Mara ir'Aris, level 3
Human, Executioner
Versatile Defense: Executioner Two-Weapon Defense
Guild Attacks: Red Scales
Poison Use: Bloodroot Poison Recipe
Poison Use: Carrion Crawler Brain Juice Recipe
Human Power Selection: Heroic Effort
Blood Drain: Blood Drain Dexterity
Background: Airspur (Airspur Benefit)
FINAL ABILITY SCORES
Str 10, Con 14, Dex 18, Int 13, Wis 8, Cha 14.
STARTING ABILITY SCORES
Str 10, Con 14, Dex 16, Int 13, Wis 8, Cha 14.
AC: 19 Fort: 16 Reflex: 18 Will: 16
HP: 36 Surges: 9 Surge Value: 9
TRAINED SKILLS
Thievery +10, Acrobatics +12, Stealth +12, Streetwise +8, Bluff +10, Athletics +6, Arcana +7
UNTRAINED SKILLS
Diplomacy +5, Dungeoneering, Endurance +3, Heal, History +2, Insight, Intimidate +3, Nature, Perception, Religion +2
FEATS
Human: Sneak of Shadows
Assassin: Two-Weapon Defense
Level 1: Vampiric Heritage
Level 2: Ki Focus Expertise
POWERS
Assassin 1: Attack Finesse (1d8)
Assassin 1: Quick Swap
Assassin 1: Assassin's Guild (The Red Scales)
Assassin 1: Poison Use (1/day; Blood Rot Poison, Carrion Crawler Brain Juice)
Assassin encounter 1: Assassin's Strike (2d10)
Assassin At-Will Attack 1: Garrote Strangle
Assassin At-Will Attack 1: Poisoned Dagger
Assassin At-Will Attack 1: Quick Lunge
Assassin utility 2: Lurking Shadow
Assassin 3: Death Attack (10 HP)
ITEMS
Abduction Ki Focus +1, Skald's Leather Armor +1, Badge of the Berserker +1, Dagger (2), Rapier, Bracers of Mighty Striking (heroic tier), Garrote, Trident, Longsword, Spiked gauntlet, Hand Crossbow, Shortbow, Bloodroot Poison (heroic tier), Carrion Crawler Brain Juice (heroic tier), Adventurer's Kit, Inquisitive's Kit, Disguise Kit, Poisoner's Kit, Thieves' Tools, Grappling Hook, Hempen Rope (50 ft.), Standard Identification Papers (4), Camouflaged Clothing, Footpads, Different Kinds of Clothing