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.
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 add+2 and hit a radius of 20 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 free A/O after successful defense check
Hearts
1
Parry bonus (+5) while wielding two weapons
Light Armor Proficiency (+1 movement, +5% evasion)
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 +3 DR and +15% defense checks, including saves, for 5 turns
Comments
Post a Comment