Age of Adventure

Tess

Small Humanoid, Sardar Sardar Clanrat, Assassin, Sardar Underempire, Level 11

HP: 0 / 0
PoS: 

HP: 102 (11d10)

DgC/BC: 29/12

Speed: Climb: 2, Normal: 8

Initiative: 10

Carrying capacity: 10

Damage immunity:

Damage resistance:

Damage vulnerability:

Condition immunity:

AGI

8

STR

-1

VIT

2

CHA

-1

INT

2

WIS

2

Skills

Acrobatics: 4, Adventuring: 4, Block: 2, Bluff: 4, Brewing: 1, Crafting: 3, Dodge: 3, Engineering: 2, Focus: 2, Intimidation: 1, Life Force: 1, Medicine: 1, Perception: 2, Precision: 4, Research: 1, Sleight: 9, Stamina: 1, Stealth: 11

Specialisations

Biotech Kit: +1, Engineers Kit: +1, Fabricators Kit: +1, Flanking: +2, Knives: +4, Movement: +1

Languages

Common, Kant

Abilities

Assassinate. Whenever Tess 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 5d6 damage. Tess 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. Whenever Tess uses its assassinate feature on a surprised creature, it doubles the amount of assassinate feature damage dice rolled.

Knife Fighter. Tess ignores one level of repeated disadvantage. Attacks with flanking or against surprised creatures deal additional die of damage. Tess gain additional on each of its turn. That can only be used for actions with knives.

Master survivalist. Tess makes Adventuring checks with advantage.

Rat's Craft. Whenever Tess makes a check to craft it adds 1d4 to the roll.

Shadow Dice. Tess gains number of shadow dice equal to its Sleight. If it does not already have shadow dice, those dice become d4. It regains any spent Shadow dice at the end of its long rest.

Actions

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

◆◆, 1 Shadow die: Shadow Run. Tess gets enveloped in shadows, immediately moving up to its full movement speed + the number rolled without provoking attacks of opportunity. While in its shadow run it can pass through the creatures and non magical objects but cannot end it movement in an occupied space. Whenever Tess passes through another creature it can make a melee attack that costs ◆ against that creature as part of its shadow run. If Tess attacks the same creature more than once during shadow walk it gains one level of disadvantage for every time it has already attacked it.

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.

1x Kris

Level 0 Weapon, Knife

Coating: 1

Gut Twist. Whenever This creature fully hits with { weapon_name } it can spend any number of ◆ dealing 1d6 + AGI lacerating damage for each ◆ spent. If creature spends ◆◆ on the same attack in this way the target must make Toughness(VIT) check equal to the total bonus damage dealt, max 40, or gain one level of bleeding.

◆, This creature is flanking the target: Backstab. Melee weapon attack. Sleight(AGI) to hit. 1d8 + AGI piercing damage.

◆: Stab. Melee weapon attack. Sleight(AGI) to hit. 1d4 + AGI piercing damage.

Lore

It began with the forging of the Great Rings. Three were given to the Elves, immortal, wisest and fairest of all beings. Seven to the Dwarf lords, great miners and craftsmen of the mountain halls. And nine, nine rings were gifted to the race of men, who, above all else, desire power. But they were, all of them, deceived, for another Ring was made. In the land of Mordor, in the fires of Mount Doom, the Dark Lord Sauron forged in secret a master Ring, to control all others. And into this Ring he poured his cruelty, his malice and his will to dominate all life. One Ring to rule them all.