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Acosta

Wearing a plain, black tunic, grey leggings, and worn boots, Acosta stands at 5’9″ and has a grey and black patched cloak that makes his outline had to focus on. Underneath his cloak he has a small crossbow hanging from his belt, and several throwing knives tucked in beside a kukri. Across his chest are several slotted belts which carry vials.

Proficiency Score: +18

Medium; Repute/Individual; humanoid, reptilian


Armor Class: 37 (+4 Dex, +5 Armor, +18 Proficiency)

Hit Points: 234 (18d10+54)

Speed: 30 feet

Initiative: +4


STRDEXCONINTWISCHA
13 (+1)18 (+4)16 (+3)14 (+2)8 (-1)10 (+0)

Saves: Fortitude +21, Reflex +22, Will +17

If Acosta makes a Reflex save against an effect that deals half damage on a success, he takes no damage on a success and only half damage on a failure.

Immunities: damage with the precision tag

Skills: 

  • Acrobatics +22
  • Crafting (poisons) +20
  • Deception +18 with disadvantage (+1d4 when lying into or out of a place)
  • Diplomacy +0 with disadvantage
  • Intimidation +18
  • Perception +17
  • Stealth +22 with triple advantage (he can move at full speed while sneaking)
  • Thievery +22

Senses: Passive Perception 27

Languages: Common, Dwarven, Elven


Assassin’s Apprentice. Acosta adds 18 to the DC of all poisons he makes.

Metamagic. Once per round, to a maximum of 18 times per 24 hours, Acosta can use one of the following:

  • Extend Spell: Double the spell’s duration.
  • Quicken Spell: Reduce the number of actions to cast a spell by one to a minimum casting time of a free action.

Quick Reflexes. Acosta has four extra reactions for a total of 5 reactions per round.

Sneak Attack. The following is on any attack that has advantage or against any enemy Acosta is flanking with an ally.

  • Add 3d8 damage
  • Deal 3 Persistent Damage which bypasses Resistances; Flat DC 20 (does not stack on further attacks)
  • Deal 2 Ability Damage to Acosta’s choice of Str, Dex, or Con
  • Apply Acosta’s choice of the following penalties:
    • The target takes -2 penalty to their AC (made a -4 penalty for Acosta’s attacks)
    • The target takes disadvantage to their attacks for a round (made a double disadvantage when attacking Acosta)
    • The target’s Speed is reduced by half (minimum 5) and they cannot take the Step action
  • Opponents cannot take reactions for a round

Extra abilities:

  • Double action: you can reroll any 1s on the sneak attack damage (no die can be rolled more than once)

Spellcasting. Acosta is a Spontaneous Occult caster.

Spell Attack +20, Spell DC 30

Cantrips (9th level max): Detect Magic, Eldritch Blast, Message, Vicious Mockery

1st Level (1 Slots): Lock, Fear

2nd Level (2 Slots): Invisibility, Misty Step

3rd Level (3 Slots): Dispel Magic, Haste

4th Level (2 Slots): Suggestion

Actions

Accurate Stance. As a single action, Acosta can enter accurate stance. Each round he spends an action to maintain the stance, he gains advantage on all attacks. On a critical hit, Acosta deals triple damage instead of double and can reroll all natural 1s once.

Hand Crossbow. Ranged Attack +22 (ignores Concealed and Covered penalties, range 60 feet) with 2d8 piercing damage.

Kukri. Melee Attack +22 (agile, finesse, sweep) with 4d6+4 slashing damage. This kukri deals a critical hit on a 19 or 20 on the die.

Stand Up. As an action, Acosta can stand up from Prone without provoking attacks of opportunity. He can, alternatively, stand up as a free action which does provoke.

Swift Poisoning. As a single action, Acosta can apply poison to a weapon.

Throwing Knives. Ranged Attack +22 (agile, finesse, range 40 feet) with 2d4 piercing damage. Each throwing knife returns to Acosta’s hand if it is still free after the attack.


Equipment

  • Assassin’s Cloak, with a +3 Armor Potency Rune and a Greater Shadow Rune
  • Beads of Force, 10
  • Elixir of Life, 5 Basic, 4 Greater
  • Kukri, with +3 Weapon Potency Rune and a Keen Rune
  • Hand Crossbow, with +1 Weapon Potency Rune and Seeking Rune
  • Poisons:
    • Cytillesh Oil, 4 vials
      • Fort DC 36
      • Onset: Immediate
      • Frequency: 1 round
      • Duration: 4 rounds
      • Counteracts: 2
        • Stage 1: 2d8 poison damage
        • Stage 2: 3d8 poison damage
        • Stage 3: 5d8 poison damage
    • Giant Wasp Venom, 11 vial
      • Fort DC 35
      • Onset: Immediate
      • Frequency: 1 round
      • Duration: 6 rounds
      • Counteracts: 3
        • Stage 1: 2d8 poison damage and Sluggish 1
        • Stage 2: 3d8 poison damage and Sluggish 2
        • Stage 3: 5d8 poison damage and Sluggish 2
    • Graveroot, 4 vials
      • Fort DC 33
      • Onset: Immediate
      • Frequency: 1 round
      • Duration: 4 rounds
      • Counteracts: 2
        • Stage 1: 1d8 poison damage
        • Stage 2: 2d8 poison damage and Stupefied 1
        • Stage 3: 4d8 poison damage and Stupefied 2
    • Nettleweed Residue, 7 vials
      • Fort DC 36
      • Onset: 1 minute
      • Frequency: 1 minute
      • Duration: 6 minutes
      • Counteracts: 3
        • Stage 1: 6d6 poison damage
        • Stage 2: 8d6 poison damage
        • Stage 3: 10d6 poison damage
    • Shadow Essence, 6 vials
      • Fort DC 36
      • Onset: Immediate
      • Frequency: 1 round
      • Duration: 6 rounds
      • Counteracts: 2
        • Stage 1: 1d6 negative damage and 1d6 poison damage
        • Stage2: 2d6 negative damage, 2d6 poison damage, and Enfeebled 1
        • Stage 3: 2d6 negative damage, 2d6 poison damage, and Enfeebled 2
        • The Enfeebled condition remains for 24 hours at the highest value reached
    • Sleeping Dust, 5 vials
      • Fort DC 31
      • Onset: Immediate
      • Frequency: 30 minutes
      • Duration: 4 hours
      • Counteracts: 2
        • Stage 1: Slowed 1
        • Stage 2: Asleep with no Perception check to wake for a round
        • Stage 3: Asleep with no Perception check to wake and no more saves to end the poison’s effects early – counteracts do still work
    • Spider Root, 7 vials
      • Fort DC 34
      • Onset: 1 minute
      • Frequency: 1 minute
      • Duration: 6 minutes
      • Counteracts: 2
        • Stage 1: 5d6 poison damage and Sluggish 1
        • Stage 2: 6d6 poison damage and Sluggish 2
        • Stage 3: 7d6 poison damage and Sluggish 3
    • Spider Venom, 4 vials
      • Fort DC 33
      • Onset: Immediate
      • Frequency: 1 round
      • Duration: 4 rounds
      • Counteracts: 2
        • Stage 1: 1d4 poison damage and Enfeebled 1
        • Stage 2: 2d4 poison damage and Enfeebled 2
    • Wyvern Poison, 9 vials
      • Fort DC 34
      • Onset: Immediate
      • Frequency: 1 round
      • Duration: 6 rounds
      • Counteracts: 2
        • 4d6 poison damage
        • 5d6 poison damage
        • 6d6 poison damage
  • Throwing Knives, 4 with +1 Weapon Potency Runes and Returning Runes

Build Notes

Heritage

  • Ability Boost (Basic, +2 Con,-2 Cha)
  • Health Boost (Resilient)

Traits (Total Spent: 187, Possible Points: 2 Unspent)

  • Accurate Stance
    • Deadly Accuracy
      • Lethal Accuracy
  • Crafting (Poisons)
    • Assassin’s Apprentice
    • Swift Poisoning
  • Evasion
    • Improved Evasion
  • Fast Stealth
  • Magic Adapt
    • Metamagic (x2, Extend Spell, Quicken Spell)
  • Quick Reflexes
  • Saving Proficiency
  • Silver-Tongued
  • Skill Proficiency (x7, Acrobatics, Crafting [poisons], Deception, Intimidation, Perception, Stealth, Thievery)
  • Sneak Attack
    • Bleeding Attack
      • Crippling Sneak
    • Powerful Sneak
      • Debilitating Injury (x3, all)
        • Double Debilitation
    • Slow Reactions
  • Stand Up
  • Spellcasting (Spontaneous Occult)
  • Uncanny Dodge
  • Weapon Proficiency (Martial Melee, Simple and Marital Ranged, Improvised)

Non-Accessible