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Regulus Quick-Blade

Regulus Quick-Blade is an Imperial assassin in service to the Dark Brotherhood under Astrid. Travelling under the guise of a member of the thieves guild, he carries out contracts to assassinate targets who powerful individuals want gotten rid of. He is businesslike, with a sharp wit and dark humour. Not at all concerned with the Dark Bortherhood's traditions nor a worshiper of Sithis. He is a hired killer, plain and simple, he cares only about finishing his contracts and reaping the rewards.   Quotes:
"Pay me no mind stranger. I'm here on business for the thieves guild not to make small talk."
"If you insist on bothering me you can buy me a drink if you like. Otherwise, we're done talking."
"Yes? What do you want? Can't you see I'm busy enjoying this drink. Go bother somebody else."
"As flattering as your interest is. You really aren't my type. Maybe the angry giant will be more talkative. Go find out."
"By the gods you are persistent aren't you. Why don't you leave me to my bussiness and I'll leave you to yours."
He wears thieves guild leather armour and boots, and is equiped with two dwemer daggers and a blowgun. He carries a Potent Poison, and a selction of uncommon loot and gold.
Children

Dark Brotherhood Assassin

Medium Any race, Assassin, Any Non-good

Armor Class 15 (leather armour)
Hit Points 33 (6d8+6) 6d8+6
Speed: 30 ft

STR

10
( +0 )

DEX

16
( +3 )

CON

12
( +1 )

INT

10
( +0 )

WIS

12
( +1 )

CHA

14
( +2 )

Skills Acrobatics +5, Deception +4, Perception +5, Stealth +7
Senses passive Perception 15
Languages Common, Shadowmarks, Daedric
Proficiency Bonus +2

Sneak Attack. Once per turn, the assassin deals an extra 2d6 damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn’t incapacitated and the assassin doesn’t have disadvantage on the attack roll.   Assassinate. Has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit scored against a creature that is surprised is a critical hit.   Uncanny Dodge. When an attacker the assassin can see hits them with an attack, the assassin can use their reaction to halve the attack’s damage against them.

Actions

Dwemer Dagger (2). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: (1d4 + 5) piercing damage.   Blowgun. Ranged Weapon Attack: +5 to hit, range 25/100 ft., one target. Hit: 1 piercing damage and a creature must succeed a DC 13 Constitution saving throw or take 2d6 poison damage and and be Poisoned (condition) until the end of its next turn.

Bonus Actions

Two-Weapon Fighting. The assassin can make an attack with their off-hand and can add their dexterity modifier to the damage.   Cunning Action. This bonus action can be used only to take the Dash, Disengage, or Hide action.


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