Sailor, Slave, Scholar, Slayer


Level 3 Assassin (Striker)
Medium natural humanoid (human)

Initiative +5; Passive Senses Perception 17, Insight 12
HP 30 (current 30); Bloodied 15
Healing Surge 7; Surges Per Day 7 (current 7)
AC 18; Fortitude 14, Reflex 17, Will 15
Speed 6; Action Points 1; Benefit Points 3

Alignment Unaligned; Languages Common, Giant
Skills Acrobatics +10, Bluff +8, Nature +7, Perception +7, Stealth +10, Thievery +10
Feats Assassin’s Escape (use shade form as an immediate interrupt when damaged; Dragon #379), Leaping Shadows (shadow step as a free action after reducing an enemy’s hit points to 0; Dragon #388), Venom Hand Assassin (after short or extended rest, weapon deals 1d8 extra poison damage on next successful attack, Dragon #379)
Str 12 (+1) Dex 18 (+4) Wis 12 (+1)
Con 12 (+1) Int 10 (+0) Cha 14 (+2)
Possessions scimitar, leather armor, light shield, crossbow & 20 bolts, emerald flame ki focus, adventurer’s kit, 4 healing fruits, 6 survival days, 1 gp, 9 sp, gemstone trinkets (750 gp), 5 red & blue gems (425 gp), trading stones (100 gp). Total encumbrance 108 / 120.

Racial Traits bonus feat, bonus skill, Heroic Effort, human defenses
Class Features assassin’s shroud, guild training (night stalker: +2 damage to any target adjacent to no enemies), shade form, shadow step
Background Silt Pirate. Associated Skills: Acrobatics, Nature. Language: Giant. Dark Sun Campaign Setting, page 179.
Theme wasteland nomad
Fixed Enhancement Bonus +1 to attack and damage rolls

Basic Attacks

scimitar (standard; at-will) ✦ Weapon +5 vs. AC; 1d8 +3 damage. High crit.
crossbow (standard; at-will) ✦ Weapon +8 vs. AC; 1d8 +6 damage.

Power Descriptions

At-Will Hexes

Assassin’s Shroud Assassin Feature
Free Action Close burst 10
Target: One enemy you can see in burst
Effect: You subject the target to your shroud. If any of your shrouds are already on the target, you subject it to an additional shroud, up to a maximum of four. The shrouds last until you use this power against a different enemy or until the end of the encounter.
Before you make an attack roll against the target, you choose to invoke either all your shrouds on it or none of them. If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack’s damage, if any.
Special: You can use this power only on your turn and only once per turn.

Executioner’s Noose Assassin Attack 1
At-WillForce, Implement, Shadow
Standard Action Ranged 5
Target: One creature
Attack: +6 vs. Fortitude
Hit: 1d6 + 5 force damage, and you pull the target 2 squares. The target is slowed until the end of your next turn.

Leaping Shade Assassin Attack 1
At-WillShadow, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: +8 vs. AC
Hit: 1d8+5 damage. If you didn’t invoke your shrouds on the target, it takes 1 extra damage for each of your shrouds on it.

Shadow Step Assassin Feature
At-WillShadow, Teleportation
Move Action Personal
Requirement: You must be adjacent to a creature.
Effect: You teleport 3 squares to a square adjacent to a different creature.

Telekinetic Grasp Wild Talent Cantrip
Minor Action Ranged 5
Target: One object that weighs 20 pounds or less and isn’t carried by another creature.
Effect: You manipulate the target or move it 5 squares to a square within range.

Encounter Hexes

Cloak of Shades Assassin Utility 2
Minor Personal
Effect: Until the end of your next turn, you gain concealment against all creatures and are invisible to creatures that are more than 5 squares away from you.

Heroic Effort Human Racial Utility
No Action Personal
Trigger: You miss with an attack or fail a saving throw.
Effect: You gain a +4 racial bonus to the attack roll or the saving throw.

Inescapable Shadow Assassin Attack 3
EncounterShadow, Teleportation, Weapon
Standard Action Melee 1
Effect: Before the attack, you teleport 5 squares to a square adjacent to your assassin’s shroud target.
Target: Your assassin’s shroud target
Attack: +8 vs. AC
Hit: 2d8+5 damage.

Nightmare Shades Assassin Attack 1
EncounterFear, Implement, Psychic, Shadow
Standard Action Ranged 5
Target: One creature
Attack: +6 vs. Will
Hit: 2d8+5 psychic damage, and the target grants combat advantage to you until the end of your next turn. Until the end of your next turn, you gain a +2 power bonus to damage rolls against the target.

Shade Form Assassin Feature
Minor Action Personal
Effect: You assume a shadowy form that lasts until you make an attack roll or until the end of your next turn. While in this form, you are insubstantial, and you gain vulnerable 5 radiant. In addition, you can make Stealth checks to become hidden if you have any cover or concealment, and you can use cover granted by your allies both to become hidden and to remain hidden.
Sustain Minor: The form persists.

Wasteland Fury Wasteland Nomad Feature
EncounterPrimal, Weapon
Standard Action Melee or Ranged weapon
Effect: If you use this power while you are not adjacent to any of your allies, you can shift 1 square before or after the attack.
Target: One creature
Attack: +8 vs. AC
Hit: 1d8+5 damage. If you have combat advantage against the target, you deal +4 extra damage.

Daily Hexes

Grave Spike Assassin Attack 1
DailyShadow, Weapon
Standard Action Melee weapon
Target: one creature
Attack: +8 vs. AC
Hit: 2d8+5 and ongoing 5 damage (save ends). Whenever the target takes this ongoing damage, the target falls prone.
Miss: Half damage.
Effect: Until the end of the encounter, you gain a +2 power bonus to attack rolls against the target while your shrouds are on it.

Magic Items

Emerald Flame Ki Focus
Implement Ki Focus
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6
Power (Daily}Fire Immediate Reaction. Trigger: You are hit by an attack. Effect: Any enemy adjacent to you takes 5 fire damage. Then you shift 2 squares.
Source: Dragon #382.

The assassin appears in Dragon Magazine #379.

Height: 4’7” Weight: 93 lbs. Age: 21
Eyes: Gray Hair: Brown Skin: Tanned

With her tiny stature and braided brown hair, Rayne is frequently mistaken for a large halfling. As she has to look up at nearly everyone she meets, and her voice isn’t much deeper than a child’s, Rayne is easily, and often, dismissed as ‘cute.’ She has a Balican accent, seasoned by years of travel on the Sea of Silt.

When at rest, Rayne is almost totally still – and practically vanishes into a shadow of any size – but she can burst into action at a moment’s notice, moving with fluid and deliberate grace.

She leaves a fair amount of well-tanned skin uncovered by her shabby, patchwork inix leather armor, but she does this more to keep cool than to attract attention. She wields a scimitar of sharpened bone, and a small shield fashioned from chitin. Bone earrings are her only adornments; she wears a veil and simple sandals in the wild, and goes barefoot whenever it’s safe to do so.

A light scent, rather like mint, clings to Rayne wherever she goes.

As far back as she could remember, Rayne had lived a pirate’s life on the Sea of Silt. Her father, Tharik, once a respectable Balican merchant before joining the Profit’s crew, trained Rayne to sail, and secretly taught her to read and write. After the crew lost Tharik in a horrific silt storm, Rayne took her place among them, becoming their favorite singer and storyteller.

The Profit’s crew (called Profiteers) fattened themselves on the ships that ran between Balic and the Silt Archipelago, until the Balican navy sent one of their silt dromonds to end the pirate scourge. The Fist of Andropinus sank, but not before her crew boarded and seized the Profit. The handful of Profiteers who survived the battle were brought back to Balic for execution, but a petty merchant of House Marenath named Kavros swayed the praetors to spare Rayne when he realized the girl could read. She was fourteen years old when she became Kavros’s slave.

She served Kavros well, performing research and other scholarly errands, committing all manner of knowledge to memory, and was treated comparatively fairly in return. As Rayne grew to trust and love her master, her missions became more secretive, and her prowess at lying and sneaking around the Praetorium also grew. By the time Kavros asked her to help him investigate the secrets of fallen Kalidnay, Rayne would have done anything for him.

A break in that research compelled them to travel north to the ruins of Kalidnay. Kavros led Rayne into the cracked pyramid, down into the Gray, where he overpowered and bound her, swearing allegiance to something called “the Devourer” and vowing to sacrifice Rayne in exchange for his “birthright.”

In that moment, Rayne recognized a presence which offered her the power to save and avenge herself, if she were willing to surrender part of herself to the Shadow. She agreed without hesitation; after a sudden chill, her bonds, and his knife, passed right through her. She took the weapon from him and buried it in his chest.

Lost in the catacombs beneath the pyramid, Rayne wandered the tunnels until she found an ancient temple, where a group of people nearly killed her before realizing that she’d already been touched by the Shadow. They were the Hidden – an assassin’s guild – and they claimed Rayne as one of their own on the spot.

The Hidden taught Rayne to embrace the Shadow within her, the better to move, to hide, to lie, and to kill. Finally, when they deemed Rayne ready, the Hidden returned her to civilization in Altaruk, telling her that she would be called upon when needed, no matter where she stood.

That was three months ago. Running out of money, and tired of her surroundings, she joined a merchant caravan bound for Tyr. Fleeing the obsidian storm that destroyed her caravan, Rayne and her new allies explored an ancient tomb beneath the dune, where she’s found the Emerald Flame.

Rayne has been trained in the art of assassination, but has yet to assassinate anyone. The Hidden do not allow their members to murder anyone besides targets assigned to them by the guild, whether for money, favors, or personal reasons. This rule is central to Rayne’s philosophy, and she will not break it.

To Rayne, the world is a harsh and unforgiving place, full of people you can’t rely on or trust. Survival has always been her primary goal. She has always been strong-willed; thanks to the Shadow, she now has strength to match.

She doesn’t mind the company of others, and sometimes enjoys it, but her time in Kalidnay has tempered her passion, and centered her sense of humor on the gallows. She sometimes misses the surrogate family she had on the Profit, but the independence and self-reliance she learned among the Hidden keep these moments rare.

Despite her years of bondage, Rayne doesn’t despise the practice of slavery; however, she hates to see slaves abused. She has a soft spot for children, who have yet to see the world’s cruelty. And she fears arcane magic, especially since Kavros’s attempt to sacrifice her. She has an excellent memory, and can recall texts and conversations word for word.

Rayne gave part of herself up to the Shadow, and part of it now exists within herself. She speaks to it as if it’s alive, a dark conscience that reminds her what she must do to survive. It’s not clear whether the Shadow truly speaks back, or if it’s all in her head. The spirit in the Emerald Flame has started to influence her actions.

Rayne gets along with her allies well enough, but is particularly fascinated by the exotic mystery of the eladrin bard/assassin, Lesallai Lollanthas.

“Don’t fear the dark. Fear what it hides.”
“By the Shadow!”
“You think I might be dangerous? How flattering! I feel five feet tall.”
“Let me handle this.”

Breathing, by Shiva in Exile, from Ethnic

Tharik (father, deceased)
mother (presumably from Balic. How much, or how little, Rayne knows about her is currently unknown)

Master of the House

Shadow Touches All

Bright Echo / Monster


Illustration by Kerem Beyit, from Dark Sun Campaign Setting. A larger version is available here.


Original Sin DarthKrzysztof