Assassin: Kai Yasmine (CR 9)

Kai Yasmine

Drow

Neutral Evil Medium Humanoid

Fighter level 6/ Assassin level 4

Init +4; Senses Darkvision 120; Perception +15

DEFENSE

AC 18, Touch 18, flat footed 13 (+1 Leather, Shield, none)

(+4 Dex, +1 feats, +1 magic, +1 armor)

hp 81 (0d8+6d10+4d8+20+6);

Fort +11, Ref +10, Will +6

Sensitivity to sunlight blinds for 1 round then dazzled, Spell Resistance 6 + level

DR: 5 overcome by slashing or piercing

OFFENSE

Speed 30

Melee

To Hit: 9 BAB + 1 W. training + 1 W. Focus + 4 Dex + 2 Magic To DMG: +5

Single Attack +2 Agile Dagger, punching +17 (1d4+8 X3)

Full Attack

+2 Agile Dagger, punching +17/+13 (1d4+8 X3)

Or

Twin Dagger, punching +17, +17 (off), +10 (1d4+8 X3)

Space 5ft.; Reach 5

Special Attacks

Death Attack DC 5 or 10 + character level + INT mod

Sneak Attack Sneak attack at an extra (D6) 2

True Death (Su) DC 15 + level to bring back alive

Weapon Training become proficient in a weapon group 1

Spell-like Abilities

Spell-like Abilities 1xday dancing lights, darkness, faerie fire

STATISTICS

Str 10 (+0), Dex 18 (+4), Con 14 (+2), Int 14 (+2), Wis 10 (+0), Cha 12 (+1)

Base Attack 9 CMB 9 ; CMD 30 (+5)

Feats

Mobility: +4 AC to attacks of opportunity,

Shadow Strike: You can deal precision damage, such as sneak attack damage, against targets with concealment (but not total concealment).,

Weapon Finesse: Use DEX mod instead of STR mod for melee attack to hit,

Weapon Specialization: +2 to damage rolls with punching daggers,

Armour Prof Heavy,

Armour Prof Light,

Armour Prof Medium,

Blind-fight: Re-roll miss chance for concealment,

Dodge: Add 1 to AC ,

Martial Weap Prof,

Shield Proficiency: Can use shields,

Simple Weapon Proficiency,

Step Up: Take a 5ft step as an Immediate action when foe steps back,

Tower Shield Proficiency: Can use the tower shield and suffer only normal shield skill penalties,

Two-Weapon Fighting: Get extra attack at -2 to all attacks,

Weapon Focus (punching dagger): +1 to attack rolls

Skills Acrobatics +22 (17+5), Bluff 1, Climb 0, Diplomacy 1, Disable Device 4, Disguise 1, Escape Artist +9 (4+5), Handle Animal 1, Intimidate 14, Know Arch & Eng 2, Know Dungeon 8, Know Religion 7, Linguistics 2, Perception 15, Ride 4, Sense Motive 0, Sleight of Hand 4, Stealth 4, Survival 13, Swim 0, Use Magic Device 1

Languages Common, Elven, Undercommon

ECOLOGY

Environment Underground

Organization Squad 2-4, Band 20-50, Patrol 5-8

Treasure Standard

SPECIAL ABILITIES

Other +2 on will saves against spells

Armour Training Reduced armour check penalty and increases dex bonus by 1

Bravery Save vs fear + 2

Hidden Weapons (Ex) Add level to sleight of hand skill

Poison Use Never accidentally poison self

Save Against Poison bonus = 2

Uncanny Dodge Retains Dex bonus if flat footed

MAGIC ITEMS (max value 16350)

Gear

Backpack (2gp)

Caltrops (1gp)

Crowbar (2gp)

Rope, hemp - 50ft (1 gp)

Disguise kit (50 gp)

Healer’s Kit x2 (100 gp)

Thieves’ tools, masterwork (100 gp)

Flint & Steel (1 gp)

Lock - Superior (150 gp)

Grappling Hook (1 gp)

Torch - 1 (1 cp)

Wax key blank - 10 (150 gp)

Skeleton key (85 gp)

Armor

Boneless Leather, +1 leather (12,160 gp)

+2, Agile x2

+3 Cloak of Resistance (9,000 gp)

4,840 gp left