Memento Umbra

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Memento Umbra, also known as the Atra'crescens

The memento umbra is a rare creature, its origin unknown. It is whispered amongst trainers that the memento umbra was once a normal memento that was tainted by the touch of the void.

Mechanical Note: The memento umbra does not adhere to current memento rules - it follows the 4e design philosophy.

Base Stats

Atra'crescens (Memento Umbra)
Medium Magical Beast (Dark)
HD: 1d10+2 (12 hp)
Init: +1 (Dex)
Speed: 50 ft. (10 squares)
Armor Class: 11 (+1 Dex)
Base Attack/Grapple: +0/+3
Attack: Claw +3 (1d6+3)
Full Attack: 2 claws +3 (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -- 
Special Qualities: Darkvision, Dark Type Qualities
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 16, Dex 12, Con 14, Int 6, Wis 12, Cha 16, Per 10
Skills: Listen +4, Spot +4
Feats: Dodge

Egg Group(s): Class I (Ground)

Level Progression

The Atra'crescens
HD: d10

										Techniques
LVL	BAB	TAB	Fort	Ref	Will	Special				Enc	Day
1	+0	+0	+2	+2	+0	Pressure			1st	1st
2	+1	+1	+3	+3	+0	+2 Con
3	+2	+2	+3	+3	+1	+1 Natural Armor		2nd	
4	+3	+3	+4	+4	+1	+2 Cha, Claw (1d8)					
5	+3	+3	+4	+4	+1						2nd
6	+4	+4	+5	+5	+2	+2 Dex, +2 Natural Armor					
7	+5	+5	+5	+5	+2	New Techniques (Tier 2)		3rd	
8	+6	+6	+6	+6	+2	+2 Con, Claw (1d10)					
9	+6	+6	+6	+6	+3	+3 Natural Armor			3rd
10	+7	+7	+7	+7	+3	+2 Cha, Size Increase (Large)					
11	+8	+8	+7	+7	+3					4th	
12	+9	+9	+8	+8	+4	+2 Dex, Claw (1d12),
						+4 Natural Armor					
13	+9	+9	+8	+8	+4	New Techniques (Tier 3)		5th	
14	+10	+10	+9	+9	+4	+2 Con			
15	+11	+11	+9	+9	+5	+5 Natural Armor			4th
16	+12	+12	+10	+10	+5	+2 Cha, Claw (2d8)					
17	+12	+12	+10	+10	+5					6th	
18	+13	+13	+11	+11	+6	+2 Dex, +6 Natural Armor					
19	+14	+14	+11	+11	+6						5th
20	+15	+15	+12	+12	+6	+2 Con, Claw (2d10)			

TAB: Technique Attack Bonus. Atra'crescens adds its Charisma to this. TAB is used for techniques.

Pressure

When an a non-basic attack is used against the atra'crescens and successfully hits, the next recharge die that creature rolls suffers a -1 power penalty.

Techniques

Atra'crescens techniques are separated into four tiers. At first level, the atra'crescens has access to Tier 1 techniques as encounter techniques, and Tier 2 techniques as daily techniques.

At 7th and 13th levels, the atra'crescens gains access to new tiers of techniques. You can retake an old technique to improve its usage rate (from daily to encounter) if you have access to that tier as an encounter tier.

You can take a technique multiple times; doing so allows you to use that technique multiple times, either per-day or per-encounter.

Tier 1

LEER (Tier 1)
  Encounter - Technique
  Standard Action - Ranged 5
  Target: One creature
  Attack: TAB vs. Will
  Hit: The target suffers a -2 penalty to its AC for (Cha mod) rounds.
TAUNT (Tier 1)
  Encounter - Technique
  Standard Action - Ranged 5
  Target: One creature
  Attack: TAB v. Will
  Hit: The target must take a full attack action on its next turn; if it cannot, it does nothing.
QUICK ATTACK (Tier 1)
  Encounter - Technique
  Standard Action - Melee
  Target: One creature
  Attack: Melee vs. AC
  Hit: Normal damage.
  Effect: Gain a +4 bonus to your initiative.
CALM MIND (Tier 1)
  Encounter - Technique
  Standard Action - Personal
  Effect: Gain a +2 power bonus on your TAB rolls and on your saves for (Cha mod) rounds.

Tier 2

RAZOR WIND (Tier 2)
  Encounter - Technique
  1 Round Action - Ranged 5
  Target: One creature
  Attack: (TAB + 4) vs. Reflex
  Hit: The target takes (Cha mod)d8 points of damage.
PURSUIT (Tier 2)
  Encounter - Technique
  Immediate Reaction - Melee
  Target: One creature
  Trigger: When an adjacent creature moves.
  Attack: TAB vs. Reflex
  Hit: As per claw attack.
  Effect: Move to a square adjacent to the creature after its move.
DETECT (Tier 2)
  Encounter - Technique
  Immediate Reaction - Personal
  Trigger: When attacked.
  Effect: Gain a +4 power bonus to defense used against the attack.
DARK PULSE (Tier 2)
  Encounter - Technique
  Standard Action - Burst 3
  Attack: TAB vs. Will
  Hit: (Cha mod)d8 points of shadow damage.
  Miss: Half damage. Mettle applies.

Tier 3

EMPOWER (Tier 3)
  Encounter - Technique
  Standard Action - Personal
  Effect: Gain a +4 power bonus on your next TAB roll and on your saves for (Cha mod) rounds.
SLASH (Tier 3)
  Encounter - Technique
  Swift Action - Personal
  Effect: Your next claw attack is an automatic crit if you hit.
DOUBLE TEAM (Tier 3)
  Encounter - Technique
  Move Action - Personal
  Effect: Gain Improved Evasion for (Cha mod) rounds.
BITE (Tier 3)
  Encounter - Technique
  Standard Action - Melee
  Attack: Melee vs. AC
  Hit: 3d10 shadow damage and secondary attack.
  Secondary Attack: TAB vs. Will
  Secondary Hit: Target is slowed for 1 round.

Tier 4

PERISH SONG (Tier 4)
  Daily - Technique
  Full-Round Action - Ranged 5
  Attack: TAB vs. Will
  Hit: Target gains the Dying (3) condition. The target may save each round against the effect. If no save, target dies when
       condition ends.
PSYCHO CUT (Tier 4)
  Daily - Technique
  Standard Action - Ranged 5
  Attack: TAB + 4 vs. Will
  Hit: 3d10 points of psychic damage.
NIGHT SLASH (Tier 4)
  Daily - Technique
  Standard Action - Melee
  Attack: TAB + 4 vs. Reflex
  Hit: 3d10 points of shadow damage.
THIEF (Tier 4)
  Daily - Technique
  Standard Action - Melee
  Attack: TAB vs. Reflex
  Hit: Target is disarmed.