Proficiency Score: +18
Medium; [dependent]; humanoid, rodent
Armor Class: 39 (+5 Armor, +5 Dex, +2 Wis, +17 Proficiency Score)
Hit Points: 198 (18d10+18)
Speed: 40 feet
Initiative: +5 (advantage)
STR | DEX | CON | INT | WIS | CHA |
13 (+1) | 20 (+5) | 12 (+1) | 10 (+0) | 14 (+2) | 10 (+0) |
Saves:
- Fortitude +19
- Reflex +23
- Will +20
If the skirmisher makes a Reflex save against an effect that deals half damage on a success, they takes no damage on a success and only half damage on a failure.
Skills:
- Acrobatics +23+1d10
- Perception +20+1d4
- Stealth +23
- Thievery +23
Senses: Passive Perception 30
Languages: Common, Thieves Cant
Combat Reflexes. Gain five extra reactions for a total of 6 reactions per round.
Sneak Attack. The following is on any attack that has advantage or against any enemy the skirmisher is flanking with an ally.
- Add 5d8 damage
- Deal 5 Persistent Damage which bypasses Resistances; Flat DC 20 (does not stack on further attacks)
- Deal 2 Ability Damage to the skirmisher’s choice of Str, Dex, or Con
- Apply two of the following penalties for a round:
- The target takes -2 penalty to their AC (made a -4 penalty for the skirmisher’s attacks)
- The target takes disadvantage to their attacks (double disadvantage to attacks made against the skirmisher)
- The target’s Speed is reduced by half (minimum 5) and they cannot take the Step action
- Opponents cannot take reactions
Extra abilities:
- Double action: you can reroll any 1s and 2s on the sneak attack damage (no die can be rolled more than once)
- Once per 24 hours on any creature the skirmisher damages with sneak attack, they can cause them to: fall asleep (Prone and Unconscious conditions) for 1d4 hours, Paralyzed for 2d6 rounds, or killed on a failed DC 33 Fortitude save.
Swarming. Up to two characters with the Swarming Aspect can share the same square at the same time. If two characters with the Swarming Aspect are in the same square and attack the same foe, they gain advantage to attacks.
Actions
Accurate Stance. As a single action, the skirmisher can enter accurate stance. Each round they spend an action to maintain the stance, they gain advantage on all attacks and ignores penalties from the Concealed and Covered condition and treats Sensed creatures as Concealed instead. On a critical hit, the skirmisher deals triple damage instead of double and can reroll all natural 1s once.
Dirk. Melee Attack +23 (agile, finesse, parry) with 7d6+5 piercing damage.
Opportunist. As a reaction you can make an Attack of Opportunity against an opponent who has just been struck for damage in melee by an ally.
Repeating Crossbow. Ranged Attack (90 feet) +23 (deadly d8) with 4d8+3d6 piercing damage. A repeating crossbow has eight bolts, allowing for eight Strikes before reloading is necessary. Reloading a repeating crossbow requires three actions.
Equipment
- Assassin’s Cloak with +2 Armor Potency Rune
- Boots of the Cat which grants 1d10 Insight on Acrobatics
- Cape of the Mountebank which has one use of Dimension Door
- Dirk, 2 with +3 Weapon Potency Rune
- Repeating Crossbow with +3 Weapon Potency Rune and 24 bolts
Build Notes
Heritage
- Health Boost (Resilient)
- Keen Awareness
- Speed (Sprinter)
- Swarming
Traits (Total Spent: 141, Possible Points: 48 Unspent)
- Ability Score Boost (x2)
- AC Bonus
- Accurate Stance
- Deadly Accuracy
- Lethal Accuracy
- Sharpened Accuracy
- Deadly Accuracy
- Armor Proficiency (Light)
- Evasion
- Improved Evasion
- Improved Initiative
- Opportunist
- Quick Reflexes
- Saving Proficiency
- Skill Proficiency (Acrobatics, Perception, Stealth, Thievery)
- Sneak Attack (x5)
- Bleeding Attack
- Crippling Sneak
- Powerful Sneak
- Deadly Sneak
- Debilitating Injury
- Double Debilitation
- Master Strike
- Slow Reactions
- Bleeding Attack
- Weapon Mastery (Dirk)
- Weapon Proficiency (Martial Melee, Simple Ranged, Martial Ranged, Exotic Ranged)
- Weapon Training (x3 Bows, x3 Knives)