Wo ich gerade dabei bin:
Artemis Entreri CR 18
Male Human (Fast) Half-Shade Rogue 4/Fighter 13/Assassin 1
Init +9; Senses Superior Low-light Vision, Perception +15
AC 23, touch 19, flat-footed 17
(+4 armor, +3 deflection, +1 dodge, +5 Dex)
hp 128 (5d8+13d10+18)
Fort +10, Ref +14, Will +8
Defensive abilities evasion, trap sense +1, uncanny dodge
Spd 30 ft
Melee +3 Longsword [Charon's Claw, wounding] +22/+17/+12/+7 (1d8+9/17-20) and +4 Dagger [vampiric] +24/+19 (1d4+10/17-20)
Ranged +17 (+18 with bows)
Special Attacks Sneak Attack +3d6, Death Attack, Poison use
Assassin Spells (CL 1st)
1st – (1/day) Detect Poison, True Strike
Str 14, Dex 20, Con 13, Int 16, Wis 16, Cha 11
Base Atk +16; CMB +18
Feats: Blind-fight, Combat Expertise, Combat Reflexes, Dodge, Improved Critical [Dagger], Improved Critical [Longsword], Improved Initiative, Improved Two-Weapon Fighting, Mobility, Quick Draw, Spring Attack, Track , Two-Weapon Fighting, Weapon Focus [Dagger], Weapon Focus [Longsword], Weapon Specialization [Dagger], Weapon Specialization [Longsword]
Skills: Acrobatics +17, Bluff +14, Climb +14, Diplomacy +12, Disable Device +17, Disguise +12, Escape Artist +17, Handle Animal +9, Intimidate +14, Knowledge (Local) +15, Perception +15, Ride +7, Sense Motive +11, Sleight of Hand +12, Stealth +27, Swim +7, Use Magic Device +8
Languages: Alzhedo, Chondathan, Common, Undercommon
SQ: Armor Training, Bravery, Racial Bonus Feat, Resiliency), Rogue Talent (Bleeding Attack, Skilled, Slowed aging, Trapfinding, Weapon Training, Weapon Training (Longsword)
Combat Gear: +4 Bracers, +3 Longsword [Charon's Claw, wounding], +4 Dagger [vampiric], Ring of Protection +3, Cloak of Arachnids, Periapt of Health
Armor Training: Artemis gains added protection from the armor he is wearing. He gains a +3 armor bonus to AC, reduces the Armor Check Penalty by 3 and increases the Max Dexterity by 3
Bleeding Attack: Opponents hit by Artemis’ sneak attack take 3 additional points of damage a round which can removed by a DC 15 Heal check or any effect that heals hit point damage. Opponents hit multiple times do not incur more damage than the first attack.
Bravery: Artemis gains a +3 bonus on Will saves against fear.
Death Attack: If Artemis studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target. While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a DC 14 Fortitude save against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6+1 rounds. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once Artemis has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
Hide in Plain Sight (Ex): Artemis can use the Stealth skill even while being observed.
Poison Use: Artemis is trained in the use of poison and never risks accidentally poisoning himself when applying poison to a blade.
Resiliency: Once per day, Artemis can gain 4 temporary hit points. Activating this ability is an immediate action that can only be performed if he is brought below 0 hit points.
Weapon Training (Blades, Heavy): Artemis gains a +2 bonus on attacks and damages from heavy-bladed weapons
Weapon Training (Blades, Light): Artemis gains a +3 bonus on attacks and damages from light-bladed weapons
Weapon Training (Bows): Artemis gains a +1 bonus on attacks and damages from bow weapons