Memento Umbra
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.
Contents
[hide]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.