Master Assassin
Master Assassins
180 lbs
35

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256 / 256
15
19
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4
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10

Hood, Silk
Leather Jerkin
Bracers, Mithral
Crossbow Bolt Case
Greaves, Mithral
Boots, Mithral
Shortsword
 

  • Inventory Equipped:
  • Boots, Mithral
    36000 gp
  • Bracers, Mithral
    12000 gp
  • Crossbow Bolt Case
    1 gp
  • Greaves, Mithral
    30000 gp
  • Hood, Silk
  • Leather Jerkin
    45 gp | Armor +2
  • Shortsword

  • Inventory Unequipped:
  • 20 Crossbow Bolt
    0.05 gp
  • Hand Crossbow
  • Healing Potion, Master
    200 gp
  • Poison, Adept
    200 gp
  • Poison, Major
    500 gp


  • Passive Abilities:
  • Evasive Maneuvers
    1300 gp
  • Evasive Speed
    3000 gp
  • Armor +2
    6000 gp
  • Weapon Enchantment +2
    5000 gp
  • Cunning
    1000 gp Thief 1
  • Advanced Armor Training - Light
    2000 gp

  • Quick Abilities:
  • Subtle Stride
    500 gp
  • Agile Dodge
    500 gp
  • Fleet of Foot
    1000 gp

  • Attack Abilities:
  • Major Poison Strike
    4200 gp
  • Poisoning Strike (5d6)
    11800 gp
  • Flourish
    150 gp
  • Piercing Strike
    400 gp
  • Assassination Attack
    36000 gp Thief Specialist in Assassination 12

  • Free Abilities:
  • Poison Retalitation (2d6)

  • Opportunity Attack Abilities:
  • Riposting Opportunity Attack
    500 gp
  • Close Quarters Combat
    300 gp

  • At Will Spell(s):
  • Invisibility, Adept
    4
  • Bestow Blindness
    2

You glimpse a shadow stepping from the gloom—robes stitched with muted steel thread, twin daggers tucked into wrist sheaths. Every motion is measured, silent. A slender garrote gleams briefly before vanishing beneath their cloak.

Master Assassins
Creature Sub Type

Master Assassins are legends among killers, skilled in vanishing without a trace and striking without warning. They wield enchanted weapons, flawless disguises, and rare poisons. Trusted with the most critical or impossible contracts, they operate independently, manipulating politics, toppling kingdoms, and erasing targets from memory as much as from life.

  • At Will Spell(s):
  • Invisibility, Adept
    4

  • Skill Roll ADV:
  • Sneak

Hood, Silk
Leather Jerkin
Bracers, Mithral
Crossbow Bolt Case
Greaves, Mithral
Boots, Mithral
Shortsword
 

  • Inventory Equipped:
  • Boots, Mithral
    36000 gp
  • Bracers, Mithral
    12000 gp
  • Crossbow Bolt Case
    1 gp
  • Greaves, Mithral
    30000 gp
  • Hood, Silk
  • Leather Jerkin
    45 gp | Armor +2
  • Shortsword

  • Inventory Unequipped:
  • 20 Crossbow Bolt
    0.05 gp
  • Hand Crossbow
  • Healing Potion, Master
    200 gp
  • Poison, Adept
    200 gp
  • Poison, Major
    500 gp

  • Extra Attack: +3

  • Passive Abilities:
  • Evasive Maneuvers
    1300 gp
  • Evasive Speed
    3000 gp
  • Cunning
    1000 gp Thief 1

  • Attack Abilities:
  • Major Poison Strike
    4200 gp
  • Poisoning Strike (5d6)
    11800 gp
  • Assassination Attack
    36000 gp Thief Specialist in Assassination 12

  • Free Abilities:
  • Poison Retalitation (2d6)

  • Opportunity Attack Abilities:
  • Riposting Opportunity Attack
    500 gp

  • Skill Tier 2:
  • Common Language Skill
  • Thieves Cant Language Skill

  • Skill Tier 6:
  • Fortitude

  • Skill Tier 8:
  • Psyche
  • Willpower

  • Skill Tier 10:
  • Archery Weapon Skill
  • Attention
  • Balance
  • Empathy
  • Frighten
  • Hunting
  • Influence
  • Initiative
  • Inspection
  • Light Armor Skill
  • Navigation
  • One-Handed Melee Weapon Skill
  • Sneak

  • Skill Tier 12:
  • Locks

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information