Sollir Furryfoot
Explorer
Hey everyone, I've been meaning to create an assassin's guild for my campaign from the ground up for a while. The idea was to have many NPCs with unique capabilities to fulfilll the role of a hired killer. I'm posting this here incase anyone needs an assassin or three. I only have the leaders and a few middle and lower level members of the organization statted out, so if anyone wants to add a few feel free to!
"The Hands of the Bright One" originally was created as part of a religious organization, the enforcing branch. The Bright One was an evil deity who invaded the realm, took control for about a hundred years and then was vanquished. While many of his servants lost a lot of their power (the clergy losing all ability to cast spells) the assassin's guild was hardly affected and branched off to become their own power. Advancement through the organization is through assassination of one's superior and though many of the original members were dark elves, only about half of those remain.
Hierarchy:
1 Grandfather (CR 15) - Shadowy mastermind
4 Fathers (CR 12) - Leaders of assassin teams
15 Brothers (CR 10) - Standard assassin with flair
45 Sons (CR 8) - Generic Assassins
The Nameless (CR 4-7) - Fodder
A singular assassin is called a Hand of the Bright One, though there are also 5 Leaders for this reason. Each of the Fathers have 3 Brothers under their command, occasionaly all 4 of them are hired as a team for a specific job. Though the naming system is masculine, there are many women in the organization.
**********
Quick Notes/House Rules:
-The campaign world I use is fairly high magic, though not high powered (Most PCs/NPCs in the world reach level 12 at highest with the major NPCs maybe getting up to level 15).
-Magic equipment wealth doesn't adhere strictly to the DMG. Guildmembers are fairly wealthy from taking high profile cases and are better equipped than most warriors.
-Unless noted, most assassins use the Elite Array (15, 14, 13, 12, 10, 8).
-HP for unique personages in my campaign is Max Hp at 1st level + (9 hp for d12, 7 hp for d10, 5 hp for d8, 4 hp for d6, 3 hp for d4).
-I allow stacking of weapon enhancements (flaming, frost, etc...), though this is easy to fix by removing an enhancement and putting another +1.
-Dodge gives a flat +1 Dodge bonus to AC, if you want to target one person its +2 but NPC's don't do this by default for ease of running multiple combatants.
-Feel free to file off the serial #'s and use them yourselves!
**********
Costs for Services (Standard Pricing):
Cost to Hire a Son = 3,660 Gold (= 1/5 an Assassin's Dagger)
Cost to Hire a Brother = 18,302 Gold (= Assassin's Dagger)
Cost to Hire a Father = 91,510 Gold (= 5 Assassin's Daggers)
Cost to Hire the Entire Guild* = 273,802 Gold ("The Failsafe" cost, below)
High Risk/High Profile Mission = 1.5x Price
*Unprecedented, generally seen as unnecessary.
The only way to contract an assassination is to give the exact change of their purchase in gold, along with the target's name and other special information (it is wise to keep this brief, however). The cost to hire a Father is so purposefully prohibitive that generally only nations can afford them. When someone hires a Father they also hire three Brothers, when someone hires a Brother they also hire three Sons. When a Father is involved, targeting the known associates of that person, assuming they are not too difficult themselves, is often tacked on for no extra charge (in fact, it's almost an assumption).
The guild is free to turn down assassination requests, whether because they think its too demeaning or too difficult for the assassin. They typically do thorough information gathering on the target to make sure all information given to them was accurate and sometimes turn down missions after that. If the guild is unable to complete a contract, half of the money is returned and only an assassin of a higher tier may be hired to tackle the target. 1/3 of the gold goes to the actual assassins, typically the highest assassin receives 1/2 of that amount and divides the rest among his retainers. Smart assassins put some of their money towards a Ressurection spell along with backup equipment, should they fail on one of their missions.
**********
Why Assassin's Don't Go Bad:
“The Failsafe”, “The Covenant” (Minor Artifact):
+3 Adamantine, Assassin’s Dagger of Thief Bane (x5),
Intelligent (LE, Int 19, Wis 19, Cha 10, Ego 30),
120’ Darkvision, Blindsense, and Hearing, Telepathy, Detect/Read Magic at will,
Lesser Powers: Spot +34, Hold Person (DC 17) 3/day,
Greater Powers: Locate Creature 3/day, Haste on its owner 3/day,
Special Purpose (Slay Assassins), Dedicated Power: Dimension Door on itself and wielder.
Market Value: 273,802 Gold.
A wickedly-curved, black metal dagger with what appears to be a living eye implanted at the top of the hilt, "The Failsafe" was created when the guild was formed. It is the Grandfather's symbol of power, much as the individual Father's Blades are. Each initiate into the guild witnesses the blade (in turn they are witnessed by it) and have their arms cut by it in a ritual, though few know of its true nature. If one of the guild's assassins were to betray the the organization, the dagger would be given to a member one rank lower than the traitor. Crushing the will of its bearer, the Failsafe would combine its Locate Creature ability with Dimension Door to quickly track down the traitor and ensure that the proper process of advancement is observed.
Unlike other intelligent magic items of its caliber, the Failsafe cannot speak, merely communicating basic information to its wielder (location, commands to kill, etc...) through telepathy. It understands Thieves' Cant, though attempts to reason with it or plead for one's life are utterly futile. Though very unlikely, should it be asigned to a mission it cannot complete within a month's span of time, the traitor is free to go (though is often still blacklisted by the organization).
(For rules mechanics, a "thief" is anyone with 5 or more skill ranks in Disable Device, Forgery, Open Lock and/or Sleight in Hand, as well as anyone who has the Sneak Attack ability.)
Sample Puppet (Generic "Son" with the Dagger):
[sblock]Puppet of the Knife, CR 8/11?
Human War 1/Rog 7/Assassin 1 (Bull’s Strength, Cat’s Grace, Haste)
HD: 1d8+8d6 (32 hp)
Move: 20 ft., Init +9
AC: 21 (+4 Dex, +6 Armor, +1 Dodge)
Saves: Fort +4, Ref +13, Will +3
Attacks (vs. Thieves): Dagger +25/+25/+20 (1d4+17, 19-20/x2, +10d6)
SA: Death Attack (DC 14), Poison Use, Sneak Attack +4d6
SQ: Evasion, Uncanny Dodge
Str 14 (18), Dex 16 (20), Con 10, Int 14, Wis 12, Cha 8.
Skills: X
Feats: Combat Expertise, Combat Reflexes, Improved Initiative, Vexing Flanker,
Weapon Finesse.
Combat Equipment: “The Failsafe”, +2 Chain Shirt.
Equipment: Potions (Bulls Strength x2, Cat’s Grace x2)[/sblock]
**********
Grandfather:
Little is known of the current Grandfather of Assassins, though most speculators agree that he is not the founding one. Few members of the Hands of the Bright One know any details about him except for the occasional, brutal demonstration of prowess, whether in subterfuge or in combat skill. Said to have risen from the status of a blind thug to an assassin, whoever he was the Grandfather is a master of daggers and owns an artillery of these magical weapons. His favorite method of attack is to unleash his twin, dancing daggers as he defends himself with his own. The Fathers of the guild know that he is in fact a vampire, though this information is not easily obtained due to their leader purposefully not using his undead abilities.
Recently, the Grandfather of Assassins has had it in his mind to "retire" though by the guild's law he is unable to do so until successfully assassinated. He is currently devising a way to get out of this contractual obligation without violating the guild's law so much as to devestate the organization, for he truly desires it to continue on. And because of this, he is looking for a suitable replacement for himself, with the Architect, Spinner and perhaps a few Sons as his candidates.
The Grandfather of Assassins (CR 15)
NE Vampire Swashbuckler 3/Ftr 4/Invisible Blade 5
Medium Undead (Former Drow, Hasted)
HD: 12d12+24 (135 hp)
Move: 60 ft., Init +14
AC: 40 (+9 Dex, +6 Arm, +6 Nat, +2 Def, +7 Dodge)
Saves: Fort +15, Ref +26, Will +12 (+2 vs. Enchantments)
Attack: Dagger +28/+23/+18 (1d4+18, 17-20/x2)
Attack: Dancing Dagger +24/+19/+14 (1d4+14, 17-20/x2)
Ranged (Point Blank): Dagger +26 (1d4+16, 17-20/x2)
SA: Blood Drain, Dominate (DC 20), Energy Drain, Sneak Attack +3d6
SQ: DR 10/Silver and Magic, Fast Healing 5, Resistance (C, E) 10, SR 23, Turn Resistance+4.
Str 18, Dex 24 (28), Con --, Int 20 (24), Wis 15, Cha 18.
Skills: Bluff +57, Hide +33, Listen +34, M. Silently +33, Search +31, S. Motive +25, Spot +8, Tumbling +24.
Feats: Alertness (B), Combat Reflexes (B), Dodge (B), Far Shot (B),
Improved Critical, Improved Initiative (B), Lightning Reflexes (B), Mobility, Point Blank Shot,
Quickdraw, Weapon Finesse (B), Weapon Focus (B), Weapon Specialization (B).
Combat Equipment: +5 Adamantine Dagger of Defending, 2 +1 Adamantine Dagger of Dancing
+2 Cold Iron Dagger of Returning. Bracers of Armor +6.
Equipment: Boots of Haste, Cloak of Resistance +4, Darkskull, Deck of the Conman’s King*,
Gloves of Dexterity +4, Headband of Intellect +4, Ring of Deflection +2.
*Minor Artifact—+30 to Bluff checks, re-roll any 3 rolls per day (as per the Luck Domain, and
gain a +3 luck bonus to saves. This item must be displayed visibly (though not necessarily
overtly) for its effects to work.
Invisible Blade Abilities:
Bleeding Wound: The Grandfather can trade 1d6 damage of his Sneak Attack to inflict a bleeding wound (1 damage per round until a Heal DC 15 check or cure spell is cast).
Feint Mastery: The Grandfather can take 10 on Bluff checks when using the feint maneuver in combat.
Uncanny Feint With Combat Expertise, the Grandfather can feint in combat as a free action.
Unfettered Defense The Grandfather gains a Dodge bonus to his AC equal to his Int modifier, up to his class level (+5).
Swashbuckler Abilities:
Grace: The Grandfather has a +1 bonus to Reflex bonus to saving throws.
Insightful Strike: When fighting a creature with a discernible anatomy, the Grandfather gains his Int mod (+7) to damage. This is already factored into his statistics, so subtract 7 from the damage of his attacks if he fights a construct, undead, elemental, or something likewise immune to sneak attacks and critical hits.
His vampire abilities are that of a standard vampire. The Grandfather of Assassins has not been known to use his abilities to call creatures of the night, however. He also does not turn into gaseous form, drain energy, or blood drain when he doesn't have to in order to maintain his vampire identity a secret, though is not hesitant to use these abilities if they would confer him a great advantage.
Modus Operandi:
[sblock]The Grandfather almost never takes on contracts himself these days. When he does have to fight he lets loose his daggers of dancing with his standard action, delegating his defending dagger's bonus to his AC, raising it to 48. During battle he simply walks about like a dandy, guffawing at his opponent's ineptitude as he gracefully dodges each attack with both of his hands behind his back. He should successfully Feint each round of combat as a free action (taking 10 via Feint Mastery for a Bluff check of 69) gaining +3d6 Sneak Attack damage to each attack. He may take a total defense action to raise his AC up to 54, though generally there is no need to do so. With Turning Resistance he counts as an 18 HD undead, and the darkskull he carries on him gives turning checks a further -4 penalty (though rebuke checks a +4 bonus).
All of the current Four Fathers would fare poorly against him, even if they attacked in tandem. Adam can only hit him on a natural '20' and would slowly be whittled away. He is immune to critical hits so the Architect's powerful death attack is useless against him, likewise the Heir cannot paralyze him if she could hit. Spinner's telepathic attacks are near-useless, though she could easily swap out her powers to eventually burn him to death if the risk were worth her while (which would take a lot as he can annihilate her within a round or two).
Opponents who wish to gain his ire (though stand a chance at beating him) should either keep completely at range and avoid him at all costs or attempt to sunder his precious daggers.[/sblock]
Design Notes:
[sblock]Strengths-Major-Strong Physical Defense (High AC, High DR), Deadly Combatant (Master of Daggers, Improved Feint), Master Manipulator (Bluff +57, Dominate Person), Moderate-Good Spell Defense (SR 23), Highly skilled (Perception especially), Hard to kill (Vampiric rejuvenation)
Weaknesses: Specific weaknesses that could be taken advantage of (Vampiric), a low Will save (+12/+14 vs. enchantments) means he can easily be scried upon and a moderate Spot check (+8).
Built to be a very strong but well-balanced combat machine, one that would be very hard to take down yet dish out a good amount of damage at the same time. Swashbuckler and Invisible Blade are both from the Complete Warrior. Drow Vampire built with the Elite Array, his vampirism was a purposeful affair with a +2 hp/HD due to being turned within the effect of an Unhallowed site dedicated to the Bright One. A built in -4 to Spot, +2 to Listen for being nearly blind in his youth, his Spot check is decent due to his transformation, it is still not high enough to spot a good sneak.)[/sblock]
"The Hands of the Bright One" originally was created as part of a religious organization, the enforcing branch. The Bright One was an evil deity who invaded the realm, took control for about a hundred years and then was vanquished. While many of his servants lost a lot of their power (the clergy losing all ability to cast spells) the assassin's guild was hardly affected and branched off to become their own power. Advancement through the organization is through assassination of one's superior and though many of the original members were dark elves, only about half of those remain.
Hierarchy:
1 Grandfather (CR 15) - Shadowy mastermind
4 Fathers (CR 12) - Leaders of assassin teams
15 Brothers (CR 10) - Standard assassin with flair
45 Sons (CR 8) - Generic Assassins
The Nameless (CR 4-7) - Fodder
A singular assassin is called a Hand of the Bright One, though there are also 5 Leaders for this reason. Each of the Fathers have 3 Brothers under their command, occasionaly all 4 of them are hired as a team for a specific job. Though the naming system is masculine, there are many women in the organization.
**********
Quick Notes/House Rules:
-The campaign world I use is fairly high magic, though not high powered (Most PCs/NPCs in the world reach level 12 at highest with the major NPCs maybe getting up to level 15).
-Magic equipment wealth doesn't adhere strictly to the DMG. Guildmembers are fairly wealthy from taking high profile cases and are better equipped than most warriors.
-Unless noted, most assassins use the Elite Array (15, 14, 13, 12, 10, 8).
-HP for unique personages in my campaign is Max Hp at 1st level + (9 hp for d12, 7 hp for d10, 5 hp for d8, 4 hp for d6, 3 hp for d4).
-I allow stacking of weapon enhancements (flaming, frost, etc...), though this is easy to fix by removing an enhancement and putting another +1.
-Dodge gives a flat +1 Dodge bonus to AC, if you want to target one person its +2 but NPC's don't do this by default for ease of running multiple combatants.
-Feel free to file off the serial #'s and use them yourselves!
**********
Costs for Services (Standard Pricing):
Cost to Hire a Son = 3,660 Gold (= 1/5 an Assassin's Dagger)
Cost to Hire a Brother = 18,302 Gold (= Assassin's Dagger)
Cost to Hire a Father = 91,510 Gold (= 5 Assassin's Daggers)
Cost to Hire the Entire Guild* = 273,802 Gold ("The Failsafe" cost, below)
High Risk/High Profile Mission = 1.5x Price
*Unprecedented, generally seen as unnecessary.
The only way to contract an assassination is to give the exact change of their purchase in gold, along with the target's name and other special information (it is wise to keep this brief, however). The cost to hire a Father is so purposefully prohibitive that generally only nations can afford them. When someone hires a Father they also hire three Brothers, when someone hires a Brother they also hire three Sons. When a Father is involved, targeting the known associates of that person, assuming they are not too difficult themselves, is often tacked on for no extra charge (in fact, it's almost an assumption).
The guild is free to turn down assassination requests, whether because they think its too demeaning or too difficult for the assassin. They typically do thorough information gathering on the target to make sure all information given to them was accurate and sometimes turn down missions after that. If the guild is unable to complete a contract, half of the money is returned and only an assassin of a higher tier may be hired to tackle the target. 1/3 of the gold goes to the actual assassins, typically the highest assassin receives 1/2 of that amount and divides the rest among his retainers. Smart assassins put some of their money towards a Ressurection spell along with backup equipment, should they fail on one of their missions.
**********
Why Assassin's Don't Go Bad:
“The Failsafe”, “The Covenant” (Minor Artifact):
+3 Adamantine, Assassin’s Dagger of Thief Bane (x5),
Intelligent (LE, Int 19, Wis 19, Cha 10, Ego 30),
120’ Darkvision, Blindsense, and Hearing, Telepathy, Detect/Read Magic at will,
Lesser Powers: Spot +34, Hold Person (DC 17) 3/day,
Greater Powers: Locate Creature 3/day, Haste on its owner 3/day,
Special Purpose (Slay Assassins), Dedicated Power: Dimension Door on itself and wielder.
Market Value: 273,802 Gold.
A wickedly-curved, black metal dagger with what appears to be a living eye implanted at the top of the hilt, "The Failsafe" was created when the guild was formed. It is the Grandfather's symbol of power, much as the individual Father's Blades are. Each initiate into the guild witnesses the blade (in turn they are witnessed by it) and have their arms cut by it in a ritual, though few know of its true nature. If one of the guild's assassins were to betray the the organization, the dagger would be given to a member one rank lower than the traitor. Crushing the will of its bearer, the Failsafe would combine its Locate Creature ability with Dimension Door to quickly track down the traitor and ensure that the proper process of advancement is observed.
Unlike other intelligent magic items of its caliber, the Failsafe cannot speak, merely communicating basic information to its wielder (location, commands to kill, etc...) through telepathy. It understands Thieves' Cant, though attempts to reason with it or plead for one's life are utterly futile. Though very unlikely, should it be asigned to a mission it cannot complete within a month's span of time, the traitor is free to go (though is often still blacklisted by the organization).
(For rules mechanics, a "thief" is anyone with 5 or more skill ranks in Disable Device, Forgery, Open Lock and/or Sleight in Hand, as well as anyone who has the Sneak Attack ability.)
Sample Puppet (Generic "Son" with the Dagger):
[sblock]Puppet of the Knife, CR 8/11?
Human War 1/Rog 7/Assassin 1 (Bull’s Strength, Cat’s Grace, Haste)
HD: 1d8+8d6 (32 hp)
Move: 20 ft., Init +9
AC: 21 (+4 Dex, +6 Armor, +1 Dodge)
Saves: Fort +4, Ref +13, Will +3
Attacks (vs. Thieves): Dagger +25/+25/+20 (1d4+17, 19-20/x2, +10d6)
SA: Death Attack (DC 14), Poison Use, Sneak Attack +4d6
SQ: Evasion, Uncanny Dodge
Str 14 (18), Dex 16 (20), Con 10, Int 14, Wis 12, Cha 8.
Skills: X
Feats: Combat Expertise, Combat Reflexes, Improved Initiative, Vexing Flanker,
Weapon Finesse.
Combat Equipment: “The Failsafe”, +2 Chain Shirt.
Equipment: Potions (Bulls Strength x2, Cat’s Grace x2)[/sblock]
**********
Grandfather:
Little is known of the current Grandfather of Assassins, though most speculators agree that he is not the founding one. Few members of the Hands of the Bright One know any details about him except for the occasional, brutal demonstration of prowess, whether in subterfuge or in combat skill. Said to have risen from the status of a blind thug to an assassin, whoever he was the Grandfather is a master of daggers and owns an artillery of these magical weapons. His favorite method of attack is to unleash his twin, dancing daggers as he defends himself with his own. The Fathers of the guild know that he is in fact a vampire, though this information is not easily obtained due to their leader purposefully not using his undead abilities.
Recently, the Grandfather of Assassins has had it in his mind to "retire" though by the guild's law he is unable to do so until successfully assassinated. He is currently devising a way to get out of this contractual obligation without violating the guild's law so much as to devestate the organization, for he truly desires it to continue on. And because of this, he is looking for a suitable replacement for himself, with the Architect, Spinner and perhaps a few Sons as his candidates.
The Grandfather of Assassins (CR 15)
NE Vampire Swashbuckler 3/Ftr 4/Invisible Blade 5
Medium Undead (Former Drow, Hasted)
HD: 12d12+24 (135 hp)
Move: 60 ft., Init +14
AC: 40 (+9 Dex, +6 Arm, +6 Nat, +2 Def, +7 Dodge)
Saves: Fort +15, Ref +26, Will +12 (+2 vs. Enchantments)
Attack: Dagger +28/+23/+18 (1d4+18, 17-20/x2)
Attack: Dancing Dagger +24/+19/+14 (1d4+14, 17-20/x2)
Ranged (Point Blank): Dagger +26 (1d4+16, 17-20/x2)
SA: Blood Drain, Dominate (DC 20), Energy Drain, Sneak Attack +3d6
SQ: DR 10/Silver and Magic, Fast Healing 5, Resistance (C, E) 10, SR 23, Turn Resistance+4.
Str 18, Dex 24 (28), Con --, Int 20 (24), Wis 15, Cha 18.
Skills: Bluff +57, Hide +33, Listen +34, M. Silently +33, Search +31, S. Motive +25, Spot +8, Tumbling +24.
Feats: Alertness (B), Combat Reflexes (B), Dodge (B), Far Shot (B),
Improved Critical, Improved Initiative (B), Lightning Reflexes (B), Mobility, Point Blank Shot,
Quickdraw, Weapon Finesse (B), Weapon Focus (B), Weapon Specialization (B).
Combat Equipment: +5 Adamantine Dagger of Defending, 2 +1 Adamantine Dagger of Dancing
+2 Cold Iron Dagger of Returning. Bracers of Armor +6.
Equipment: Boots of Haste, Cloak of Resistance +4, Darkskull, Deck of the Conman’s King*,
Gloves of Dexterity +4, Headband of Intellect +4, Ring of Deflection +2.
*Minor Artifact—+30 to Bluff checks, re-roll any 3 rolls per day (as per the Luck Domain, and
gain a +3 luck bonus to saves. This item must be displayed visibly (though not necessarily
overtly) for its effects to work.
Invisible Blade Abilities:
Bleeding Wound: The Grandfather can trade 1d6 damage of his Sneak Attack to inflict a bleeding wound (1 damage per round until a Heal DC 15 check or cure spell is cast).
Feint Mastery: The Grandfather can take 10 on Bluff checks when using the feint maneuver in combat.
Uncanny Feint With Combat Expertise, the Grandfather can feint in combat as a free action.
Unfettered Defense The Grandfather gains a Dodge bonus to his AC equal to his Int modifier, up to his class level (+5).
Swashbuckler Abilities:
Grace: The Grandfather has a +1 bonus to Reflex bonus to saving throws.
Insightful Strike: When fighting a creature with a discernible anatomy, the Grandfather gains his Int mod (+7) to damage. This is already factored into his statistics, so subtract 7 from the damage of his attacks if he fights a construct, undead, elemental, or something likewise immune to sneak attacks and critical hits.
His vampire abilities are that of a standard vampire. The Grandfather of Assassins has not been known to use his abilities to call creatures of the night, however. He also does not turn into gaseous form, drain energy, or blood drain when he doesn't have to in order to maintain his vampire identity a secret, though is not hesitant to use these abilities if they would confer him a great advantage.
Modus Operandi:
[sblock]The Grandfather almost never takes on contracts himself these days. When he does have to fight he lets loose his daggers of dancing with his standard action, delegating his defending dagger's bonus to his AC, raising it to 48. During battle he simply walks about like a dandy, guffawing at his opponent's ineptitude as he gracefully dodges each attack with both of his hands behind his back. He should successfully Feint each round of combat as a free action (taking 10 via Feint Mastery for a Bluff check of 69) gaining +3d6 Sneak Attack damage to each attack. He may take a total defense action to raise his AC up to 54, though generally there is no need to do so. With Turning Resistance he counts as an 18 HD undead, and the darkskull he carries on him gives turning checks a further -4 penalty (though rebuke checks a +4 bonus).
All of the current Four Fathers would fare poorly against him, even if they attacked in tandem. Adam can only hit him on a natural '20' and would slowly be whittled away. He is immune to critical hits so the Architect's powerful death attack is useless against him, likewise the Heir cannot paralyze him if she could hit. Spinner's telepathic attacks are near-useless, though she could easily swap out her powers to eventually burn him to death if the risk were worth her while (which would take a lot as he can annihilate her within a round or two).
Opponents who wish to gain his ire (though stand a chance at beating him) should either keep completely at range and avoid him at all costs or attempt to sunder his precious daggers.[/sblock]
Design Notes:
[sblock]Strengths-Major-Strong Physical Defense (High AC, High DR), Deadly Combatant (Master of Daggers, Improved Feint), Master Manipulator (Bluff +57, Dominate Person), Moderate-Good Spell Defense (SR 23), Highly skilled (Perception especially), Hard to kill (Vampiric rejuvenation)
Weaknesses: Specific weaknesses that could be taken advantage of (Vampiric), a low Will save (+12/+14 vs. enchantments) means he can easily be scried upon and a moderate Spot check (+8).
Built to be a very strong but well-balanced combat machine, one that would be very hard to take down yet dish out a good amount of damage at the same time. Swashbuckler and Invisible Blade are both from the Complete Warrior. Drow Vampire built with the Elite Array, his vampirism was a purposeful affair with a +2 hp/HD due to being turned within the effect of an Unhallowed site dedicated to the Bright One. A built in -4 to Spot, +2 to Listen for being nearly blind in his youth, his Spot check is decent due to his transformation, it is still not high enough to spot a good sneak.)[/sblock]
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