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
STR | DEX | CON | INT | WIS | CHA |
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
- Cytillesh Oil, 4 vials
- 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
- Deadly 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
- Debilitating Injury (x3, all)
- Slow Reactions
- Bleeding Attack
- Stand Up
- Spellcasting (Spontaneous Occult)
- Uncanny Dodge
- Weapon Proficiency (Martial Melee, Simple and Marital Ranged, Improvised)