SHADOWY ASSASSIN
MALE HUMAN
ROGUE 9/BLACKGUARD 6
Sonny Chiba, “Street Fighter”
| Medium Undead |
Hit Dice: | 15d12 (97 hp) |
Initiative: | +10 (+6 Dex, +4 improved initiative) |
Speed: | 30 ft. (6 squares) |
Armor Class: | 29 (+6 Dex, +5 armor [force], +6 natural, +2 deflection), touch 18, flat-footed 29//vs. Incorporeal touch 23 |
Base Attack/Grapple: | +12/+14 |
Attack: | +2 rapier +18 melee (1d6+4) or touch attack +16 melee touch (1d8+5) or +2 long bow +18 ranged (1d8+4) or shadow blade +16 melee (1d3+2) |
Full Attack: | +2 rapier +20/+15 melee (1d6+4) and touch attack +18 melee touch (1d8+5) or +2 rapier +20/+15 melee (1d6+4) and knife +18 melee (1d3+1) or touch attack +18 melee touch (1d8+5) and knife +18 melee (1d3+1) or touch attack +18 melee touch (1d8+5) or +2 long bow +20/+15 ranged (1d8+2) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Death blade, fear aura, poison, rebuke undead (1d20+3, 2d6+5 turning damage), sneak attack +6d6, spells, touch attack |
Special Qualities: | Corporeal form, death touch, DR 15/magic and good, evasion, fiendish servant, immortality, immunities, improved uncanny dodge, magic jar 1/day, poison use, trap sense +3, trapfinding, +4 turn resistance, uncanny dodge |
Saves: | Fort +9, Ref +15, Will +7 |
Abilities: | Str (14) —, Dex 18 (22), Con —, Int 10, Wis 13, Cha 12 |
Skills: | Concentration +16 (15 ranks, +1 Cha), Handle Animal +11 (10 ranks +1 Cha), Hide +37 (15 ranks, +6 Dex, +16 racial), Knowledge (religion) +10 (10 ranks), Listen +11 (10 ranks, Wis +1), Move Silently +37 (15 ranks, +6 Dex, +16 racial), Ride +8 (+6 Dex, synergy +2), Sleight of Hand +16 (10 ranks, Dex +6), Spot +12 (11 ranks, Wis +1) |
Feats: | Cleave, Improved Initiative, Improved Sunder, Power Attack, Two-Weapon Fighting, Weapon Finesse |
Environment: | Any |
Organization: | Solitary or with guards (1 shadowy assassin + 1 fiendish heavy warhorse servant + 2d4 shadesteel shadows armed with shadesteel short swords and shadesteel bucklers + 1 commanded shadow). |
Challenge Rating: | 17 |
Treasure: | Amulet of natural armor +1, bracers of armor +5, gloves of dexterity +4, long bow +2, rapier +2, ring of protection +2, shadow blade; 186,000 gp, 12 3x4 paintings of various battle scenes and naval battles (worth 6d4 x 100 gp each), Sealed Shadow ritual, Shadow Blade recipe. |
Alignment: | Lawful evil |
Advancement: | By character class |
Level Adjustment: | +4 |
Sonny Chiba was a street urchin who eventually specialized in switching a fake for the real thing, too fast to be seen. Caught and sentenced to lose his right hand the next dawn, he escaped from prison and began a life on the run. When faced with the choice of going back to prison (and losing both hands), he opted for killing his captors. This happened several times. Eventually the sum on his head (10,000 gp) brought bounty hunters and assassins out of the woodwork to hunt for him. With the funds from many successful escapades (including the goods of some very good trackers, bounty hunters, and assassins; he had a keep built (using local materials and a crew of 100) hidden deep in a dead-end canyon. Once his keep was finished he murdered all the crew and hired servants run the place (all humans: cooks, wenches, farmers, hunters, a few smiths, and soldiers: eventually 200 light cavalry, 75 light infantry, and 50 archers). He gave himself the title: Lord Sonny.
A lost merchant looking for directions supplied Sonny with both the recipe for a Shadow Blade and the Sealed Shadow ritual (items requested by and paid for in advance by an adventurer named Lasenby from the nearby city).
Lasenby sent trackers looking for the now dead merchant and his requested items. Some even managed to find Sonny’s hidden keep; much to their regret.
Sonny has never had his Shadow Blade destroyed or even taken from him and so it will take him 100 years to figure out how to come back to the material plane. The nearest Infernal Cesspool is over 150 miles away, the nearest
Hollow Night holiday is recent and only 30 miles away and happens in the spring (3 days).
Sonny speaks Common.
COMBAT
Sonny prefers to strike from hiding or ambush in order to employ his sneak attack (also possibly with poison and/or
Death Blade). Ranged opponents find no corporeal target, until Street Fighter has moved to a hiding place and becomes corporeal with concealment or cover. Using his incorporeal movement very few creatures can outrun him, so prey rarely get away. Sonny Chiba has been known to cast various
monster summoning spells to increase his chances in combat.
Weapon and Armor Proficiency: Sonny is proficient with all simple and martial weapons, with all types of armor, and with shields.
Aura of Evil (Ex): Sonny Chiba’s aura of evil (see the
detect evil spell) is equal to a 6th level cleric.
Aura of Despair (Su): Sonny radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.
Command Undead (Su): Sonny Chiba gains the supernatural ability to command and rebuke undead. He commands undead as would a 4th level cleric, Rebuking check 1d20+3, turning damage 2d6+5.
Corporeal Form: At will, as a standard action, Sonny can change from his incorporeal form to his corporeal form or vice versa. In incorporeal form, Sonny moves at Fly 60 feet and his damage reduction does not change. Further, Sonny in incorporeal form gains a +1 deflection bonus to his AC. Items carried and clothes worn change with the shadowy assassin; but are unusable while incorporeal for anything other than appearance (and then only to those that can see invisible creatures).
Dark Blessing (Su): Sonny applies his Charisma modifier (+1) as a bonus on all saving throws.
Death Blade (Su): Only usable with sneak attack and his Shadow Blade imbued with
Death Touch. A successful sneak attack requires the victim to make a
Fortitude save (DC 18) or die. Successful saves still suffer
sneak attack damage. This ability cannot be used when incorporeal.
Death Touch (Sp): 1/round as a free action, if hidden, Sonny can activate this ability to imbue his Shadow Blade (in his hand) with
Death Touch for one successful (sneak) attack. The blade remains enchanted for up to 1 minute or until Sonny scores a successful sneak attack, whichever comes first. This ability cannot be used while incorporeal.
Detect Good (Sp): At will, Sonny can use
detect good as a spell-like ability, duplicating the effect of the
detect good spell.
Evasion (Ex): If Sonny makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if Sonny is wearing light armor or no armor. If helpless, Sonny does not gain the benefit of evasion.
Fear Aura (Su): Sonny is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at him must succeed on a
Will save (DC 18) or be affected as though by a
fear spell from a 7th level sorcerer. A creature that successfully saves cannot be affected again by Sonny’s aura for 24 hours.
Fiendish Servant: Sonny’s fiendish servant is a fiendish heavy warhorse (trained by himself). HD+4, Natural Armor +3, Strength +2, Intelligence 7,
empathic link,
improved evasion, share saving throws, share spells, speak with blackguard.
Immortality (Ex): Sonny Chiba is not permanently killed as long as his Shadow Blade survives. He revives, next to his Shadow Blade 1d10 days later.
Immunities (Ex): Sonny has immunity to cold, electricity, polymorph, and mind-affecting attacks.
Improved Uncanny Dodge (Ex): Sonny can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking it, unless the attacker has at least 19 levels of rogue.
Magic Jar (Sp): Once per day, Sonny can use
magic jar as a 15th level caster on anyone foolish enough to touch the Shadow Blade;
Will save (DC 18) negates.
Poison Use (Ex): Sonny has trained extensively with poisons and never risks accidentally poisoning himself when applying poison to a blade. The Street Fighter always carries 10 doses of Shadow Essence poison and usually envenoms both his rapier and knife before sneak attacking someone, but sometimes he poisons an arrow or two for ranged opponents.
Poison | Type | Initial Damage | Secondary Damage |
Shadow Essence | Injury DC 17 | 1 Str | 2d6 Str |
The poisoned weapon or ammunition remains poisoned for only a single successful attack. Arrows that miss have a 50% chance of being lost. Recovered arrows that missed are still poisoned.
Smite Good (Su): Twice a day, Sonny may attempt to smite good with one normal melee attack.
He adds his Charisma modifier (+1) to his attack roll and deals 6 extra points of damage. If he accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.
Spells: 2/2/1 /day as a 7th level caster.
Save DC’s =11+ spell level. Sonny memorizes his spells at dusk.
Blackguard Spell List
Sonny chooses his spells from the following list:
1st Level:
cause fear, corrupt weapon, cure light wounds, doom, inflict light wounds, magic weapon, summon monster I*.
2nd Level:
bull’s strength, cure moderate wounds, darkness, death knell, eagle’s splendor, inflict moderate wounds, shatter, summon monster II*.
3rd Level:
contagion, cure serious wounds, deeper darkness, inflict serious wounds, protection from elements, summon monster III*.
* Evil creatures only.
Spells Usually Chosen:
1st
summon monster I (1fiendish monstrous centipede, Medium),
corrupt weapon
2nd bull’s strength, summon monster II (1 fiendish monstrous centipede, Large; or 1d3 fiendish monstrous centipedes, Medium)
3rd inflict serious wounds (for healing self)
Touch Attack (Su): Sonny has a touch attack that he can use once per round. The touch attack uses negative energy to deal 1d8+5 points of damage to living creatures; a
Will save (DC 15) halves the damage.
Trap Sense (Ex): Sonny gains an intuitive sense that alerts him to danger from traps, giving him a +3 bonus on Reflex saves made to avoid traps and a +3 dodge bonus to AC against attacks made by traps.
Trapfinding (Ex): Sonny can use the Search skill to locate traps when the task has a DC higher than 20.
Sonny can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
If Sonny beats a trap’s DC by 10 or more with a Disable Device check; he can study a trap, figure out how it works, and bypass it (with his group) without disarming it.
Uncanny Dodge (Ex): Sonny Chiba can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Fiendish Servant:
| Fiendish Warhorse, Heavy "Francis" |
| Large Magical Beast (Extraplanar) |
Hit Dice: | 8d8+24 (60 hp) |
Initiative: | +1 |
Speed: | 50 ft. (10 squares) |
Armor Class: | 17(–1 size, +1 Dex, +7 natural), touch 10, flat-footed 16 |
Base Attack/Grapple: | +6/+15 |
Attack: | Hoof +10 melee (1d6+5) |
Full Attack: | 2 hooves +10 melee (1d6+5) and bite +5 melee (1d4+2) |
Space/Reach: | 10 ft./5 ft. |
Special Attacks: | Smite good 1/day (+8 damage) |
Special Qualities: | Darkvision, DR 5/magic, empathic link, improved evasion, low-light vision, resistance 5 (cold and fire), scent, share saves, share spells, speak with Sonny, SR 13 |
Saves: | Fort +11, Ref +9, Will +8 |
Abilities: | Str 20, Dex 13, Con 17, Int 7, Wis 13, Cha 6 |
Skills: | Listen +7, Spot +6 |
Feats: | Endurance, Iron Will, Run |
Environment: | Hades |
Organization: | Companion |
Challenge Rating: | 4 |
Level Adjust: | +2 |
These magical beasts are similar to heavy horses but are trained and bred for strength and aggression in Hades. A fiendish heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Darkvision 60 feet;
DR 5/magic;
Low-light Vision;
Resistance 5 fire;
Resistance 5 cold;
Scent;
SR 13.
Empathic Link (Su): Sonny has an empathic link with Francis out to a distance of up to 1 mile. Sonny cannot see through Francis' eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of the empathic link between Francis and Sonny, he has the same connection to a place or an item that Francis does.
Improved Evasion (Ex): If Francis is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw.
Share Saving Throws: For each of its saving throws, Francis uses either its own base save bonus or Sonny’s, whichever is higher. Francis applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that Sonny might have.
Share Spells: At Sonny’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect Francis. Francis must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting Francis if it moves farther than 5 feet away and will not affect Francis again even if it returns to Sonny before the duration expires. Additionally, the Street Fighter may cast a spell with a target of “You” on Francis (as a touch range spell) instead of on himself. Sonny and Francis can share spells even if the spells normally do not affect creatures of Francis' type (magical beast).
Smite Good (Su): Once per day Francis can make a normal melee attack to deal +8 damage against a good foe.
Speak with Blackguard (Ex): Sonny Chiba and Francis can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Carrying Capacity: A light load for Francis is up to 400 pounds; a medium load, 401–800 pounds; and a heavy load, 801–1,200 pounds. Francis can drag 6,000 pounds.
Handle Animal Commands Known: Attack, Come, Defend, Down, Guard, and Heel (in Common).