Chameleon Assassin

Basic Stats
Class: Assassin 5 Species: Saurian Specialty: Fighter Experience: 5,000
Vitality: 50 Wounds: 13 Defense: +19 DR: 3, Fire Resistance 3
BAB: +3 Initiative: +7 Speed: 30ft Action Dice: 3d4
STR 16 +3 Fortitude +4
DEX 14 +2 Reflex +5
CON 13 +1 Will +3
INT 12 +1 Unarmed +6
WIS 10 +0 Melee +6
CHA 16 +3 Ranged +5

Skill Key Attribute Skill Bonus (Rank + Mod) Error/Threat Class Skill Focuses
Acrobatics Dex 9 = 7 + 2 1 / 20 Origin skill
Blend Cha 11= 8 + 3 1 / 20 yes
Bluff Cha 9 = 6 + 3 1 / 20 yes
Crafting Int 5 = 4 + 1 1 / 20 yes Pharmacy (poison)
Disguise Cha 9 = 6 + 3 1 / 20 yes
Intimidate Cha 8 = 5 + 3 1 / 20 yes
Notice Wis 5 = 5 + 0 1 / 20 yes
Prestidigitation Dex 7 = 5 + 2 1 / 20 yes
Resolve Con 1 = 0 + 1 1 / 20 yes
Sense Motive Wis 2 = 2 + 0 1 / 20 yes
Sneak Dex 10 = 8 + 2 1 / 20 Origin skill
Tactics Int 1 = 0 + 1 1 / 20 yes
Interests Total Studies: 4
Languages Studies
Common Alignment: Cult of Cylios
Saurian Khamai culture
Historical assassins
Species Traits
Agile Defense Your base Defense increases by 1.
Cold Blooded You require only 1 common meal per day but suffer 1 additional damage per die from cold and are sickened for a number of rounds equal to 1/2 any cold damage taken (rounded down). If you sufer continuous cold damage — such as from the environment — you are sickened until you escape the source of the damage.
Darkvision 1 You ignore the efects of dim and faint light.
Natural Attacks You gain the Bite I and Tail Slap I natural attacks (see page 235). If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III, and Bite I become Bite V).
Specialty Abilities
Melee Combat Expert You’re considered to have 2 additional Melee Combat feats for any ability based on the number of Melee Combat feats you have.
Armor Basics Bonus Feat: Armor Basics
Extra Proficiency You gain 4 additional profciencies or tricks.
Attribute Training The lower of your Strength or Constitution scores increases by 1 (your choice if a tie). Apply this bonus after any modifers from your Species or Talent.

Class Abilities
Heartseeker Assassin. Your base attack bonus is considered equal to your Career Level when you attack a special character. Also, your attacks against special characters gain the armor-piercing 2 weapon quality.
Hand of Death Assassin. At Level 1, each time you fail a Blend or Resolve cjeck and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your Class Level + 20. If several grades of success are possible, you achieve only the lowest possible positive result.
Cold Read Assassin. You easily pick up people’s social cues and details about their private lives. At Level 2, once per session as a free action, you may ask the GM a number of personal questions equal to your starting action dice about a character you can see and hear. Sample questions include “What does he do for a living?” and “What is her favorite author?” The target may conceal an answer by spending 1 action die per question ignored. You may target each character with this ability only once per session.
At Levels 11 and 19, you may use this ability 1 additional time per session.
Quick on Your Feet Assassin. You often have to think fast in your line of work. At Level 3, you make trained Disguise checks even when you lack a kit. Also, once per session, you may make a Mask or Ambush check as a free action.
At Levels 7, 11, 15, and 19, you may use this ability 1 additional time per session
Unspoken Name Assassin. People speak of your growing legend, though more often with fear than admiration. At Levels 4, 8, 12, 16, and 20, you gain 1 rank of Heroic renown and a +1 bonus with Intimidate checks targeting any character who knows about
at least one of your previous kills.
Blade Practice Assassin. You’re familiar with many violent tools. At Level 5, once per adventure, you may spend 1 hour practicing to gain 1 temporary Melee Combat feat of your choice until the end of the current adventure.

Jungle Clutch You gain a +2 bonus with Climb checks and are always considered to have climber’s gear. Also, you may temporarily gain chameleon I as a 1 minute action, matching the surrounding terrain (see page 231). This camoufage is lost when
you sleep or replace it with a new terrain.
Armor Basics While you wear armor, its Defense penalty drops by 1, its ACP drops by 1, and its Speed penalty drops by 5 ft. (in all cases, minimum 0).
Knife Basics All knives on your person are considered armed at all times. Also, you gain a stance. Wicked Dance (Stance): Your 1-handed melee attacks inflict 2 additional dice of sneak attack damage. You may not take move actions (though you may still take 5-ft. Bonus Steps as normal)
Darting Weapon At the start of your Initiative Count when you’re armed with a single melee weapon, you may accept a –2 penalty with your attack and skill checks until the start of your next Initiative Count. Once during that round you may take a half action to make 2 Standard Attacks with that weapon. (Temporary, Blade Practice )
Proficiencies, Stances, and Combat

Unarmed none Blunt none
Edged forte Hurled forte
Bows none Black Powder none
Siege Weapons none
Wicked Dance Your 1-handed melee attacks inflict 2 additional dice of sneak attack damage. You may not take move actions (though you may still take 5-ft. Bonus Steps as normal).
Combat Tricks
Parry The character uses his hands or weapon to knock an incoming attack aside. Once per round when the character’s not fat-footed, after he’s been hit by a melee or unarmed attack but before damage is rolled, he may make a Refex save (DC equal to the attack check result). With success, the damage drops to 0 (though any special effects from the attack are still felt). Te character may take this action a number of times per combat equal to the number of Melee Combat feats he has (min. 1).
Ragged Wound The character angles for a long, bloody slash. When making an attack, he may increase his error range by 1 and decrease his damage by 2 to grant his weapon the bleed quality.
Salt the Wound The character uses an opponent’s injuries against him. When he attacks an opponent who has the bleeding condition, he inflicts an additional 1d6 damage.
Venom Master Poisoned weapons are very dangerous in the character’s hands. When he makes an attack with the poisonous or venomous quality, he may raise his error range by 1 to lower the poison’s first Incubation Period to Instant. With a miss, the
character becomes fat-footed at the end of his current Initiative Count. The character may apply this trick a number of times per combat equal to the number of Covert feats he has (min. 1).
Steady Shot The character parlays familiarity with his surroundings into a deadly barrage. If he hasn’t moved from his current location in the last 2 rounds, he gains a +2 bonus with bow and hurled attack checks.
Turn the Tables Te character gives as good as he gets — sometimes even before he gets. Once per combat when the character is flanked, prone, or sprawled and an adjacent opponent attacks him, he may make a free attack against that opponent before the opponent makes his attack check.
Possessions and Lifestyle
Panache: 3 Coin in Hand Prudence: 3 Stake
Income: 30s 220s Saved 30% 14s
Reputation and Renown
Reputation: 10 Legend: 1
Heroic Renown: 1 Title: Swordsman
Military Renown: 0 Title: None
Noble Renown: 1 Title: Lord

Weapon Damage Qualities Critical Weight
Discreet Revan Needle 1d4 lethal  AP4, finesse, +2 stash,
19–20 1/2lb
Rapier 1d8 lethal finesse, bleed 19–20 3lbs
Blowgun Dart negates inaccurate, Load
1, AP2
20 1lb
Darts, 9x 1d4 lethal inaccurate, poisonous 20 6 lbs
Poison Effect Incubation Period Uses Weight
Potent Necrotic Poison 2d6 lethal, +2 save DC 1 minute 4 1/5lbs
Potent Knockout Poison Unconscious for 1 Incubation period, +2 save
1 minute 2 1/10 lbs

Gear Description Weight Cost
Backpack +2 Str for carrying capacity 5 lbs 5s
Thieves’ Tools Prestidigitation/Disarm 1 lbs 20s
Pharmacist’s Kit Crafting (Pharmacy) 4 lbs 20s
Silk Rope 50 ft. long; max load 750 lbs.; escape DC 25 5 lbs 20s
Grappling Hook +2 gear bonus with Climb when using rope 4 lbs 12s
Rations Food for one day 5 lbs 5s
Torches Dim light, 30ft, 1d4 fire damage 1 lbs 2s
Partial Hardened Leather Armor DR 3, Fire Resistance 3, DP 0, ACP 0, Disguise -2, Speed -0 18 lbs 100s


Illumius: After the End SamtheDeathclaw