Malkyr Tsul
[sblock=sheet]level 4
Drow, Assassin
Assassin Guild: League of Whispers
Lolthtouched: Cloud of Darkness
FINAL ABILITY SCORES
Str 14, Con 13, Dex 20, Int 10, Wis 10, Cha 16.
STARTING ABILITY SCORES
Str 14, Con 13, Dex 17, Int 10, Wis 10, Cha 13.
AC: 22 (20) Fort: 16 Reflex: 20 (18) Will: 17
HP: 40 Surges: 8 Surge Value: 10
TRAINED SKILLS
Stealth +16, Acrobatics +12, Bluff +10, Intimidate +12, Perception +7, Thievery +12
UNTRAINED SKILLS
Arcana +2, Athletics +4, Diplomacy +5, Dungeoneering +2, Endurance +3, Heal +2, History +2, Insight +2, Nature +2, Religion +2, Streetwise +5,
FEATS
Bonus: Two-Weapon Defense
Level 1: Ruthless Hunter
Level 2: Pact Initiate
Level 4: Master at Arms
[sblock=Class Features]
Quick Swap: Once during each of your turns, you can take a free action to draw or stow a weapon and then draw another weapon.
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.
Nimble Drop: When you take falling damage, you can take a free action to reduce the damage by 10. If this reduces the damage to 0, you don’t fall prone.
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POWERS
Racial: Cloud of Darkness
Guild At-Will: Bola Takedown
Guild At-Will: Precision Dart
Guild At-Will: Quick Shot
Encounter: Assassin's Strike
Encounter: Spiteful Glamor
Poison 1: Bloodroot Poison
Poison 1: Carrion Crawler Brain Juice
Utility 2: Cloak of Shades
[sblock=Power Details]
All attacks include Assassin Finesse Bonus:
Base Attacks:
Rapier:
1d20+12;2d8+6
crit: 1d10+22
Crossbow (range 10/20):
1d20+11;2d8+6
crit: 1d6+1d10+22
Bola Takedown
At-Will, Standard, Ranged 4/8
Target: One creature
Attack: +12 vs. Reflex
Hit: 1d4+1d8 damage, and the target falls prone.
Precision Dart
At-Will, Standard, Ranged 5/10
Target: One creature
Attack: +12 vs. Reflex
Hit: 1d4+1d8 + 6 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.
Effect: If the ammunition 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.
Quick Shot
At-Will, Standard, Ranged 1
Target: One creature
Attack: +11 vs. AC
Hit: 2d8 + 6 modifier damage.
Effect: You shift up to 2 squares.
Special: Using this power doesn’t provoke opportunity attacks.
Assassin's Strike
Encounter, No Action, Personal
Trigger: You hit a creature within 5 squares of you with an attack using a weapon.
Target: The creature you hit
Effect: The target takes 2d10 extra damage from the triggering attack. If the target is helpless, this damage is maximized.
Spiteful Glamor
At-Will, Standard, Range 10
Target: One creature
Attack: +6 vs. Will
Hit: 1d8 + 4
psychic damage or 1d12 + 4 psychic damage to a target at maximum hit points.
Cloak of Shades
Encounter, Minor, Personal
Effect: Until the end of your next turn, you gain concealment against all creatures and are invisible to creatures that are more than 5 squares away from you.
Cloud of Darkness
Encounter, Minor, Close burst 1
Effect: The burst creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects.
[/sblock][sblock=Poison Details]
Bloodroot Poison
Power (Consumable , Poison): Minor Action. You apply the poison to your melee weapon or one piece of your ammunition. During this encounter, the next creature you hit with a weapon attack using the poisoned item takes 6 extra poison damage, and it is dazed (save ends).
Power (Consumable , Poison): Minor Action. You pour the poison into a drink or onto a plate of food. The first creature to consume the food or drink within the next hour is dazed until the end of its next extended rest.
Carrion Crawler Brain Juice
Power (Consumable , Poison): Minor Action. You apply the poison to your melee weapon or five pieces of your ammunition. Until the end of the encounter, whenever you hit a creature with a weapon attack using the poisoned item, the target takes 4 extra poison damage, and it is slowed until the end of your next turn.
Power (Consumable , Poison): Minor Action. You apply the poison to a single handheld object. Within the next hour, the first creature other than you to hold or wear the object for more than 1 minute is immobilized until the end of its next extended rest.
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ITEMS
Iron Body Ki Focus +1, Amulet of Mental Resolve +1, Thought-Eater Leather Armor +1, Rapier, Hand Crossbow, bolts, Rhythm short sword +1, adventurer's pack, poisoner's kit, disguise kit, 3 bola, blowgun, darts, 4 healing potions (heroic tier)
120gp
[sblock=Item Powers]
Iron Body Ki-Focus +1
Critical: +1d10 damage
Property: If you hit an opponent with an attack using this ki focus, you gain resistance 3 to all of that target’s attacks until the end of your next turn.
Thought-Eater Armor
Property: You gain a +2 item bonus to Stealth checks.
Power (Daily ; Augmentable, Illusion): Minor Action.
Until the end of your next tum, you have concealment against enemies that are more than 2 squares away from you.
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(Defenses in brackets is not holding the rythm blade in his of hand and another weapon in his main hand)
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[sblock=Mini-Sheet]
Malkyr Tsul
Perception: 17
Insight: 12 Dark Vision
AC 22
Fortitude 16
Reflex 20
Will 17
Initiative: +7
Hit Points: 40 / 40
Bloodied: 20
Temporary Hit Points: 0
Resist: -
Saving Throw: +2 vs charm, illusion, or sleep.
Action Points: 1
Second Wind: 1
Milestones: 0
Healing Surge:10
Surges per day: 8 / 8
At-Will Powers: Bola Takedown, Percision Dart, Quick Shot
Encounter Powers: Cloud of Darkness, Assassin's Strike, Spiteful Glamor, Cloak of Shades
Daily Powers: Carrion Crawler Brain Juice
Condition:
[/sblock]
Malkyr isn't as sinister and mysterious as so many of his kin. Lacking a real talent for magic, he still travels the world as performer and storyteller, playing either a black flute or using his disguise kit to assume role's in many different plays.
He is also known for performing tricks, like shooting fruits from an assistants head with his small hand crossbow or juggling with balls who are linked together. Wearing a rapier and a short sword is only for show, he tells everyone, as he has even less talent for combat than using music to perform his magic.
Not even the 'healing tinctures' he makes with his alchemical set have any true power, but he is to charming to get any real trouble for selling them.
Yes, this is the face Malkyr Tsul shows the world...