill represents formalized study or extensive experience. Those that have training in the skill are likely to know esoteric information in the field of study. Wisdom The Perception skill encompasses perceiving things, most often by sight or sound. Make a Perception check to notice a clue, detect a secret door, find a trap, follow tracks, listen for sounds behind a closed door, or locate a hidden object. In most situations, the DM uses passive Perception to determine if a creature notices things. A creature that has fallen asleep naturally (as opposed to being knocked unconscious by a power or other effect) is unconscious, but not totally deprived of awareness; it can use its passive Perception to hear things, but with a -5 penalty. Intelligence The Religion skill encompasses knowledge about gods, sacred writings, religious ceremonies, holy symbols, and theology. This knowledge extends to information about the undead and about the Astral Sea, including the creatures of that plane. Training in this skill represents academic study, either formalized or as a hobby. Those that have training in the skill are likely to know esoteric information in the field of study. Dexterity Creatures use the Stealth skill to conceal themselves from enemies, slink past guards, slip away without being noticed, and sneak up on others without being detected. Charisma The Streetwise skill encompasses knowledge of the ins and outs of life in a settlement (a village, a town, or a city), whether on its main streets or in its back alleys. This knowledge is gleaned from talking to people and observing them as they go about their lives, rather than from studying tomes or maps. A character who has training in this skill is especially adept at getting information out of people living in settlements. When in a settlement, make a Streetwise check to find out what's going on, who the movers and shakers are, where to get the best deals, and where the dangers are. Dexterity The Thievery skill encompasses various abilities that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand. The DM might decide that some uses of this skill are so specialized that a creature is required to have training in Thievery to have a chance of succeeding. Strength Make an Athletics check to attempt physical activities that rely on muscular strength, including climbing, escaping from a grab, jumping, and swimming. You resort to the simple attack you learned when you first picked up a melee weapon. At-Will Basic Attack Weapon Standard Action Melee weapon One creature Strength vs. AC 1[W] + Strength modifier damage. 2[W] + Strength modifier damage. You resort to the simple attack you learned when you first picked up a ranged weapon. At-Will Basic Attack Weapon Standard Action Ranged weapon One creature Dexterity vs. AC 1[W] + Dexterity modifier damage. 2[W] + Dexterity modifier damage. Unaligned creatures don't actively seek to harm others or wish them ill. But such creatures also don't go out of their way to put themselves at risk without some hope for reward. They support law and order when doing so benefits them. They value their own freedom, without worrying too much about protecting the freedom of others. A few unaligned people, and most unaligned deities, aren't undecided about alignment. Rather, they've chosen not to choose, either because they see the benefits of both good and evil or because they see themselves as above the concerns of morality. The Raven Queen and her devotees fall into the latter camp, believing that moral choices are irrelevant to their mission, since death comes to all creatures regardless of alignment. Campaign The Dead Rats are known in Luskan for their subtlety, their skill at burgling, and their knack for using an impressive show of force to get their way. When you were a member of the guild, you honed one of those attributes to a high degree. Neverwinter Intimidate, Stealth, Thievery Gain a +2 bonus to Stealth checks. “Me? Betray the gang?” I said. Then the steel came out, and I barely made it away with my skin. ID_FMP_POWER_14192,ID_FMP_POWER_14193 ID_FMP_POWER_14192,ID_FMP_POWER_14193,ID_FMP_POWER_14195,ID_FMP_POWER_14196,ID_FMP_POWER_14197 ID_FMP_CLASS_FEATURE_3921,ID_FMP_CLASS_FEATURE_3923,ID_FMP_CLASS_FEATURE_3922 The port city of Luskan squats along the northern frontier of the Sword Coast. It is a den of thieves and murderers that attracts criminals like moths to a bright-burning flame. Luskan is controlled by a consortium of gangs, war chiefs, and would-be rulers, few of which last more than a season. The Dead Rats are one of the exceptions. That thieves' guild has earned the respect and fear of the populace through a campaign of intimidation. Its members are known for their stealth, their ruthlessness, and their treachery. It is rumored—correctly—that the most deadly members of the gang are wererats. Like the creatures from which they derive their power, the Dead Rats can penetrate any safe house, no matter how secure. Initiation into the gang involves a blood ritual with one of these wererats, imbuing members of the guild with a sneaky and twitchy demeanor, particularly on nights of the full moon. Every member of the gang is fiercely loyal to a captain named Toytere—a halfling bard noted for his ability to see the future. Whether he truly possesses such sight or not, “King Toy” has never fallen to any of the attempts made to overthrow him. He has frequently rooted out would-be betrayers before they act, and he punishes anyone who attempts to leave the gang. However, your own split from the Dead Rats was a more complicated affair. It wasn't that your last job went bad. Not exactly. You made off with less than you expected, but like a good Rat, you gave over the one-quarter share due to King Toy and resolved to enjoy the rest. The next night, when you returned to your safe house, you were taken prisoner by wererat marauders and brought before King Toy. The halfling accused you of planning a mutiny and expected you to understand his need to purge his gang of disloyalty. His bodyguards drew their steel. Much blood was shed that night, but you escaped—barely alive and thanking Tymora for your good fortune. You fled Luskan, nigh penniless and with only the tools of your trade to your name. Your destination was the nearest safe haven you could manage—the comparatively civilized city of Neverwinter, several days' journey to the south. Exhausted, not knowing whom to trust, you thought at last that you had found somewhere to rest and ply your trade once more. Any good thief could spot the coin to be made or taken in this disorderly city. Perhaps your flight from Luskan was good fortune in disguise—you won't have the gang's dubious protection here, but you'll be free to keep all of your booty. Here you could build up wealth and power, and perhaps eventually return to Luskan to take your revenge on those who had wronged you. Well, that was your plan before you got here, anyway. Early in life, you learned the value of being inconspicuous. When you joined the Dead Rats, they taught you the trick of melting into the largest crowd of all—after all, in Luskan, rats are everywhere. Gain the body of the rat power 1 ID_FMP_POWER_14192 Utility ID_FMP_POWER_14192 You gain the body of the rat power. You scent danger in the air. Quick as thought, you transform into a more appropriate form for flight or investigation. At-Will (Special) Dead Rat Deserter Utility Polymorph, Primal Minor Action Personal You change from your humanoid form to the form of a Tiny rat, or vice versa. When you change from rat form to humanoid form, you can shift 1 square. While in rat form, you cannot attack. You retain your game statistics, but gain a climb speed equal to half your normal speed, and a +4 bonus to Stealth checks. Your equipment becomes part of your rat form, and you drop any other items you are holding. You continue to gain the benefits of the equipment you wear, except shields and item powers. While equipment is part of your rat form, it cannot be removed, and anything in a container that is part of your rat form is inaccessible. You can use this power only once per round. Utility ID_FMP_CLASS_FEATURE_3921 Resourceful wanderers, cunning scouts, travelers of forgotten roads Small 6 squares Brave, curious, determined, down-to-earth, friendly, good-natured, lucky, nimble, optimistic, practical, resourceful, warm Halflings stand about 4 feet tall and weigh about 80 pounds. They resemble small humans and are proportioned like human adults. Halflings have the same range of complexions as humans, but most halflings have dark hair and eyes. Halfling males don't have beards, but many have long, full sideburns. Halflings of both genders often wear complicated hairstyles, featuring complex braiding and weaving techniques. Halflings typically dress in clothes that match their surroundings, preferring earth tones and various shades of green. Their clothing and gear feature woven textures and stitching. Birds, river patterns, boats, and fish are common images in halfling art and decoration. Halflings have life spans comparable to those of humans. Halflings are an affable, warm, and cheerful people. They survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. They appear harmless, and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. Halflings are practical and down-to-earth. They concern themselves with basic needs and simple pleasures, harboring few dreams of gold or glory. Adventurers are no more rare among halflings than among other races, but they usually pursue the adventurer's life for reasons of community, friendship, wanderlust, or curiosity. Halfling adventurers are brave and faithful companions, relying on stealth and trickery in battle rather than raw might or magic. Halflings are extremely curious. Most can't refrain from opening a door to see what it conceals, or to turn a corner or climb a hill just to find out what lies beyond. Along with this intense curiosity, many halflings seem possessed of a kind of fearlessness—their curiosity and need to experience new things overcoming any hesitation brought on by anxiety. In the absence of royalty or nobility, halflings instead look to family elders to guide them. This emphasis on family and community has enabled halflings to maintain a consistent culture for thousands of years, unaffected by the rise and fall of empires. According to halfling legend, Melora and Sehanine created the halflings together, giving the race a love of nature and the gift of stealth. When their interest waned, these gods stopped looking after the race, or so the legends go, and halflings made their own way in the world. They say Avandra, the god of luck, admired their resourcefulness and adopted them, favoring them with good fortune. Not all halflings worship Avandra, but nearly all breathe a prayer of thanks to her when fortune favors them. Normal 3' 10"-4' 2" 75-85 lb. +2 Dexterity, +2 Charisma or +2 Constitution Common, choice of one other +2 Acrobatics, +2 Thievery Clever wanderers and explorers, halflings who want to hide from prying eyes are almost impossible to spot. Ander, Corrin, Dannad, Errich, Finnan, Garret, Lazam, Lindal, Merric, Nebin, Ostran, Perrin, Reed, Shardon, Ulmo, Wenner Andrey, Bree, Callie, Chenna, Eida, Kithri, Lidda, Nedda, Paela, Shaena, Tryn, Vani, Verna, Wella ID_FMP_RACIAL_TRAIT_25, ID_FMP_RACIAL_TRAIT_26, ID_FMP_RACIAL_TRAIT_361 Essentials Play a Halfling if you want ... ID_FMP_RACE_5 +5 to saving throws against fear. 1 Essentials ID_FMP_RACE_5 You gain a +5 racial bonus to saving throws against fear. Use second chance as an encounter power. 1 Essentials ID_FMP_POWER_1452 Encounter ID_FMP_RACE_5 ID_FMP_POWER_1452(Encounter) You can use second chance as an encounter power. Luck and small size combine to work in your favor as you dodge your enemy's attack. Encounter Halfling Racial Power Immediate Interrupt Personal You are hit by an attack. The attacker must reroll the attack and use the second roll, even if it is lower. Essentials ID_FMP_RACIAL_TRAIT_26 ID_FMP_RACE_5 +2 AC against opportunity attacks. 1 Essentials ID_FMP_RACE_5 You gain a +2 racial bonus to AC against opportunity attacks. Common is a debased form of Supernal, in the way that humans and halflings heard the first language. @ Gain a +2 racial bonus to Acrobatics. @ Gain a +2 racial bonus to Thievery. Shou, or High Shou, is a widespread language spoken by people from Nathlan and Kara-Tur in a similar way to how people of Faerûn speak Common. Dexterity, Charisma Ki focuses Cloth, leather Simple one-handed melee, military one-handed melee, simple ranged, blowgun, bola, garrote, shortbow +1 Fortitude, +1 Will 12+ Constitution Score 5 7+ Constitution Modifier Stealth. From the class skills list below, choose 4 more trained skills at 1st level. Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Endurance (Con), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex) Assassin's Strike, Attack Finesse (Executioner), Guild Attacks, Poison Use, Quick Swap (Executioner), Versatile Defense, Level 2 Executioner Utility Power, Death Attack, Nimble Drop, Level 5 Improved Poison Use, Level 6 Executioner Utility Power, Hidden Stab, Flawless Disguise, Level 9 Improved Poison Use, Level 10 Executioner Utility Power, Level 13 Improved Death Attack, Level 15 Improved Poison Use, Untraceable Step, Shadow Coffin, Level 19 Improved Poison Use, Ignore Barriers, Level 23 Improved Death Attack, Level 25 Improved Poison Use, Level 29 Improved Poison Use Striker. Your sense of timing, skill with weapons, and ability to use the shadows as a weapon allow you to strike with lethal effect against an unsuspecting foe. You even mix in some shadow magic when appropriate. Martial and Shadow. ID_FMP_ROLE_3 ID_FMP_POWER_SOURCE_1 ID_FMP_POWER_SOURCE_6 You combine the power of shadow with martial training to punish the wicked. ID_FMP_CLASS_466 Assassin (Executioner) Assassins embrace shadow magic and pledge a shard of their souls to the Shadowfell to gain their power. By replacing a fundamental part of themselves with a dark reflection, they can manifest that piece of shadow to accomplish incredible things. The infusion of shadow magic allows assassins to identify weak points in an opponent's defenses so that with a few moments of study they can reduce the stoutest enemies to corpses. An assassin usually keeps his or her profession a secret, since few trust those who regularly deal in death. Assassins' guilds provide some measure of protection, especially in those regions where the study of shadow magic and assassination as an art form are banned. As an assassin, you are an outcast. You traded away a part of your soul for the power of death, and only the most-loyal companions accept your skills into their midst. Whatever drew you onto the assassin's path, you become a trained killer from whom few can escape unharmed. ID_FMP_CLASS_811 ID_FMP_CLASS_466 You count as an assassin for meeting prerequisites. Strikers specialize in dealing very high amounts of damage to a single target at a time. They have the most concentrated offense of any character in the game. Strikers rely on superior mobility, trickery, or magic to move around Martial powers are not magic in the traditional sense, although some martial powers stand well beyond the capabilities of ordinary mortals. Martial characters use their own strength and willpower to vanquish their enemies. Training and dedication replace arcane formulas and prayers to grant fighters, rangers, rogues, and warlords, among others, their power. Martial powers are called exploits. The heart of the executioner's ability to take down a foe is the assassin's strike technique. An executioner often has only one chance to eliminate an enemy. Once the element of surprise is lost, bodyguards (or even targets themselves, if capable) can interfere with the mission, leaving the target regretfully alive. This powerful technique represents the intersection of the assassin's knowledge of vital areas of the body, extreme mastery of weapons, and ability to throw everything he has into a single formidable attack. The executioner must wait for the exact right moment to strike, but when he does, this attack can slay a target instantly. You gain the Assassin's Strike encounter power. 1 ID_FMP_POWER_13799 Encounter ID_FMP_CLASS_466 Executioner ID_FMP_POWER_13799 @ You gain the assassin's strike power. You strike with precision at the exact right moment, landing an attack that can be instantly fatal. Encounter Assassin Attack Martial No Action Personal You hit a creature within 5 squares of you with an attack using a weapon. The creature you hit The target takes 1d10 extra damage from the triggering attack. If the target is helpless, this damage is maximized. Level 3: 2d10 extra damage. Level 7: 3d10 extra damage. Level 13: 4d10 extra damage. Level 17: 5d10 extra damage. Level 23: 6d10 extra damage. Level 27: 7d10 extra damage. Nothing but a short or an extended rest can allow you to regain the use of this power. ID_FMP_CLASS_466 Attack ID_FMP_CLASS_FEATURE_3537,ID_FMP_CLASS_FEATURE_4077 ID_FMP_CLASS_811 For the executioner, speed, agility, and precision are more important than muscle. An executioner learns how to handle any weapon with a finesse that lends itself to more accurate strikes. 1/turn, deal 1d8/2d8/3d8 (by tier) extra dmg with a weapon attack using a one-handed weapon, garrote, blowgun, or shortbow. 1 Executioner You can use Dexterity instead of Strength for your melee basic attacks. In addition, once per turn you can deal 1d8 extra damage with a weapon attack using a one-handed weapon, a garrote, a blowgun, or a shortbow. The extra damage increases to 2d8 at 11th level and 3d8 at 21st level. As a member of either the Red Scales or the League of Whispers, you have learned various deadly attack techniques. At the start of your career, you can use the techniques associated with your guild. Gain attacks based on your assassin guild 1 ID_FMP_CLASS_FEATURE_3535, ID_FMP_CLASS_FEATURE_3536, ID_FMP_CLASS_FEATURE_4209 Executioner @ You become a member of an assassin guild. You can choose to join the Red Scales, the League of Whispers or the Way of the Ninja. The Red Scales are considered by many to be the masters of close-quarters combat. The techniques that their guild members learn combine decades of study of both martial arts and common assassination techniques, giving them an edge when they are unarmed, wielding a dagger, or using a garrote. You gain the powers garrote strangle, poisoned dagger, and quick lunge. 1 ID_FMP_POWER_13793,ID_FMP_POWER_13794,ID_FMP_POWER_13795 At-Will ID_FMP_CLASS_466 ID_FMP_POWER_13793,ID_FMP_POWER_13794,ID_FMP_POWER_13795 @ You gain the powers garrote strangle, poisoned dagger, and quick lunge. You wait for the perfect moment when your foe is within reach, then strangle it with your garrote. At-Will Assassin Attack Martial, Weapon Standard Action Melee weapon You must use this power with a garrote. You shift up to 2 squares before the attack. One creature you are hidden from Dexterity vs. Reflex 2[W] + Dexterity modifier damage, and the target is grabbed until the end of your next turn. While the grab persists, the target takes a -2 penalty to attack rolls against you and cannot speak, and you cannot make other attacks. Level 21: 4[W] + Dexterity modifier damage. The grab persists, and the target takes 2[W] + your Dexterity modifier damage. Level 21: 4[W] + Dexterity modifier damage. ID_FMP_CLASS_466 Attack ID_FMP_CLASS_FEATURE_3535,ID_FMP_CLASS_FEATURE_4082 The garrote is a favorite weapon for silent executions. It gives the assassin a silent and efficient weapon for use on the unsuspecting. Though it is difficult to use a garrote on someone who is aware of its presence, assassins have been known to lie in wait for just the right moment when their target wanders too close, then reach out to strangle the target before he or she can react. Your piercing blade delivers poisons quickly and cleanly, making them difficult to shake off. At-Will Assassin Attack Martial, Weapon Standard Action Melee weapon You must use this power with a dagger. One creature Dexterity vs. AC 1[W] + Dexterity modifier damage. If you deliver an assassin poison with this attack, the target takes a -4 penalty to its first saving throw, if any, against the poison's effect. Level 21: 2[W] + Dexterity modifier damage. If the dagger has an assassin poison on it that is normally delivered on a hit, you can deliver that poison to the target even if the attack misses. ID_FMP_CLASS_466 Attack ID_FMP_CLASS_FEATURE_3535,ID_FMP_CLASS_FEATURE_4082 The dagger's narrow blade excels at piercing armor and slipping through gaps in defenses, making it a good candidate for delivering poisons. Since only a slight nick is required to administer a poison, many assassins carry daggers for just this purpose, even when using some other weapon as their primary one. You lunge forward quickly, upending your foe with a kick and a thrust of your weapon. At-Will Assassin Attack Martial, Weapon Standard Action Melee 1 You shift 1 square before the attack. One creature Dexterity vs. AC 1[W] damage, and you knock the target prone. You can then shift 1 square back to your starting position. Level 21: 2[W] damage. ID_FMP_CLASS_466 Attack ID_FMP_CLASS_FEATURE_3535,ID_FMP_CLASS_FEATURE_4082 You focus some of your training on the speed of your movements in combat. This particular attack technique allows you to lash out quickly at an enemy that believes itself to be out of your reach. You can not only attack a quarry that would normally be protected by an intervening bodyguard, but you can also upend a foe to prevent its retreat. Executioners have a long history with poison. All become masters at mixing their own poisons. For most assassins, poison is only one of their many weapons. Most of the poisons used by executioners are merely the set-up for a later attack, a precursor to ensure that the target won't be able to stop the executioner once the assassination attempt begins in earnest. Many poisons are outlawed in civilized realms, so executioners learn to craft simple, unstable venoms that quickly break down into inert components. In this manner, an assassin can travel with a seemingly innocent array of materials. When it is time to strike, the executioner quickly crafts a poison as needed. Because the poison is unstable, it decays rapidly and leaves no incriminating evidence if unused. A shrewd executioner can maintain an innocent facade even in the face of a thorough search of his or her person and quarters. You learn the recipes for two 1st-level assassin poisons of your choice. 1 Executioner @ You learn the recipes for two 1st-level assassin poisons of your choice. During an extended rest, you can prepare one vial of a 1st-level assassin poison. You must know the poison's recipe and have a poisoner's kit. The vial contains a single use of the poison, which expires if it isn't used before the start of your next extended rest. An item can benefit from the effects of only one assassin poison at a time. Only you can use your assassin poisons, and you are immune to the effects of the ones you create. This thick, green oil has the consistency of blood and makes enemies more susceptible to grievous injuries. 1 0 Consumable Assassin Poison +0 Power (Poison) * Consumable (Minor Action) You apply the poison to your melee weapon or one piece of your ammunition. During this encounter, the next enemy you hit with a weapon attack using the poisoned item takes 10 extra poison damage, and it cannot regain hit points (save ends). Power (Poison) * Consumable (Minor Action) You apply the poison to your melee weapon or one piece of your ammunition. During this encounter, the next enemy you hit with a weapon attack using the poisoned item takes 10 extra poison damage, and it cannot regain hit points (save ends). 1 This green powder causes mental anguish and eventually insanity. 1 0 Consumable Assassin Poison +0 Power (Implement, Poison, Psychic) * Consumable (Standard Action) Effect: You make the following attack. Ranged 5 Target: One creature Attack: Dexterity vs. Reflex Hit: 2d10 + Dexterity modifier poison damage, and ongoing 5 psychic damage (save ends). Each Failed Saving Throw: The target makes a basic attack as a free action against its nearest ally. Miss: Half damage, and ongoing 5 psychic damage (save ends). Special: If the DM allows it, a creature reduced to 0 hit points by this poison is not killed, but is instead driven permanently insane. Power (Implement, Poison, Psychic) * Consumable (Standard Action) Effect: You make the following attack. Ranged 5 Target: One creature Attack: Dexterity vs. Reflex Hit: 2d10 + Dexterity modifier poison damage, and ongoing 5 psychic damage (save ends). Each Failed Saving Throw: The target makes a basic attack as a free action against its nearest ally. Miss: Half damage, and ongoing 5 psychic damage (save ends). Special: If the DM allows it, a creature reduced to 0 hit points by this poison is not killed, but is instead driven permanently insane. 1 ID_FMP_CLASS_FEATURE_3538 Your weapons are extensions of your body. When changing your focus from nearby foes to distant enemies, you can switch between your melee and ranged weapons with ease. 1/turn, you can draw or stow a weapon as a free action, and then draw another weapon 1 Essentials Executioner Once during each of your turns, you can take a free action to draw or stow a weapon and then draw another weapon. Ever watchful, an executioner practices techniques for staying alive. You have learned a mode of defense tailored to your fighting style. Choose either Shield Proficiency: Light or Two-Weapon Defense. You don't have to meet the feat's prerequisite. 1 Executioner @ You choose a bonus feat, either Shield Proficiency: Light or Two-Weapon Defense. You don't have to meet the feat's prerequisite. With two weapons in hand, you use one to parry and feint and the other for attacks. +1 to AC and Reflex while holding a weapon in each hand Essentials Heroic While wielding a melee weapon in each hand, you gain a +1 shield bonus to AC and Reflex. ID_FMP_CLASS_811 You have dedicated yourself to becoming as attuned to your ki focus as possible, heightening your prowess in battle. +1/2/3 (by tier) to implement/weapon attack rolls made w/ ki focus. +1/2/3 (by tier) to dmg rolls of attacks made w/ ki focus vs. bloodied enemy Heroic You gain a +1 feat bonus to implement attack rolls and weapon attack rolls that you make with your ki focus. In addition, you gain a +1 bonus to the damage rolls of attacks that you make with your ki focus against a bloodied enemy. Both of these bonuses increase to +2 at 11th level and +3 at 21st level. 1250 Heroic Ignore poison resistance and immunity Your attacks ignore poison resistance and poison immunity. Part of being an assassin is knowing which tool to use in any situation. Some executioners master the power of shadow magic early to gain a supernatural edge over their targets. Others simply refine their natural skills, pushing themselves to peak performance. Gain a 2nd-level assassin utility power of your choice. 2 ID_FMP_POWER_13800,ID_FMP_POWER_13801,ID_FMP_POWER_13802 Utility ID_FMP_CLASS_466 Executioner ID_FMP_POWER_13800,ID_FMP_POWER_13801,ID_FMP_POWER_13802 @ You gain a 2nd-level assassin utility power of your choice. You pad quietly toward your victim, unseen and unheard. At-Will Assassin Utility 2 Martial Move Action Personal You must be hidden. You move up to your speed to a square within 2 squares of an enemy. You remain hidden until the end of this turn or until you make an attack. ID_FMP_CLASS_466 2 Utility ID_FMP_CLASS_FEATURE_3539 ID_FMP_CLASS_811 You have learned to quiet your steps and keep your equipment from making noise. As soon as your enemies turn their backs on you, you can approach quickly and quietly, using your enemy's body to shield yourself from sight. 1500 Executioners know how to ensure that the job gets done. You rarely leave your enemies on the brink of death and know how to drive your weapon just a little deeper to turn a grave wound into a killing blow. An enemy you hit and damaged with a melee/ranged attack is left with 10hp or fewer: may automatically reduce to 0 hp 3 Executioner @Level 13 Improved Death Attack When you hit an enemy with a melee or a ranged attack that deals damage, you can choose to reduce the enemy to 0 hit points automatically if it has 10 hit points or fewer after the damage is dealt. Riding Horse - Level 1 Brute Large natural beast (mount) - XP 100 Initiative +1 Senses Perception +5; low-light vision HP 36; Bloodied 18 AC 14; Fortitude 15, Reflex 13, Will 10 Speed 10 m Kick (standard; At-Will) +4 vs. AC; 1d6+4 damage. Alignment Unaligned Languages - Str 19 (+4) ◦ Dex 13 (+1) ◦ Wis 11 (0) Con 16 (+3) ◦ Int 2 (-4) ◦ Cha 9 (-1) Riding Horse - Level 1 Brute Large natural beast (mount) - XP 100 Initiative +1 Senses Perception +5; low-light vision HP 36; Bloodied 18 AC 14; Fortitude 15, Reflex 13, Will 10 Speed 10 m Kick (standard; At-Will) +4 vs. AC; 1d6+4 damage. Alignment Unaligned Languages - Str 19 (+4) ◦ Dex 13 (+1) ◦ Wis 11 (0) Con 16 (+3) ◦ Int 2 (-4) ◦ Cha 9 (-1) This thick, green oil has the consistency of blood and makes enemies more susceptible to grievous injuries. 1 0 Consumable Assassin Poison +0 Power (Poison) * Consumable (Minor Action) You apply the poison to your melee weapon or one piece of your ammunition. During this encounter, the next enemy you hit with a weapon attack using the poisoned item takes 10 extra poison damage, and it cannot regain hit points (save ends). Power (Poison) * Consumable (Minor Action) You apply the poison to your melee weapon or one piece of your ammunition. During this encounter, the next enemy you hit with a weapon attack using the poisoned item takes 10 extra poison damage, and it cannot regain hit points (save ends). 1 This green powder causes mental anguish and eventually insanity. 1 0 Consumable Assassin Poison +0 Power (Implement, Poison, Psychic) * Consumable (Standard Action) Effect: You make the following attack. Ranged 5 Target: One creature Attack: Dexterity vs. Reflex Hit: 2d10 + Dexterity modifier poison damage, and ongoing 5 psychic damage (save ends). Each Failed Saving Throw: The target makes a basic attack as a free action against its nearest ally. Miss: Half damage, and ongoing 5 psychic damage (save ends). Special: If the DM allows it, a creature reduced to 0 hit points by this poison is not killed, but is instead driven permanently insane. Power (Implement, Poison, Psychic) * Consumable (Standard Action) Effect: You make the following attack. Ranged 5 Target: One creature Attack: Dexterity vs. Reflex Hit: 2d10 + Dexterity modifier poison damage, and ongoing 5 psychic damage (save ends). Each Failed Saving Throw: The target makes a basic attack as a free action against its nearest ally. Miss: Half damage, and ongoing 5 psychic damage (save ends). Special: If the DM allows it, a creature reduced to 0 hit points by this poison is not killed, but is instead driven permanently insane. 1 The most basic manual of the ninja teaches the secret of using the shadows as a weapon. 3 680 Ki Focus +1d6 damage per plus Uncommon +1 Attack rolls and damage rolls Ki Focus Ki Focus ID_FMP_MAGIC_ITEM_TEMPLATE_149823 When you use assassin's strike on a target granting combat advantage to you, you can reroll any of the power's damage dice that come up as a 1. Continue until all the dice roll higher than a 1. +1 attack rolls and damage rolls By installing this metal disk in your chest, your movements make scarcely a sound. 4 840 Neck Slot Item Neck You must have the living construct racial trait to use this item. Uncommon +1 Fortitude, Reflex, and Will ID_FMP_MAGIC_ITEM_TEMPLATE_147575 You gain a +2 item bonus to Stealth checks. Power * Daily (Minor Action) You gain a +5 power bonus to your next Stealth check made before the end of your next turn. +1 Fortitude, Reflex, and Will Leather Armor Description: Leather armor is sturdier than cloth armor. It protects vital areas with multiple layers of boiled-leather plates, while covering the limbs with supple leather that provides a small amount of protection. AC Bonus: +2 Weight: 15 lb. Cost: 25 gp. Type: Leather 15 2 - - 25 2 2 2 3 3 4 Light Body Leather Leather armor is sturdier than cloth armor. It protects vital areas with multiple layers of boiled-leather plates, while covering the limbs with supple leather that provides a small amount of protection. This armor offers no purchase to foes that would pin you down. 2 520 Armor Uncommon +1 AC Cloth, leather ID_FMP_MAGIC_ITEM_TEMPLATE_147553 You gain a +2 bonus to escape checks. Power (Augmentable) * Daily (Immediate Reaction Action) Trigger: You are immobilized by an attack. Effect: You are no longer immobilized, and you shift 1 square. Augment 1: The number of squares you shift equals half your speed. +1 AC These enchanted boots enhance your acrobatic skills. 2 520 Feet Slot Item Feet Uncommon +0 You gain a +1 item bonus to Acrobatics checks. Power * At-Will (Minor Action) You stand up from prone. Kusari-gama Superior double melee weapon Cost: 10 gp Damage: 1d10 Proficient: +2 Range: - Weight: 3 lb. Originally a tool used by farmers and peasants to tend crops and for a variety of other mundane uses, the kusari-gama was adopted as a weapon by the ninja because of both its flexibility and its ability to pass unnoticed as a common item. This weapon features a sickle (or kama) on one end of a chain and a heavy weight on the other, with the weight swung with great force and used to either entangle or trip a foe, and the kama used to slice at a vital part of the body. Properties: Defensive (A defensive weapon grants you a +1 bonus to AC while you wield the defensive weapon in one hand and wield another melee weapon in your other hand. Wielding more than one defensive weapon does not increase this bonus. To gain this benefit, you need not attack with the defensive weapon, but you must be proficient with it.). Reach (With a reach weapon, you can attack enemies that are 2 squares away from you as well as adjacent enemies, with no attack penalty. You can still make opportunity attacks only against adjacent enemies. Likewise, you can flank only an adjacent enemy.). Group: Flail (Weapons in the flail group have a flexible material, usually a length of chain, between a solid handle and the damage-dealing end of the weapon.). 3 10 1d10 2 Superior Melee One-Handed Two-Hands Flail Defensive, Reach ID_FMP_WEAPON_170 Originally a tool used by farmers and peasants to tend crops and for a variety of other mundane uses, the kusari-gama was adopted as a weapon by the ninja because of both its flexibility and its ability to pass unnoticed as a common item. This weapon features a sickle (or kama) on one end of a chain and a heavy weight on the other, with the weight swung with great force and used to either entangle or trip a foe, and the kama used to slice at a vital part of the body. Short sword Military one-handed melee weapon Cost: 10 gp Damage: 1d6 Proficient: +3 Weight: 2 lb. Properties: Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.). Group: Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). 2 10 1d6 3 Military Melee One-Handed Off-Hand Light blade Off-Hand Shuriken Superior one-handed ranged weapon Cost: .2 gp Damage: 1d4 Proficient: +3 Range: 6/12 Weight: 0.1 lb. Properties: Light Thrown (A basic attack with a light thrown weapon uses your Dexterity. Light thrown weapons don't deal as much damage as heavy thrown weapons, but some powers let you hurl several of them at once or in rapid succession.). Group: Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). 0.1 0 6/12 1d4 3 Superior Ranged One-Handed One-hand Light blade Light Thrown 2 Riding Horse - Level 1 Brute Large natural beast (mount) - XP 100 Initiative +1 Senses Perception +5; low-light vision HP 36; Bloodied 18 AC 14; Fortitude 15, Reflex 13, Will 10 Speed 10 m Kick (standard; At-Will) +4 vs. AC; 1d6+4 damage. Alignment Unaligned Languages - Str 19 (+4) ◦ Dex 13 (+1) ◦ Wis 11 (0) Con 16 (+3) ◦ Int 2 (-4) ◦ Cha 9 (-1) Riding Horse - Level 1 Brute Large natural beast (mount) - XP 100 Initiative +1 Senses Perception +5; low-light vision HP 36; Bloodied 18 AC 14; Fortitude 15, Reflex 13, Will 10 Speed 10 m Kick (standard; At-Will) +4 vs. AC; 1d6+4 damage. Alignment Unaligned Languages - Str 19 (+4) ◦ Dex 13 (+1) ◦ Wis 11 (0) Con 16 (+3) ◦ Int 2 (-4) ◦ Cha 9 (-1) Riding Horse Category: Mount Price: 75 gp Description: <table>Normal Load Heavy Load Max.Drag 237 lb. 475 lb. 1,187 lb.</table> Riding Horse - Level 1 Brute Large natural beast (mount) - XP 100 Initiative +1 Senses Perception +5; low-light vision HP 36; Bloodied 18 AC 14; Fortitude 15, Reflex 13, Will 10 Speed 10 m Kick (standard; At-Will) +4 vs. AC; 1d6+4 damage. Alignment Unaligned Languages - Str 19 (+4) ◦ Dex 13 (+1) ◦ Wis 11 (0) Con 16 (+3) ◦ Int 2 (-4) ◦ Cha 9 (-1) 75 Mount 1 Riding Horse - Level 1 Brute Large natural beast (mount) - XP 100 Initiative +1 Senses Perception +5; low-light vision HP 36; Bloodied 18 AC 14; Fortitude 15, Reflex 13, Will 10 Speed 10 m Kick (standard; At-Will) +4 vs. AC; 1d6+4 damage. Alignment Unaligned Languages - Str 19 (+4) ◦ Dex 13 (+1) ◦ Wis 11 (0) Con 16 (+3) ◦ Int 2 (-4) ◦ Cha 9 (-1) ID_FMP_MONSTER_280 <table>Normal Load Heavy Load Max.Drag 237 lb. 475 lb. 1,187 lb.</table> Adventurer's Kit Category: Gear Price: 15 gp Weight: 33 lb Description: This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days' worth of trail rations, 50 feet of hempen rope, and a waterskin. 33 15 Gear 1 This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days' worth of trail rations, 50 feet of hempen rope, and a waterskin. Thieves' Tools Category: Gear Price: 20 gp Weight: 1 lb Description: To use the Thievery skill properly, you need the right picks and pries, skeleton keys, clamps, and so on. Thieves' tools grant a +2 bonus to Thievery checks to open a lock or to disable a trap. 1 20 Gear 1 To use the Thievery skill properly, you need the right picks and pries, skeleton keys, clamps, and so on. Thieves' tools grant a +2 bonus to Thievery checks to open a lock or to disable a trap. Garrote Superior two-handed weapon Cost: 1 gp Damage: 1d4 Proficient: +3 Range: - Weight: 1 lb. This strangling tool is a length of wire or knotted rope with handles at either end. The only attacks that you can make with a garrote are ones that require or allow its use. Also, if you are holding a garrote in both hands, you can use the grab action even without a hand free. If the grab hits, the target takes 1[W] damage from the garrote. Properties: High Crit (A high crit weapon deals more damage when you score a critical hit with it. A critical hit deals maximum weapon damage and an extra 1[W] at 1st–10th levels, an extra 2[W] at 11th–20th levels, and an extra 3[W] at 21st–30th levels. This extra damage is in addition to any critical damage the weapon supplies if it is a magic weapon.). Small (This property describes a two-handed or a versatile weapon that a Small character can use in the same way a Medium character can. A halfling can use a shortbow, for example, even though halflings can't normally use two-handed weapons.). Group: Garrote (). 1 1 1d4 3 Superior Melee Two-Handed Two-Hands Garrote High Crit, Small This strangling tool is a length of wire or knotted rope with handles at either end. The only attacks that you can make with a garrote are ones that require or allow its use. Also, if you are holding a garrote in both hands, you can use the grab action even without a hand free. If the grab hits, the target takes 1[W] damage from the garrote. Dagger Simple one-handed melee weapon Cost: 1 gp Damage: 1d4 Proficient: +3 Range: 5/10 Weight: 1 lb. Properties: Light Thrown (A basic attack with a light thrown weapon uses your Dexterity. Light thrown weapons don't deal as much damage as heavy thrown weapons, but some powers let you hurl several of them at once or in rapid succession.). Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.). Group: Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). 1 1 5/10 1d4 3 Simple Melee One-Handed Off-Hand Light blade Light Thrown, Off-Hand You resort to the simple attack you learned when you first picked up a melee weapon. At-Will Basic Attack Weapon Standard Action Melee weapon One creature Strength vs. AC 1[W] + Strength modifier damage. 2[W] + Strength modifier damage. 9 1d4+5 DEX AC +5 DEX modifier. +1 half your level. +3 proficiency bonus. +5 DEX modifier. +1d8 to damage rolls once per turn. 9 20 6 1d4+5 DEX AC +5 DEX modifier. +1 half your level. +5 DEX modifier. +1d8 to damage rolls once per turn. 9 20 You resort to the simple attack you learned when you first picked up a ranged weapon. At-Will Basic Attack Weapon Standard Action Ranged weapon One creature Dexterity vs. AC 1[W] + Dexterity modifier damage. 2[W] + Dexterity modifier damage. 9 1d4+5 Dexterity AC +5 Dexterity modifier. +1 half your level. +3 proficiency bonus. +5 Dexterity modifier. +1d8 to damage rolls once per turn. 9 20 6 1d4+5 Dexterity AC +5 Dexterity modifier. +1 half your level. +5 Dexterity modifier. 9 20 You scent danger in the air. Quick as thought, you transform into a more appropriate form for flight or investigation. At-Will (Special) Dead Rat Deserter Utility Polymorph, Primal Minor Action Personal You change from your humanoid form to the form of a Tiny rat, or vice versa. When you change from rat form to humanoid form, you can shift 1 square. While in rat form, you cannot attack. You retain your game statistics, but gain a climb speed equal to half your normal speed, and a +4 bonus to Stealth checks. Your equipment becomes part of your rat form, and you drop any other items you are holding. You continue to gain the benefits of the equipment you wear, except shields and item powers. While equipment is part of your rat form, it cannot be removed, and anything in a container that is part of your rat form is inaccessible. You can use this power only once per round. Utility ID_FMP_CLASS_FEATURE_3921 Luck and small size combine to work in your favor as you dodge your enemy's attack. Encounter Halfling Racial Power Immediate Interrupt Personal You are hit by an attack. The attacker must reroll the attack and use the second roll, even if it is lower. Essentials ID_FMP_RACIAL_TRAIT_26 ID_FMP_RACE_5 You strike with precision at the exact right moment, landing an attack that can be instantly fatal. Encounter Assassin Attack Martial No Action Personal You hit a creature within 5 squares of you with an attack using a weapon. The creature you hit The target takes 1d10 extra damage from the triggering attack. If the target is helpless, this damage is maximized. Level 3: 2d10 extra damage. Level 7: 3d10 extra damage. Level 13: 4d10 extra damage. Level 17: 5d10 extra damage. Level 23: 6d10 extra damage. Level 27: 7d10 extra damage. Nothing but a short or an extended rest can allow you to regain the use of this power. ID_FMP_CLASS_466 Attack ID_FMP_CLASS_FEATURE_3537,ID_FMP_CLASS_FEATURE_4077 ID_FMP_CLASS_811 You wait for the perfect moment when your foe is within reach, then strangle it with your garrote. At-Will Assassin Attack Martial, Weapon Standard Action Melee weapon You must use this power with a garrote. You shift up to 2 squares before the attack. One creature you are hidden from Dexterity vs. Reflex 2[W] + Dexterity modifier damage, and the target is grabbed until the end of your next turn. While the grab persists, the target takes a -2 penalty to attack rolls against you and cannot speak, and you cannot make other attacks. Level 21: 4[W] + Dexterity modifier damage. The grab persists, and the target takes 2[W] + your Dexterity modifier damage. Level 21: 4[W] + Dexterity modifier damage. ID_FMP_CLASS_466 Attack ID_FMP_CLASS_FEATURE_3535,ID_FMP_CLASS_FEATURE_4082 9 2d4+5 Dexterity Reflex +5 Dexterity modifier. +1 half your level. +3 proficiency bonus. +5 Dexterity modifier. +1d8 to damage rolls once per turn. 13+1d4 20 Your piercing blade delivers poisons quickly and cleanly, making them difficult to shake off. At-Will Assassin Attack Martial, Weapon Standard Action Melee weapon You must use this power with a dagger. One creature Dexterity vs. AC 1[W] + Dexterity modifier damage. If you deliver an assassin poison with this attack, the target takes a -4 penalty to its first saving throw, if any, against the poison's effect. Level 21: 2[W] + Dexterity modifier damage. If the dagger has an assassin poison on it that is normally delivered on a hit, you can deliver that poison to the target even if the attack misses. ID_FMP_CLASS_466 Attack ID_FMP_CLASS_FEATURE_3535,ID_FMP_CLASS_FEATURE_4082 9 1d4+5 Dexterity AC +5 Dexterity modifier. +1 half your level. +3 proficiency bonus. +5 Dexterity modifier. +1d8 to damage rolls once per turn. 9 20 You lunge forward quickly, upending your foe with a kick and a thrust of your weapon. At-Will Assassin Attack Martial, Weapon Standard Action Melee 1 You shift 1 square before the attack. One creature Dexterity vs. AC 1[W] damage, and you knock the target prone. You can then shift 1 square back to your starting position. Level 21: 2[W] damage. ID_FMP_CLASS_466 Attack ID_FMP_CLASS_FEATURE_3535,ID_FMP_CLASS_FEATURE_4082 9 1d4+0 Dexterity AC +5 Dexterity modifier. +1 half your level. +3 proficiency bonus. +1d8 to damage rolls once per turn. 4 20 6 1d4+0 Dexterity AC +5 Dexterity modifier. +1 half your level. +1d8 to damage rolls once per turn. 4 20 You pad quietly toward your victim, unseen and unheard. At-Will Assassin Utility 2 Martial Move Action Personal You must be hidden. You move up to your speed to a square within 2 squares of an enemy. You remain hidden until the end of this turn or until you make an attack. ID_FMP_CLASS_466 2 Utility ID_FMP_CLASS_FEATURE_3539 ID_FMP_CLASS_811
100 gp 0 gp 0 2250 100 gp 0 gp 0 39 gp 0 gp 0 <?xml version="1.0" encoding="utf-16"?><ContentIdentifier xmlns:i="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://schemas.datacontract.org/2004/07/WotC.ContentVault"><ContentID>2</ContentID><Official>true</Official><OfficialTypeID i:nil="true" /><ScratchID i:nil="true" /><TypeID>1</TypeID></ContentIdentifier> Given Given <?xml version="1.0" encoding="utf-16"?><ContentIdentifier xmlns:i="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://schemas.datacontract.org/2004/07/WotC.ContentVault"><ContentID>10000087</ContentID><Official>true</Official><OfficialTypeID i:nil="true" /><ScratchID i:nil="true" /><TypeID>2</TypeID></ContentIdentifier> True 4' 0" 75 lbs. Ander 0 0 1 1 0 Dagger C:\Windows\TEMP\tmpED5A.tmp Kusari-gama Intrigue is your life, and you can't help but feel that something truly devious is at work here. Rumors on the streets say that a new player has come to Neverwinter, and you need to know the truth.