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Jason Andresen (order #1578489) - Jump page for Jubei

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Combat<br />

The umbral assassin’s primary combat technique is to use<br />

its sneak attack (just like a rogue) to deliver an immediately<br />

crippling wound. The initial strike, as they step out of the<br />

target’s own shadow, is always a successful sneak attack unless<br />

the target has extraordinary or supernatural means of detection<br />

(such as uncanny dodge). Even if this fails, an umbral assassin<br />

is a dangerous combatant.<br />

An assassin must slay its target within a single week<br />

or die trying. If its initial attacks fail or it is clearly facing<br />

a powerful target, the assassin will use its time to best<br />

effect, lying in wait and attacking when its target is most<br />

vulnerable. Some assassins enjoy cruelty and torment<br />

their target prior to killing them, but they usually do<br />

not waste such time.<br />

Poison (Su): Injury, Fortitude DC 18, initial damage<br />

1d6 Con, secondary damage 1d4 Con. Note that a creature<br />

must make secondary damage saves every round after<br />

initial poisoning. The save DC is Constitution-based.<br />

Once a single save succeeds the poison deals no more<br />

ability damage and the assassin’s weapon will not<br />

cause poisoning on subsequent attacks against the<br />

same individual.<br />

Shadow Strike (Su): When the umbral assassin<br />

enters the summoner’s shadow and exits from<br />

the target’s shadow it can immediately make a<br />

sneak attack. This initial strike is automatically<br />

successful, unless the target has an<br />

extraordinary or supernatural detection<br />

ability (such as uncanny dodge).<br />

Umbral Sorcerer<br />

Sorcerers are perhaps the most<br />

dangerous of the umbrals, able<br />

to unleash powerful spells.<br />

Sorcerers are summoned<br />

when an enemy is believed<br />

to be more susceptible<br />

to magic or if the summoner<br />

desires to<br />

destroy numerous lesser<br />

enemies or an entire<br />

building or other location.<br />

Once the summoning<br />

ceremony is complete, the umbral<br />

sorcerer appears from the shadows of the target or destination<br />

named in the burned parchment, causing whatever destruction<br />

is required. Once the enemy or location has been eliminated,<br />

the sorcerer leaves the blackened silver summoning dagger at<br />

the center of the destruction.<br />

Umbral sorcerer<br />

111 <br />

Infernal, Umbral Reavers<br />

Umbral sorcerers usually appear as gaunt women garbed in<br />

semi-translucent black gowns. They wield wavy bladed daggers<br />

dripping with poison. They sometimes (25% chance or GM’s<br />

discretion) manifest with one or more other useful (generally<br />

offensive) magic items, and their daggers are sometimes<br />

enchanted (25% chance or GM’s discretion).<br />

Combat<br />

Sorcerers are exceptionally intelligent, and they<br />

take every possible advantage. They frequently<br />

remain hidden upon manifesting and try to<br />

discern the strength of their target, probing<br />

with lesser spells be<strong>for</strong>e engaging a full-out<br />

attack. If they determine their target<br />

is weak and easily overcome, they<br />

attack with a barrage of offensive<br />

magic in an attempt to obliterate<br />

their target decisively. Otherwise<br />

more indirect methods are taken<br />

against stronger or better prepared<br />

foes. Sorcerers always prefer to use<br />

spells, but are also capable of melee<br />

using their poisoned daggers. If the<br />

summoner’s magic item offering is<br />

useful in the attack, the sorcerer will<br />

employ it against the targets, along<br />

with any other magic items (if any)<br />

they possess. If facing a spellcaster,<br />

the umbral sorcerer will use<br />

shadow evade, Hide, and Move<br />

Silently to sneak up on the caster<br />

and employ its shade leech power<br />

to drain spells.<br />

Poison (Su): Injury,<br />

Fortitude DC 18, initial damage<br />

1d6 Str, secondary damage<br />

1d4 Str. Note that<br />

a creature must make<br />

secondary damage<br />

saves every round<br />

after initial poisoning.<br />

The save DC is<br />

Constitution-based.<br />

Once a single save succeeds<br />

the poison deals no<br />

more ability damage and the<br />

sorcerer’s weapon will not cause poisoning on subsequent<br />

attacks against the same individual.<br />

Shade Leech (Su): Umbral sorcerers can <strong>for</strong>ego regular<br />

attacks or spellcasting to attempt a special touch attack on an<br />

opponent. If successful, this causes shadows to creep into the<br />

<strong>Jason</strong> <strong>Andresen</strong> (<strong>order</strong> <strong>#1578489</strong>) 9

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