Lords of Brightstone: The Mythic Adventures
Tiefling Assassin Knife Thrower
Male Div-Spawn Tiefling Assassin 9/Fighter (Two-Weapon Fighter) 8/Master Spy 4/Ranger 1/Rogue (Knife Master) 3/Trickster 1
NE Medium outsider (native)
Init +13; Senses darkvision 60 ft., see in darkness; Perception +31
AC 41, touch 28, flat-footed 28 (16d8+129)
Fort 2 vs. fear); +4 vs. poison
Defensive Abilities blade sense, bravery +2, defensive flurry, evasion, fortification 50%, hard to kill, uncanny dodge; Resist cold 5, electricity 5, fire 5, negative energy 10, positive energy 10
Speed 30 ft.
Melee briliant energy throwing daggers (x10) 32/19/17-20/×2) and
demon shadow blade 33/23 (1d4+20/17-20/×2)
Special Attacks death attack (DC 25), favored enemy (humans +2), mythic power (5/day, surge +1d6), quiet death, rogue talents (fast stealth, swift poison), sneak attack +9d6, swift death (1/day), true death (DC 24), twin blades
2/day—magic aura (appear nonmagical only)
Str 25, Dex 36, Con 21, Int 23, Wis 16, Cha 25
Base Atk +20; CMB +27; CMD 55
Feats Combat Expertise, Conceal Scent, Deadly Aim, Deceitful, Double Slice, Extra Rogue Talent, Greater Two-weapon Fighting, Greater Weapon Focus (dagger), Improved Critical (dagger), Improved Two-Weapon Feint, Improved Two-weapon Fighting, Iron Will, Piranha Strike, Point-Blank Shot, Power Attack, Two-weapon Fighting, Weapon Finesse, Weapon Finesse [M], Weapon Focus (dagger), Weapon Specialization (dagger)
Skills Acrobatics 45 vs. humans), Climb 33 vs. humans), Ride 27 vs. humans), Sleight of Hand 42 to conceal a light blade, 33 vs. humans, +32 to track), Swim +11
Languages Abyssal, Common, Draconic, Other Language, Infernal, Orc
SQ brilliant energy, concealed thoughts, deathless, determination, etherealness, glib lie, hero points, hidden blade, hidden weapons, hide in plain sight, legendary power, legendary surge, mask alignment, master of disguise, mythic bond, poison use, quick change, spell storing, superficial knowledge, track, wild empathy
Combat Gear Potion of cure serious wounds (20); Other Gear Shadow Armor, Briliant Energy Throwing Daggers (X10), Demon Shadow Blade, Amulet of natural armor +5, Belt of physical perfection +6, Boots of speed (10 rounds/day), Bracers of armor +8, Cloak of resistance +5, Gauntlet of the weaponmaster (2 @ 2 lbs), Headband of mental superiority +6 (Survival, Climb, Ring of protection +5, Ring of spell turning (3/day), Rune of the inscrutable one, 150 GP
Action Points – 0/17
Boots of speed (10 rounds/day) – 0/10
Briliant Energy Throwing Daggers (X10) – 0/1
Demon Shadow Blade – 0/1
Determination (1/day) – 0/1
Etherealness (1/day) – 0/1
Heroism, Greater (self only) (3/day) – 0/3
Legendary Power (2/day) – 0/2
Magic Aura (appear nonmagical only) (2/day) (Sp) – 0/2
Mythic Power (5/day, Surge +1d6) – 0/5
Potion of cure serious wounds – 0/20
Ring of spell turning (3/day) – 0/3
Spell (3rd) (3/day) – 0/3
Spell (4th) (3/day) – 0/3
Spell (4th) (3/day) – 0/3
Spell (4th) (3/day) – 0/3
Spell (6th) (At will) – 0/0
Swift Death (1/day) (Ex) – 0/1
Blade Sense 12 Trade a penalty to ranged attacks for a bonus to ranged damage.
Death Attack (DC 25) (Ex) You can kill or paralyze for 1d6+9 rds with a prepared sneak attack.
Deathless 25% chance to negate negative levels from any attack.
Defensive Flurry .
Legendary Power (2/day) All legendary items contain a pool of power – at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls – All, Combat Maneuver Checks, Initiative Checks, Saving Throw All legendary items have a legendary surge ability, similar to a mythic character’s surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item – see the Legendary Surge sidebar o
Mask Alignment (Su) Detect as your choice of alignment (or none) when you wish.
Master of Disguise (Ex) Create disguises in half time, and reduce penalty for gender, race, age, or size by 1.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Mythic Power (5/day, Surge 12 You can subtract from your attack roll to add to your damage with light weapons.
Point-Blank Shot 12 You can subtract from your attack roll to add to your damage.
Quick Change -10 (Ex) Assume a Disguise in 2d4 rds with a -10 penalty.
Quiet Death (Ex) If death attack kills a foe during a surprise round, others may not notice you are the cause.
Ring of spell turning (3/day) Reflects next nine levels of spells cast on wearer.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Sneak Attack 9d4 +9d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Spell Storing Stores up to 3rd level touch spell which affects foe who hits.
Superficial Knowledge +2 (Ex) Can make untrained knowledge/profession checks related to cover identity, with listed bonus.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Swift Death (1/day) (Ex) You can make a death attack without studying the target.
Swift Poison (Ex) Poisoning a weapon becomes a move action.
Track +1 Add the listed bonus to survival checks made to track.
True Death (DC 24) (Su) Casting Raise Dead on a victim of your death attack requires a successful DC 24 caster level check.
Twin Blades +1 (Ex) +1 to hit and damage when making a full attack with both weapons.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.