Ishmeow (assassin character)

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Background: Urchin / Ranger 2 [UA/Alt] / Rogue 4 (Insightful path)

Default Disguise:

Strength 10

Dexterity 17 +3

Wisdom 15 +2

Intelligence 12 +1

Constitution 12 +1

Charisma 10

Sanity 10

Essence:

Aptitude: divine 1, kinetic 1

Proficiency+3 @6th

Skills: history (+4), sleight of hand (+6), stealth (expert +9), perception (wis/+5), nature (+4), investigation (+4), insight (wis/expert/+8), athletics (expert +6)

Languages: Gladnorean, Orrish, Dundarian, Borderspeak (all literate)

Armor: light armor, medium armor, shields

Weapons: simple and martial

Saves: strength, dexterity

Tools: thieves tools, disguise kit

Features

  • Deft Explorer: canny (athletics+expert); 2 langs
  • Eye For Detail: You can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
  • Ear for Deceit: Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Combat

HP: 10, 7, 5, 5, 5, 5 +6 = 43
AC: chain (13) + dex (3) = 16 / +2 w/shield

Style = close quarter shooter: When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

Sneak Attack: up to 30′, +2d6(7/12)

Cunning Action: You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Feat: Piercer > Piercer: +1 dex/+1 per die/+1d on critical

Feat: Sharpshooter > Your ranged attacks ignore some cover, no disadvantage at long range, and possibility to take -5 to hit for +10 on ranged damage.

Favored Foe: (PB/long rest) When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.

Insightful Fighting: As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Steady Aim: as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Magic

Divine Patron: Darupet (as the hunter) + Rastur (lord of Lions)
Attack Bonus = +5 / Save DC =13
Spells Known: Hunters Mark, Ensnaring Strike
1st slots: 2 per long rest

Equipment

Bracers of Archery (Long/Short/Foot bow proficiency) = [+2 damage] Darupet/Rastur holy symbol/druidic focus

Explorer pack, 3 sets plain clothes, boots, 3 vials of holy water, thieves’ kit (wire, metal, cord, string, plates, lock picks)

RIDING HORSE + TACK; [black] leather barding (AC+1) w/menacing look
Saddle bags: 6 changes underwear & socks; (luxurious/comfortable) bedroll + Disguise Kit (hidden; only carried in pack if on a job)

Long cloak w/break down self bow (concealed; pierce; +7 att > d4/8/10/20 [+2])
Long Bow (pierce; +7 att > d10/11/16/38 [+2])
Short Bow (pierce; +7 att > d6-9/12/18 [+2])
quiver: 8 flight arrows (pierce) / 2 blunt flight arrows (bludgeon instead) / 2 footbow d12 arrows (+50′ base + gains Drawn property)
> “special quiver” = 8 silvered tip arrows
Sash w/brace of 3 [silvered] throwing daggers (pierce; +7 att > d4-6/8/18)
Rapier (finesse, piercing +6 att > d8-8/12/30)
Armor: chain shirt (13) w/ dark green tabard + med. shield (slung usually)
Guitar Case: All bows and weapons/arrows and foot bow plates to make long bow into foot bow.

History

Description: age:27, human (cat/thin), male, 6’0″, #142, right handed, yellow/blonde hair (cheetah fur), pale skin, golden (cat) eyes

Created 7-12-2023 for Duncans one-shit in Steel Realms (city)

His mother Deruda was a World Watcher ranger and Rastur worshiper that fell in love with a cheetah as her bonded companion. She broke all her vows and had a renegade druid enable her to lie with it for one night. Ishmeow is the offspring. His eyes are those of cats and he has short soft fur and spots like a cheetah, with tufted ears. He favored his animal instincts and became too much for his mother to handle at a very young age. His mother tried to train him in her path, but he left his mother’s side and all he had known while very young and ventured into the city where the soft were prey. He had what he believed was a vision from Rastur the night he and his mother spent with some travelers, rank with smells from the city. He was small at that time, being only 13. He kept himself dirty, ragged, and covered. Initially he ran with the urchins but he had a growth spurt at 16 and had to leave their ranks when he grew to his nearly 6′ height and lean – like a cheetah. His predator instincts are strong and he gave up his path of being bonded to the land and instead bonded to the animal father Darupet and the spirit of Rastur and became an ultimate predator. He chose the path of stealth, darkness and the killer. He adopted the persona of meow meow, a circus side show and curiosity that gains him access to many places. His true career as an assassin is under the name Ish. The name is known well enough to circles in the underground and gangs nearby as a killer for hire. He also supplements his career by hiring out as a curiosity and servant to those traveling on the far roads for entertainment. These he often robs and kills on the long journeys with them, always returning home after. He is not fully evil per se, but sees the vast majority of the population as nothing more than prey and his blood drives him to be the apex predator. He loves to stalk his targets, close or far, observe them and strike after spotting a weakness. When he was young he would stalk things just for the fun of stalking and terrorizing them. His mother has since disavowed him, and other world watchers have no duty to aid him and would rather see him dead.


We got 12200 coins from killing the bandit/cultists that kidnapped the children. Only saved one.