Age of Adventure

Ascendant Assassin

Medium Humanoid, Human Rhine, Assassin, Ascendancy, Level 11

HP: 0 / 0
PoS: 

HP: 109 (5d8, 6d10)

DgC/BC: 22/18

Speed: Climb: 1, Normal: 6

Initiative: 8

Carrying capacity: 48

Sanity: 6

Damage immunity:

Damage resistance:

Damage vulnerability:

Condition immunity:

AGI

4

STR

0

VIT

2

CHA

-2

INT

0

WIS

0

Skills

Acrobatics: 1, Adventuring: 2, Allure: 1, Block: 5, Bluff: 4, Bravery: 1, Diplomacy: 3, Dodge: 4, Exertion: 2, Focus: 2, Insight: 1, Intimidation: 2, Life Force: 2, Nature: 1, Perception: 4, Precision: 2, Psionics: 1, Research: 2, Resilience: 1, Sleight: 7, Society: 2, Stamina: 1, Stealth: 8, Toughness: 3

Specialisations

Block Class: +3, Flanking: +2, Knives: +2, Operatives Kit: +2, Unarmed Attacks: +3

Languages

Common, Kant

Abilities

Assassinate. Whenever Ascendant Assassin hits on an unarmed attack, attack with one handed weapon or attack with a ranged weapon, if it has advantage on the attack, the attack deals additional 3d6 damage. Ascendant Assassin has advantage against creatures that haven't taken the turn in this combat yet. In addition, any full hit against the creature that is surprised counts as critical hit.

Human Adaptability. 3 times per day Ascendant Assassin can add 1d4 to any check it makes

Infection. Ascendant Assassin deals additional 1d6 poison damage with all unarmed attacks. Creatures that consume Ascendant Assassin's blood must make DC 25 Toughness[VIT] check or gain one level of Machine Ascendant, joining the Ascendancy.

Infiltrator. Ascendant Assassin gets climbing speed equal to its walking speed. It can move at full speed while hidden. Ascendant Assassin has advantage on all checks to notice and disarm traps and to unlock locking mechanisms. Ascendant Assassin is invisible while in darkness.

Machine Ascendant. Ascendant Assassin has weakness to Heat Damage and to On Fire condition. Ascendant Assassin has resistance to being charmed and frightened.

Actions

◆: Claws. Melee unarmed attack, Sleight(AGI) to hit. 3d4 + AGI slashing damage. Once per turn, whenever Ascendant Assassin fully hits with claws attack it can immediately use claws attack again as part of this action. Whenever Ascendant Assassin uses its claws attack as a reaction it can make 2 claws attacks instead.

◆: Steady Hand. Ascendant Assassin steadies its hand, granting itself an advantage on its next attack roll or Sleight check.

◆◆◆: Claw Leap. Ascendant Assassin jumps up to 2 m, then makes 3 claw attacks against the same target.

Equipment

1x Leather Armour

Level 0 Armour, Light Armour

Uncomfortable Sleep. If This creature sleeps in this armour it must make DC 12 Resilience(VIT) check to gain the benefits of the long rest.

10 min: Dress Or Undress. You dress or undress Leather Armour.