Zane Bieito

Zane Bieito

General Information

Name : Zane Bieito Gender : Male Max HP : 110
Race : Half-Orc Bloodied Value : 55
Level : 17 Surge Value : 27
Align : Good Surges/day : 12
Deity : —- EXP :
Size : Medium Next Level :

Class Information

Class : Executioner Assassin
Theme : Martial Scientist
Paragon Path : Polyhistor
Epic Destiny : ???

Ability Scores

Ability Score Ability Mod Lvl+ Mod Race Mod Misc Mod
STR : 11 : +0 : : :
CON : 18 : +4 : : +2 :
DEX : 22 : +6 : : +2 :
INT : 11 : +0 : : :
WIS : 11 : +0 : : :
CHA : 17 : +3 : : :

Movement

Total Base Armor Item Misc
Speed : 6 = 6 - + +

Action Points: 1
Additional effects of action points: Perfect Aim When you spend an action point, you gain access to the following option for your martial dice until the end of your turn.

  • Precision. After you make an attack roll with a basic attack, you may expend any number of martial dice and roll them, adding their result to your attack roll.

Initiative

Total Dex ½ level Misc
Initiative : 17 = 6 + 8 + 3

Defenses

Total Level Abil Class Feat Enh Arm Misc
AC : 31 = 18 + 6 + + + 4 + 2 + 1
Fort : 29 = 18 + 4 + 1 + 3 + 3 + +
Ref : 33 = 18 + 6 + + 3 + 3 + 2 + 1
Will : 28 = 18 + 3 + 1 + 3 + 3 + +

Attacks

Name of attack Attack Defense Damage Type Other Notes
(At Will)
Bastard Sword MBA +23 vs AC 1d10+12 -
Unarmed MBA +23 vs AC 1d8+12 -
Long Knife MBA +23 vs AC 1d6+12 -
Shortbow RBA +22 vsAC 1d8+12 Range 15/30
Boomerang RBA +22 vs AC 1d6+12 Range 6/12
Garrote Strangle +23 vs Reflex 2d4+12 Target is grabbed, silenced, -2 attacks vs me EoNT. Sustain Standard
Poison Dagger +23 vs AC 1d4+12, -4 to first save vs poison Deliver poison anyway on miss
Quick Lunge +23 vs AC 1[W]+6, prone enemy, shift back Shift 1 before
Hidden Stab +22 vs AC 1[W]+6 Target is grabbed, grants CA, -2 first escape attempt. Sustain minor
(Encounter)
Assassin Strike On hit -- +4d10 damage Maximized if target is helpless
Experimental Strike Miss all targets of at-will free sheathe/draw, shift 2, attempt stunt, free sheathe/draw
Furious Assault On hit —— +1[W] or +1d8
(Daily)
Pick three poisons after each extended rest
(Apply to weapon as minor action, or… )
Bloodroot Poison next hit 6 poison damage and dazed (save ends) or put in food/drink as minor, first creature to consume is dazed until extended rest
Carrion Crawler Brain Juice that weapon 4 poison damage and slowed EoNT until EoE or put on object, creature that holds object for 1 min is immobilized until extended rest
Greenblood Oil next hit 10 poison damage and can't regain HP (save ends) or put in food/drink as minor, first creature to consume is -4 saves and cant regain HP until extended rest
Insanity Mist +20 vs Ref 3d10+12 Poison, half on miss Target takes ongoing 10 Psychic (save ends, failed save 15), and is permanently insane if KOd. Can be boxed as a trap.
Ungol Dust +20 vs Ref 3d8+12 Poison, half on miss Target takes ongoing 5 Acid (save ends), and is permanently scarred if KOd. Can be boxed as a trap.

Gained Abilities

Racial Abilities

Furious Assault: +1[W] on weapon hit, or +1d8 on non-weapon hit
Low-light Vision
Half-orc Resilience: +10 THP first time bloodied per encounter
Swift Charge: +2 Speed when charging

Class/Path/Destiny Features

Assassin

Attack Finesse: Once per round deal +2d8 bonus damage with a one-handed weapon, garrote, blowgun, or shortbow.
Executioner Two Weapon Defense: Gain Two Weapon Defense as a bonus feat
Quick Swap: 1/turn use a free action to stow a weapon and draw another.
Improved Death Attack: If target survives with 20 or fewer HP, reduce it to 0 HP.
Nimble Drop: Reduce falling damage by 6+level, do not fall prone if damage is reduced to 0.
Flawless Disguise: Short rest and disguise kit, enemies trying to see through it roll insight check vs my Bluff+5 check

Monk Multiclass

Unarmed Strike: +3 proficiency, 1d8 damage

Martial Scientist

Martial Scientist 1: Trained in history and proficient with all Martial weapons.
Martial Scientist 1: Gain Experimental Strike power. [Can be swapped for another Martial Scientist Technique, typically Bullet Slice]
Martial Scientist 5: Martial Mythbuster - Use Experimental Strike when an enemy misses you. [Can be swapped for another Martial Scientist Trait, typically Vigilante Sprint]
Martial Scientist 10: Doctor of Modern Warfare - Gain proficiency in all weapons, shields, armors, and implements.

Polyhistor

Elementary Stances (11th level): You have learned five elementary stances that cover nearly every combat technique known to man. At the start of your turn as a free action you can switch to any of these stances. You can have any one elementary stance and up to one stance from another source active at a time.
Combat Focus (11th level): Instead of gaining an encounter attack power from this paragon path, you start each encounter with five martial dice (1d6 each), which you can expend for various effects based on which elementary stance you are in.
If you spend a standard action on total defense, you add three additional martial dice to your pool as long as an enemy is actively engaged in combat within 10 squares of you. You can have a maximum of twelve dice in your martial pool at any time, and whenever you start a new encounter your total resets to five.
You can expend your martial dice for the following two options regardless of which stance you are in:

  • Two Targets. Once on your turn when you make a basic attack, you may expend one die to make another basic attack which must target a different enemy. You may stow and draw weapons between these two attacks.
  • Multiple Targets. When you make a melee basic attack on your turn you may expend two dice to target every enemy in a Close Burst 1. When you make a ranged basic attack on your turn you may expend two dice to target every enemy in an Area Burst 1 within range. (With these options combined you can spend two dice to make a melee basic attack against every enemy in a Close burst 1, spend one die to add an extra ranged basic attack, switch to a ranged weapon, and use two dice so that attack targets a group of enemies in an Area Burst 1 within range.)

Combat Transcendence (16th level): At the start of an encounter your martial dice pool resets to five dice instead of three, and your maximum dice pool is twelve instead of ten.

Feats

Houseruled Attack Feat: Ki Focus Expertise (+1/2/3 to hit and damage vs bloodies enemies)
Houseruled Defensive Feat: Superior Reflexes (+2/3/4 Reflex, combat advantage against all opponents in round 1)
Level 1 feat: Wall Crawlers guild training (+2 Athletics, +4 when ally with this feat aids you on athletic checks, and simply using the same kind of action counts as aiding.)
Level 2 feat: Superior Will (save vs dazed or stunned at the start of your turn, even if there's no save allowed)
Level 4 feat: Master of the Fist (Training in Athletics, gain Monk Unarmed Strike [+3, 1d8]
Level 6 feat: Thirst for Battle (+3 Init, +1 Healing surge)
Level 8 Feat: World Serpents Grasp (Prone a slow or immobilized target on hit)
Level 10 Feat: Practiced Study (Can learn and execute martial practices)
Level 11 Feat: Superior Fortitude (+2/3/4 to Fort, Resist 3/6/9 vs ongoing damage)
Level 12 Feat: Minion of Darkness (Gain darkvision)
Level 14 Feat: Venom Hand Master (Poison attacks ignore poison resistance and poison immunity)
Level 16 Feat: Blindfighting Sentinel (Do not grant combat advantage to invisible enemies. No -10 penalty to Perception from blind. Also, +2 bonus to Perception.)

Skills

Related Mod = Train Abl Msc | Skill Ability Trained?
21 = 5 14 2 | Acrobatics (DEX) x
8 = 8 | Arcana (INT)
17 (21) = 5 8 4 (8) | Athletics (STR) x
16 = 5 11 | Bluff (CHA) x
11 = 11 | Diplomacy (CHA)
8 = 8 | Dungeoneering (WIS)
16 = 12 4 | Endurance (CON)
8 = 8 | Heal (WIS)
13 = 5 8 | History (INT) x
8 = 8 | Insight (WIS)
18 = 5 11 2 | Intimidate (CHA) x
8 = 8 | Nature (WIS)
15 = 7 8 | Perception (WIS) x
8 = 8 | Religion (INT)
21 = 5 14 2 | Stealth (DEX) x
11 = 11 | Streetwise (CHA)
14 = 14 | Thievery (DEX)

Languages

Common
Giant
Draconic
Primordial

Powers

At-Will Exploits:

Garrote Strangle Assassin Attack 1
You wait for the perfect moment when your foe is within reach, then strangle it with your garrote.
At-Will Martial, Weapon
Standard Action Melee Weapon
Target: One creature you are hidden from.
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage, and the target is grabbed until the end of your next turn. While the grab persists, the target takes a –2 penalty to attack rolls against you and cannot speak, and you cannot make other attacks.
Sustain Standard: The grab persists, and the target takes 2[W] + your Dexterity modifier damage.
Poisoned Dagger Assassin Attack 1
Your piercing blade delivers poisons quickly and cleanly, making them difficult to shake off.
At-Will Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. If you deliver an assassin poison with this attack, the target takes a –4 penalty to its first saving throw, if any, against the poison’s effect.
Effect: If the dagger has an assassin poison on it that is normally delivered on a hit, you can deliver that poison to the target even if the attack misses.
Quick Lunge Assassin Attack 1
You lunge forward quickly, upending your foe with a kick and a thrust of your weapon.
At-Will Martial, Weapon
Standard Action Melee Weapon
Effect: You shift one square before the attack.
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] damage, and you knock the target prone. You can then shift 1 square back to your starting position.
Hidden Blade Assassin Attack 7
With a quick grab from behind, you cause your enemy to lower its defenses, allowing you to land a deadly blow even as they struggle to break free.
At-Will Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] damage, and the target is grabbed until the end of your next turn. While the grab persists, the target grants combat advantage, and it takes a -2 penalty to its first escape attempt. If you make a melee weapon attack against the target before the grab ends and your assassin’s strike is not expended, you can use that power against the target even if the attack misses.
Sustain Standard: The grab persists until the end of your turn.

Encounter Exploits:

Assassin's Strike Assassin Attack 1
You strike with precision at the exact right moment, landing an attack that can be instantly fatal.
Encounter Martial
No Action Personal
Target: The creature you hit
Hit: The target takes 5d10 extra damage from the triggering attack. If the target is helpless, this damage is maximized.
Special: Nothing but a short or extended rest can allow you to regain the use of this power.
Furious Assault [Half-Orc Attack
Your monstrous wrath burns inside you, giving strength to your attack.
Encounter —-
Free Action Personal
Trigger: You hit an enemy with an attack.
Effect: The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it is not a weapon attack.

Poisons

Bloodroot Poison Level 1
This crimson liquid causes fever and disorientation.
Consumable Poison
Minor Action
Effect: You apply the poison to your melee weapon or one piece of your ammunition. During this encounter, the next creature you hit with a weapon attack using the poisoned item takes 6 extra poison damage, and it is dazed (save ends).
Consumable Poison
Minor Action
Effect: You pour the poison into a drink or onto a plate of food. The first creature to consume the food or drink within the next hour is dazed until the end of its next extended rest.
Carrion Crawler Brain Juice Level 1
Purple, oily carrion crawler brain juice can cause sluggishness and paralysis.
Consumable Poison
Minor Action
Effect: You apply the poison to your melee weapon or five pieces of your ammunition. Until the end of the encounter, whenever you hit a creature with a weapon attack using the poisoned item, the target takes 4 extra poison damage, and it is slowed until the end of your next turn.
Consumable Poison
Minor Action
Effect: You apply the poison to a single handheld object. Within the next hour, the first creature other than you to hold or wear the object for more than 1 minute is immobilized until the end of its next extended rest.
Greenblood Oil Level 1
This thick, green oil has the consistency of blood and makes enemies more susceptible to grievous injuries.
Consumable Poison
Minor Action
Effect: You apply the poison to your melee weapon or one piece of your ammunition. During this encounter, the next enemy you hit with a weapon attack using the poisoned item takes 10 extra poison damage, and it cannot regain hit points (save ends).
Consumable Poison
Minor Action
Effect: You pour the poison into a drink or onto a plate of food. The first creature to consume the food or drink within the next hour takes a -4 penalty to saving throws and cannot regain hit points until the end of its next extended rest.
Ungol Dust Level 1
This black powder dissolves organic material.
Consumable Acid, Implement, Poison
You make the following attack:
Standard Action Ranged 5
Target: One creature
Attack: Dexterity vs Reflex
Hit: 3d8+Dexterity Poison damage, and the target takes ongoing 5 Acid damage (save ends).
Miss: Half damage, and ongoing 5 Acid damage (save ends).
Special: If the DM allows it, a creature reduced to 0 HP by this attack is not killed, but is instead knocked unconscious until the end of the encounter and is permanently and visibly scarred.
Consumable
Standard Action
You place the ungol dust in a closed container, such as a chest or jewelry box. Make the attack above against the first creature to open the container within the next hour.
Insanity Mist Level 15
This deep purple liquid swirls with milky colors that sometimes seem to resolve into disturbing images.
Consumable Acid, Implement, Poison
You make the following attack:
Standard Action Ranged 5
Target: One creature
Attack: Dexterity vs Reflex
Hit: 3d8+Dexterity Poison damage, and the target takes ongoing 10 Psychic damage (save ends).
First Failed Sage: Ongoing 15 Psychic damage (save ends).
Miss: Half damage, and ongoing 5 Psychic damage (save ends).
Special: If the DM allows it, a creature reduced to 0 HP by this attack is not killed, but is instead driven permanently insane.
Consumable
Standard Action
You place the insanity mist in a closed container, such as a chest or jewelry box. Make the attack above against the first creature to open the container within the next hour.

Utility Exploits:

Silent Stalker (At-Will) Requirement: Must be hidden. Move Action- You move up to your speed to a square within 2 squares of an enemy. You remain hidden until the end of this turn or until you make an attack.
Ghost of the Rooftops (At-Will) Move Action- You climb or make a long jump, moving a number of squares equal to your speed. Special: Only usable once a round.
Kord's Force - When you have to make a Strength check, make an Athletics check instead.

Decipher Technique
You can read your enemy like a book. His style is transparent to you, though defeating him is not certain.
Polyhistor Utility 12 Martial
Standard Action Daily
Effect: Choose an enemy you can see that either you have hit or that has hit you. You become aware of its defenses, traits, and powers. (Generally, unless there is secret information in its statblock, the GM should allow you to see the enemy’s statblock.)
Additionally, add two martial dice to your pool.
Untraceable Step Assassin Utility 16
The air wavers for a moment before a veil of invisibility covers you from head to toe.
Encounter Shadow
Move Action Personal
Effect: You become invisible and move up to your speed. You remain invisible until the end of your next turn.
Shadow Coffin Assassin Utility
You trap the target of your assassination in a small object, which keeps the body out of sight until you are ready to release it.
Encounter Shadow
Free Action Melee 1
Trigger: You kill an adjacent creature and don’t already have a corpse trapped by this power.
Target: The creature’s corpse
Effect: The target disappears and is trapped in a nonmagical object of your choice on your person (such as a handheld mirror, a small gem, or a piece of jewelry). The target remains trapped until you release it or until the object is destroyed. To release the target into an adjacent square, you must hold the object and concentrate for 1 minute.

Martial Scientist Techniques

Experimental Strike Martial Scientist Technique
Scientific breakthroughs are born of both careful study and wild experimentation. Your old reliable attack technique has failed, so it’s time to try option B.
Encounter Martial, Weapon
Free Action Melee Weapon
Trigger: You miss all targets with an at-will attack power on your turn.
Effect: You may sheathe a weapon or implement and/or draw a melee weapon. You can shift 2 squares and attempt something the rules don’t cover (as detailed in the D&D 4E Dungeon Master’s Guide), such as slicing a rope to pin an enemy with a chandelier, or smashing a pipe to spray blinding steam on an enemy. After the attack, you may sheathe a weapon, and/or draw a weapon or implement.
Special: At the end of a short rest you can swap this power for that of another technique.
Surgical Precision Martial Scientist Technique
You’ve learned to wield your weapon like a scalpel.
Encounter Martial, Weapon
Free Action Melee Weapon
Target: One creature
Trigger: You hit a target granting you combat advantage with a melee attack.
Effect: Choose a limb (or similar body part) of the target to debilitate (save ends). A creature cannot attack with weapons or implements held in debilitated arms, and gain no bonus to defenses from shields in that arm. A creature with a debilitated leg is slowed.
Tentacle Technique Martial Scientist Technique
Methods of Extricating Warriors from a Variety of Tentacled and Tendriled Monsters
Encounter Martial
Minor Action Close Burst 5
Target: One ally in the burst who is grabbed.
Effect: The ally makes a basic attack against the creature grabbing it, then makes an Acrobatics or Athletics check to escape the grab. If the attack hits, the ally gets a +5 bonus to the check.
Focused Severance Martial Scientist Technique
Field Study of Melee Effectiveness and Foe Debilitation through Focused Limb Severance Techniques Contrasted with Mainstream Opportunistic Techniques
Encounter Martial, Weapon
Free Action Melee Weapon
Target: One creature
Trigger: You hit a target with a melee weapon attack using a weapon that can cut or slice—axe, heavy blade, light blade, or spear—and afterwards the target has fewer HP than your level. (The DM should cue you in to this.)
Effect: The target must make a saving throw. On a success, the target loses an extremity of its choice—hand, foot, arm, or leg. On a failure, the attacker chooses which extremity the target loses. Creatures without extremities are unaffected.
A severed arm or hand prevents use of anything the victim was holding or carrying. A severed foot slows the victim. A severed leg renders the victim prone.
Special: If you are wielding a razorburst weapon, such as the one Lya Jierre owns, add its level to your level to determine the HP threshold of this ability.
Dale Assault Martial Scientist Trait
Meditation makes everything cooler.
Description
If you have enjoyed a filling and pleasant meal in the past day, you can spend a minute to gain a calm reflection as if you were meditating. While so relaxed, when you would be affected by any fear effect, delay its onset by one round.
You can end this trance to make a feint attempt as a free action against one target in range, making a Bluff check against the target’s Passive Insight. If you succeed, the target grants combat advantage against your first attack before the end of your next turn. If the target has the Aberrant, Elemental, Fey, or Shadow origin, you gain a +4 bonus on your Bluff check.
Vigilante Sprint Martial Scientist Trait
Run straight at the guy with the gun. Well, not quite straight.
Description
When you run, you do not grant combat advantage, and ranged, area, burst, and blast attacks against you take a –2 penalty until the end of your next turn.
Malicious Deflection Martial Scientist Technique
The chaotic magic of the Malice Lands occurs when the lingering divine malice of a dead god manifests, often by chance. You’ve learned to call forth the same intense emotion at will, conjuring a sympathetic magical mishap to shield you from attack, though carrying such latent evil will is dangerous.
Trait: After a short rest you can choose to store a burst of malice, granting access to the following power. Whenever you roll a natural 1 on an attack roll, if you have not expended this power yet, the power is expended and you take psychic damage equal to half your bloodied value.
Encounter Martial, Psionic
Free Action Melee Weapon
Trigger: A creature hits you or an ally within 5 squares with a non-weapon attack. (Natural weapons like claws and such count as weapons).
Effect (Immediate Interrupt): The attack instead affects a random creature within 5 squares of the original target. Use the original attack roll.
Bullet Slice Martial Scientist Technique
Encounter Martial
Immediate Interrupt
Trigger: A creature hits you or an adjacent creature with a ranged weapon.
Effect: You slice the incoming projectile in half and take no damage. Unusually massive ranged weapons (such as cannon shells or ballista bolts) can also be sliced in two.

Elementary Stances

Alert Stance
• Warding Strike. When a creature enters the reach of your melee weapon, you may expend one die as an immediate reaction to make a melee basic attack against that creature.
If you are wielding a ranged weapon, when a creature enters a space without cover or concealment from you within 5 squares, you may expend one die as an immediate reaction to make a ranged basic attack against that creature.
Brute Stance
• Damage. When you roll damage dice for a basic attack, you may expend any number of dice and roll them, adding the result to the damage roll. If you are wielding either a two-handed weapon, or a weapon in both hands, roll d8s instead of d6s.
• Forced Movement. When you hit an enemy with a melee basic attack, you may expend one die to push, pull, or slide the target 2 squares.
Close Stance
• Grab. When you hit an enemy you are adjacent to with a melee basic attack, you may spend one die to grab the enemy, even if you don’t have a free hand. If you do have a free hand, you do not need to spend a die to grab them.
• Major Affliction. When you hit with an enemy you have grabbed with a melee basic attack, you may expend two dice and choose one of the following major conditions. The target gains the condition until the end of your next turn. Major conditions include: blinded, dazed, immobilized, or weakened.
• Minor Affliction. When you hit with an enemy you have grabbed with a melee basic attack, you may expend one die and choose one of the following minor conditions. The target gains the condition until the end of your next turn. Minor conditions include: deafened, disarmed, prone, or slowed.
Defensive Stance
• Guard. When an enemy hits you or an adjacent ally with an attack, as an immediate interrupt you may spend any number of dice, roll them, and add them to you or your ally’s defenses against that attack. If you are wielding a shield, you may an extra +2 to the result of these rolled dice.
Evasive Stance
• Evade. When an enemy ends its movement close enough so it could attack you with a melee attack, you may spend a die as an immediate reaction to move your speed.
• Skirmish. Once on your turn when you make a basic attack you may spend a die to move your speed. If you combine this with the Two Targets option, you can move between the attacks. If you combine it with the Multiple Targets option for a melee attack, instead of attacking in Close Burst 1, you may make a melee basic attack against each enemy you move adjacent to during this movement.

Martial Practices

Alter Ego Level 8 Martial Practice
With a little makeup and a bit of misdirection, you can appear to be anyone.
Key Skill: Bluff Time: 1 hour
Component cost: 50 gp plus 1 healing surge Duration: 24 hours
You alter your own appearance or the appearance of an ally who is present throughout your performance of the practice. The disguise can alter facial and physical features and appear to modify height and weight by up to 10%. You can also use this martial practice to disguise gender, race, and age.
Make a Bluff check with a +5 bonus. Your result determines the Insight check a creature must make to determine that the person you are disguised as is not who he or she appears to be.
You can use this practice to impersonate another humanoid. When you interact with a creature that is familiar with the person you’re imitating, that creature gains a +10 bonus to its Insight check.
Decipher Script Level 6 Martial Practice
You might not know the language, but with some time and effort, you can decipher the meaning of any writing.
Key Skill: History Time: 10 minutes
Component cost: 1 healing surge Duration: Instantaneous
You learn the meaning of any written text you study, even if you are not fluent in its language. You must examine the words for the entire time, after which you understand the gist of whatever the text says. You also make a History or Streetwise check, and if your result is 30 or higher, you can read the text as if you were fluent in the language. Each use of this martial practice allows you to examine about one page of writing or an equivalent amount of text.
Feign Death Level 8 Martial Practice
You slow your breathing and heartbeat so you appear to be dead.
Key Skill: Bluff Time: 10 minutes
Component cost: 1 healing surge Duration: 24 hours or until dismissed
You enter a deep trance that slows your heartbeat and breathing to become almost imperceptible. While in this state, you appear unconscious or dead, but you are aware of your surroundings. You can emerge from the trance as a free action. Other creatures perceive you as dead unless they make a Heal check or Insight check equal to your check result + 10.
Forge Weapon Level 4 Martial Practice
Using ancient crafting techniques, you forge a weapon of such artfulness that it becomes enchanted.
Key Skill: Athletics Time: 1 day
Component cost: Varies Duration: Permanent
You construct a magic weapon. Your level determines the highest enhancement bonus the weapon can have (see the link). You can create only a magic weapon. You can also make the weapon silvered while you perform this practice by paying the normal price.
The component cost is equal to the price of the magic weapon you create.
Long-Distance Runner Level 6 Martial Practice
You can run without stopping, pushing past your physical limits without risk of harm
Key Skill: Athletics or Endurance Time: 10 minutes
Component cost: 1 healing surge Duration: See Table
After undergoing vigorous conditioning, you can run for long distances. This martial practice requires 10 minutes of stretching, breathing, and physical preparation. At the end of that time, you make an Athletics check or Endurance check that determines how long you can run before you have to stop. You are considered to be running for the duration.
Master Artisan Level 1 Martial Practice
You create useful objects from raw materials.
Key Skill: Athletics Time: Special
Component cost: Special Duration: Permanent
You create a nonmagical item, such as a mundane weapon or a suit of mundane armor, or a piece of adventuring gear. This process usually takes at least 1 hour, and certain items might take more or less time at the DM’s discretion. The component cost is equal to the item’s price.
Reliable Balance Level 5 Martial Practice
You can keep yourself stable when moving across any surface.
Key Skill: Acrobatics Time: 5 minutes
Component cost: 1 healing surge Duration: 10 minutes
You focus on your center of balance and use techniques to keep your footing. For the practice’s duration, you can take 10 on Acrobatics checks.
Thorough Search Level 5 Martial Practice
You examine a room with such efficiency that all its secrets are revealed.
Key Skill: Perception Time: 1 hour
Component cost: 1 healing surge Duration: Instantaneous
You scour a room for hidden compartments, secret doors, and clues. You gain a +20 bonus to Perception checks you make to search the room. Extremely large areas might require extra uses of this practice.
Peerless Exploration Level 12 Martial Practice
You set off from your allies to gain a sense of your environs.
Key Skill: Stealth (No check) Time: 1 hour
Component cost: 1 healing surge Duration: Instantaneous and 24 hours
When you are outdoors and aboveground, you can use this martial practice to survey the land around you within a 1-mile radius. At the end of the exploration, you return to the point where you began with knowledge of any bodies of water, suitable campsites, settlements, and ruins, as well as the presence or absence of hostile inhabitants (at the DM’s discretion). During your explorations, you are not at risk of triggering encounters unless you choose to be.
In addition, you gain a +5 bonus to Nature checks to forage or you grant a +5 bonus to an ally’s next Endurance check made against an environmental danger during the next 24 hours.

Item Powers:

Hat of Hats
• At-Will: Minor Action. The hat changes shape to any hat that would fit your head, to a maximum of about three feet in any dimension. Even if given a hazardous shape, at best it counts as an improvised weapon.
• Encounter: Standard Action. You produce a whole costume of mundane clothes that last for 24 hours, or until you use this power again.
• Daily: Standard Action. You produce a small rabbit, bird, or badger from the hat. The creature is harmless and lasts until the end of the encounter.
Iron Ineffable Secrets of Death Ki Focus +4
• +2 damage, +4 necrotic damage vs target granting CA, +4d10 necrotic damage on crit.
• Encounter: Minor Action. You reduce a creature adjacent to you to 0 hit points, you are insubstantial and phasing EoNT.
• Daily: No Action. Maximize assassin strike damage vs bloodied target.
• Daily: Minor Action. Your next attack this turn is made against the target’s lowest defense.
Arsenal of Dhebisu +4
• +4d12 radiant damage and Blinded (SE) on crit.
• You can change the weapon to any non-firearm weapon as a free action. If you release it for more than a minute, it transforms into a (brilliantly-glowing) rock. If used as a projectile, it produces its own ammunition. The weapon always produces light bright enough to illuminate in a 20 square radius, but never impedes your vision or that of your allies.
• Whenever you spend a standard action to make a weapon attack, before or after the attack you can slide one adjacent creature 1 square.
• If you have changed the weapon’s shape each round for at least the past three rounds, and the weapon has not had the same shape twice during that time, you gain a +1 bonus to attack rolls, damage rolls, defences, and saving throws.
Deathcut Armor
• Resist 10 Necrotic
• Resist 10 Poison
• Daily: Immediate reaction. Deal 2d10+3 Necrotic damage when an enemy hits you.
Ring of the Djinn Slayer
• Deal Cold, Lightning, or Thunder damage with Assassin Strike
• Daily: Minor Action. Any enemy that misses you takes 1d10 Cold, Lightning, or Thunder damage UEoNT
Safewing Amulet - Reduce falling distance by 30 feet when calculating for fall damage, and always land on your feet.
Belt of Endurance - +2 Endurance checks, Daily 'you rolled a 20 on this endurance check'
Sandals of Precise Stepping - +2 to Acrobatics, Athletics, and Stealth checks.
Gloves of Missile Avoidance - Daily (immediate interrupt): A ranged attack hits either AC or Reflex. Gain +4 AC and Reflex against the attack.
Bracers of Brachiation - Gain a climb speed equal to ground speed, can swing through trees at climb speed without leaving tracks.

Other:

Detect Planar Energy
The energy drifts to you like a fragrance on a breeze. You spin and locate the strongest source of the smell, then set out.
Level: 1
Category: Divination
Time: 10 minutes
Duration: 1 hour
Component Cost: 17 gp
Market Price: 50 gp
Key Skill: Arcana
Choose a plane you have visited, or otherwise have had contact with. For the ritual’s duration you can sense the direction to and intensity of energies from that plane, to a maximum range of one mile. These energies tend to fade after a few hours or days, but it is possible to track creatures native to other planes by following their trails. The ritual can be foiled by strong sources of energy from the same or other planes. For instance, Cauldron Hill in Flint is a powerful beacon of shadow energy, so you would be unable to pinpoint any sort of foreign energy there, not even fey or elemental energy.

Equipment and Gear

Weapons Prof. Bonus ENH DMG RNG Properties
Bastard Sword +3 1d10 1 Versatile
Unarmed Strike +3 1d8 1 Off Hand
Drow Long Knife +3 1d6 1/5/10 Heavy Thrown, Off Hand
Dagger +3 1d4 1/5/10 Light Thrown, Off Hand
Garotte +2 1d4 1 High Crit, Small
Xen'drik Boomerang +2 1d6 6/12 Light Thrown
Shortbow +2 1d8 15/30 Load Free, Small

Armour AC Bonus Check Penalty Speed Properties
+4 Deathcut Snakeskin Leather Armor +4 - - +2 Reflex, Resist 10 Necrotic and Poison

Money
Personage: 500 GP
Banked: 57435 GP


Equipment/Magic Items
Bloodroot Poison
Carrion Crawler Brain Juice
Greenblood Oil
Ungol Dust
Poisoner's Kit
Gold-woven Garrote
Silvered Katana (Masterwork Bastard sword)
Xen'drik Boomerang
Drow Long Knife
Dagger x5
Shortbow
Disguise Kit
Inquisitives Kit (+2 Perception when investigating an area)
Rubbing Kit
Hat of Hats
Gray Rain Cloak
Iron Ineffable Secret of Death Superior Ki Focus +4
Deathcut Inix Leather Armor +3
Safewing Amulet +3
Sandals of Precise Stepping (heroic tier)
Belt of Endurance (heroic tier)
Bracers of Zeal (heroic tier)
Gloves of Missile Avoidance (paragon tier)

Total weight: 36 lbs

Normal Load Heavy Load Max Drag
100 200 500
Zane.jpg

Personality

If its worth taking seriously, its worth cracking a joke over. Or cutting its heart out. Por que no los dos…

Mannerisms

Enjoys playing the role of the 'dumb half-breed muscle'. Is the Worse Cop to everyone else's Good and Bad Cops.

Background

Mom was an Enforcer of Freedom. Grew up learning all about proper times and reasons to fight. Went to the Dyal Revolutionary Institute, did moderately well academically, excelled at the physical portion of his education. His thesis 'An Analysis of the Traditional Arms Of The Far East And Their Superiority In Comparison to the Weapons of Lanjyr' started mostly as a joke, he was very surprised at the large number of debates and counter arguments it sparked. Has left the Bers Academy and joined the RHC to observe the changes to established social and martial constructs as their technology advances.

Contacts

Ouranos Klim (Bosum Strand) - Seemingly a mild and unimportant shipping clerk, Klim has access to all the shipping records in Flints port and is the man to talk to if you are looking to bring in some questionable cargo without paying those pesky tariffs.

Tome Jorn (Central) - A skilled blacksmith primarily working for the City Guard, he passes important information from Zane to the constabulary citing it only as 'coming from a reliable source'.

pre-formatting shit

1,885 gp standard item loadout

level 18 +1 Dex/Int, Feat
level 19 Improved Poison Use (Lotus Recipe)
level 20 Masterstroke, Feat
level 21 Ability score increase, epic destiny feature, Feat (Linguist)
level 22 Ignore barriers, Feat
level 23 Improved Death Attack (30)
level 24 Ability score increase, Epic destiny feature, Feat
level 25 Improved Poison Use (Dark Reaver Powder)
level 26 Epic destiny feature, Feat
level 27 Absolutely Fucking Nothing
level 28 Ability score increase, Feat
level 29 Improved Poison Use
level 30 Epic destiny feature, Feat
Masterstroke
You combine all your knowledge of combat for one spectacular display.
Polyhistor Attack 20 Martial
Standard Action Daily
Effect: You gain seven martial dice which must be used before the start of your next turn, and which do not count toward your dice pool limit. Until the start of your next turn, you can use martial dice for powers from any stance.
Make a basic attack.
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