LAU-JIIN -- CLASS -- KAMIUZI ASSASSIN

KAMIUZI ASSASSIN

Padded Armor, Short Sword, Dagger


STR 22 INT 26

AGI 40 PER 31

END 31 CHA 18


SPADE 32

CLUB 32

HEART 20

DIAMOND 30



Diamonds

1

While hidden or invisible, gain +10% (1/2 Diamond Skill) to hit

All Back Attacks add +Yd6 damage

2

Weapon Attacks attempted while hidden or invisible grant +xd6 damage (1d6 minimum)

Damage Spells cast from invisibility grant +xd6 damage (1d6 minimum)

3

Each turn you are hidden or invisible, all poison counters, meaning specifically/exclusively Damage over Time poisons, deal max damage



Clubs:


1

Red – chromatic. While tapped, increase all damage by 2.

Black – chromatic. While tapped, add +10% to stealth checks

Chameleon, +25% bonus to hide checks for 20 turns


2

Invisibility (2) – Advanced Invisibility (4)

Venomous Weapons – (casting spell is a free action); for 5+INT turns, your BA and A/O add +1d6 poison damage.

Obsidian Scale – adds +2 DR, additional +4 poison DR


3

Dragon Wings – adds +2 DR, ability to fly during turn instead of base movement for x turns

Breath of Sleep – 30 ft circular AoE sleep spell

Paralyzing Barbs – up to Y barbs, each dealing 1d6+PER damage; on failed END save, target takes 1 turn of paralysis.


4

Paralyzing Barb --- deal Xd6 damage, on failed Endurance save target suffers 1d6 turns of paralysis

Shadow Fire – 1 Basic Attack you make each turn adds 2d6 void damage for 10 turns


Spades (dual wielding)

1

Dual Claw – make two attacks simultaneously, if both land, deal additional 1d6+ABI to BHP


Tail Spin – gain free attack after two consecutive successful attacks.


2

Soaring Ambush – for every 5 vertical feet, gain +1d6 damage to attack; without use of “fly,” “feather fall” or “levitate” your character may sustain fall damage.


3

Flowing Shadow Technique – for 5 (Y+INT) turns, cast a shadow into any space within 15 feet of you. You can attack from this space during any attack phase, including A/O.


Knives of the Spiral – if dual wielding, for 1+END turns, all BA ignore 2 DR and hit a radius of 10 ft.


4

Relentless Barrage – if dual wielding and executing 3+ BA in one round, each attack deals extra +1d6


Snapping Fang – counter attack. While Dual-wielding only: Gain extra A/O after successful defense check.


Hearts

1

Parry bonus while wielding two weapons

Light Armor Proficiency



2

Light Armor Casting Proficiency

+5% dodge, +2 ADR (AGI)


3

Crippling Defense – successful defense causes -1d6 movement to target, up to -10.

Reverberating Parry – a successful parry deals 1d10+ABI damage to opponent


4

Rush of Dragon Blood – this card begins in play tapped. Untap card to heal for 1d6+END/turn for Y turns. For Y turns, add 1 BA (cannot stack with haste). If afterwards this card is tapped from taking damage it cannot be used again until the character rests for 6 hours or longer. 


Sacrifice Heart to untap 1 Club and 1 Spade card of equal or lesser value


+3 ADR (AGI, END, PER) and +10% AGI, END, PER save


5

Bonus +10% against all Control spells

Sacrifice Heart to gain +2 DR and +10% defense checks, including saves, for 5 turns


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