• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Hands of the Bright One (Guild of Assassins)

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]
 
Last edited:

log in or register to remove this ad

Leaders

The Four Fathers:

Fathers are elite assassins, in charge of commanding teams to take out the highest marks. High mental scores are a must for a Father, moreso than direct power. They're not meant to be killed in a random encounter, they are too wily to be taken out unless someone prepares for them. Like all members of their guild, they do not fight fair and generally always know who they're up against, whether they're a target or just an adventurer in the vicinity. Each Father carries a Father's Blade, typically an adamantine Assassin's Dagger enchanted with more special qualities. Not all Fathers are Assassins though, and each blade is customized by the guild with this in mind.

**********

"Adam" was a Drow Monk in the organization. Smart but not too particularly skilled, 'Son' was the highest level he was told he could reach. Ambitious and bargaining for more power, he agreed to participate in an arcane experiment that would imbue his soul into a Clay Golem-though he insisted that the new body needed to be crafted to resemble his own. Quickly adapting to his granted near-invulnerability and strength, he shot through the ranks, reaching the level of "Father" soon after. He is the most recent Father, claiming his position a few years previous.

He is often sent by the guild to assassinate strong magic-users or anyone who can easily be taken out by brute force. All too eager for any assignment, he seeks to prove his worth to the guild by his work. By no means stupid, he uses help from his Brothers, often using them to gage his enemies capabilities, strengths and weaknesses.

Adam, CR 12
LE Clay Golem Monk 2/Warshaper 4

Medium Construct (Former Drow)
HD: 16d10+20 (135 hp)
Move: 30 ft., Init +3
AC: 27 (+3 Dex, +12 Natural, +2 Dodge)
Saves: Fort +10, Ref +10, Will +8, Grapple +24.
Attacks: 2 Slams +20 or 3 Slams +18 (2d10+8)
SA: Cursed Wound, Morphic Reach.
SQ: Alter Self, DR 10/A&B, Evasion, Fast Healing 2, Haste, Immunity to Magic.
Str 26, Dex 16, Con --, Int 16, Wis 12, Cha 12.
Skills: Bluff +22, Disguise +30, Hide +22, Move Silently +22, Sense Motive +20.
Feats: Combat Reflexes, Defensive Throw*, Dodge, Elusive Target**, Improved Grapple,
Improved Trip, Mobility, Sidestep Charge***.
Equipment: Father’s Blade (Father’s Blade (Assassin's Blade that allows Invisibility Purge and Silence 3/day
on a command word), worn as necklace.

*Defensive Throw—If your Dodge target misses, you get an immediate trip attack as an AoO.
**Elusive Target (Tactical Feat)—(1) Negate Power Attack-vs. Dodge targeted opponent, opponent keeps attack penalty,
(2) Diverting Defense-Declare dodge on flanker, first attack automatically hits his allied opponent, flat-footed instead,
(3) Cause Overreach-Provoke AoO by moving away, if opponent misses you may make a Trip attempt, opponent may not trip you back if you fail.
***Sidestep Charge—Adam gains +4 to AC vs. Charge attack, gets an AoO for failed charge attack.

Clay Golem Abilities:
Alter Self (Su): Adam can use Alter Self at will, gaining a +10 to Disguise checks.
Cursed Wound (Ex): Wounds a clay golem deals don’t heal naturally and resist healing spells, anyone attempting to must succeed on a DC 26 CL check or the spell has no effect.
Damage Reduction: 10/Adamantine and Bludgeoning.
Immunity to Magic (Ex): Move Earth drives the golem back 120’ and deals 3d12 damage.
Disintegrate slows the golem for 1d6 rounds and deals 1d12 damage.
An earthquake cast directly at it stops it from moving on its next turn and deals 5d12 damage.
Any magical acid attack heals 1 point of damage for every 3 it would otherwise heal. It gains excess hp healed as temporary hp.
Haste (Su): After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.

Warshaper Abilities:
Morphic Healing (Su): Full round, Concentration check (DC = Damage taken) to recover 10 hp.
Morphic Reach (Su): Adam has 10’ reach, evident only when he uses it.
Morphic Weapons (Su): Increase natural attack’s damage by 1 step. Can form new weapons.

Modus Operandi:
[sblock]-If hired as a team, he lets his minions engage his targets first in a battle where he has a good view of things and is able to note the tactics, strengths and vulnerabilities of his opponents. They only engage for a few rounds before retreating. If he uses them in the future, it'll be to create a distraction away from his main target.
-He uses Alter Self to get within range to the opponent (Gaining a fly speed or a smaller form or a servant's form) with the Father's Blade to Silence (the effect is centered on the necklace), combines with Hide to sneak up.
-If there are bodyguards, declares dodge on the stronger looking one, leaving himself "vulnerable" to be charged and flanked (taking advantage of Sidestep Charge and Elusive Target). When he gets a chance to Trip opponents who will always use Improved Trip to follow up (AoOs shouldn't normally allow for Trip attempts but his feats specify letting him Trip so Improved Trip should work). He basically slams their heads into the ground, knocking them prone, instead of just tripping them.
-Any wound is a good wound since they are *very* difficult to cure effectively (Wands of Curing will be almost useless here), Adam will retreat whenever he takes damage to bring him to half or less, taking a quick breath to let Fast Healing recover his hp, hoping to win his battle through attrition. (Think of him as a Terminator-type)
-He only uses Haste if he thinks he can kill his target quickly or to help him run away. He can easily bust through the wall of a building and drop down to recover if need be.[/sblock]

Design Notes:
[sblock]Strengths- Major: Strong Physical Defense, Near Magic Immunity, Deadly Combatant (Cursed Wounds), Minor: Tricky Combatant (by virtue of feats), Tireless (doesn't need to rest, eat, breathe, etc...), Transformer (Alter Self)
Weaknesses- Adam is less intelligent than the other Fathers and thus less capable of long term planning. He is prideful and as the newest Father he is eager to prove his worth, he will continue going after a target even after they have uncovered his nature. Because of this, and because he has specific weaknesses to exploit (the kinks in his Magic Immunity), a well-prepared group can take him out. A creative group can take him down, such as bull rushing him off a balcony and making him take massive falling damage.

Adam was built as a sturdy, very strong "sneak"-type assassin. Clay Golem was chosen for its Cursed Wounds and also because I felt that the material was thematic enough to allow some minor shapechanging. Begin with a Clay Golem (CR 9), change the size from Large to Medium (10 less hp, -8 str, +2 Dex, -2 natural armor), moved base speed up to 30 ft.-reduced CR by 1 since increasing from Medium -> Large is +1 CR. The guild modified him with Alter Self so he could perform in missions better (+0 CR), Added on Elite Array with +2 Dex/Int/Cha since Adam was originally Drow (No CR increase due to class levels). Added on 2 levels of Monk (+2 CR), and 4 levels of Warshaper (I decided on +2 CR, including them as non-associated levels since he only received half the benefits-Morphic Body only gave +4 Str (no Con to gain!) and he already had immunity to criticals from being a Construct. Elusive Target is a Tactical feat from Complete Warrior, Defensive Strike is from Complete Warrior and Sidestep Charge is from the 3.5e Psionics Handbook (in the SRD). If you don't have the Complete Warrior or don't like tactical feats, replace those with Improved Initiative, Lightning Reflexes and Combat Expertise.[/sblock]

**********

[DM NPC, 40 pt. buy-though you wouldn't guess since it all went to mental scores. Meant to be a contact for the PCs, enemy you know sort of thing.]

"The Architect" is the only living humanoid that is a Father. He has no particular physical skill or combat prowess and yet he has risen to this level because he is a genius, both in assassination and in plain intellect. Beyond that, he is known for inspiring loyalty in his minions and not taking excessive risks with them without compromising the job. He would have been a fantastic wizard if he went into the more esoteric arcane studies, but the mechanics of the political world and of assassination captured his intellect more strongly than magic ever could have.

When a high-profile job is undertaken, the Architect is called on to crunch the numbers and create the most effective plan possible. When taking on a mission himself, his ability to make a Death Attack is without equal and he plans his hits so that he doesn't leave himself at risk. He ascended to "Father" status at the age of 26 and has had the position for the last 8 years. Intellect apparently can be responsible enough for getting one to be a "Father" but any further than that? It seems his main problem is that he's a mortal, though the current Grandfather is pretty sure he can fix that.

The Architect, CR 12
NE Half-Elf Paragon 3/Human Paragon 3/Asn 6 (Hasted)

Medium Humanoid (Half-Elf)
HD: 6d8+6d6-12 (50 hp)
Move: 60 ft., Init +6
AC: 21 (+2 Dex, +5 Armor, +2 Def, +2 Dodge)
Saves: Fort +6, Ref +15, Will +14 (+2 vs. Enchantments)
Attacks: Dagger +14/+14/+9 (1d4+5, 19-20/x2)
SA: Death Attack (DC 28), Poison Use, Sneak Attack +3d6, Spells
SQ: Evasion, Improved Uncanny Dodge.
Str 10, Dex 10 (14), Con 8, Int 25 (29), Wis 16, Cha 16.
Skills: Bluff + 20, Diplomacy +21, Search +26, Spot +20, otherwise 15+Ability modifier
Feats: Ability Focus (Death Attack), Combat Expertise, Dodge, Greater Ability Focus (Death Attack),
Improved Initiative, Iron Will (B), Mobility, Spring Attack.
Combat Equipment: Father’s Blade*, +1 Chain Shirt of Heavy Fortification.
Equipment: Boots of Haste, Cloak of Resistance +3, Gloves of Dexterity +4,
Headband of Intellect +4, Potions (Bull’s Strength x3, Heroism x3, True Strike x3),
Lesser Rod of Silence, Poison (Death Blade [1d6/2d6 Con, DC 20] x4),
Ring of Protection +2.
*Father's Blade—+5 Adamantine, Assassin’s Dagger of Defending.

Death Attack: (Full buffs, CE 5, Defending 5): +28 Attack bonus, AC 31

Spells (CL 9th, DC 19+Spell Level):
(4) 4th—Dimension Door, Glibness, Modify Memory
(5) 3rd—Deep Slumber, False Life, Magic Circle vs. Good, Nondetection
(5) 2nd—Illusory Script, Invisibility, Pass Without Trace, Undetectable Alignment
(5) 1st—Disguise Self, Feather Fall, Obscuring Mist, True Strike

Modus Operandi:
[sblock]The Architect only puts himself at risk for a high reward and sometimes not even then. He chooses the battleground, the opponents and every detail possible. To simulate his amazingly high intelligence, assume after watching someone fight he can figure out their attack bonuses, saves, and dice checks. He knows his own "stats", including the fact that his Death Attack is DC 28. The fact that he knows he has exactly an 80% chance to kill his target with it is something scary in a D&D world.

He comes up with plans that do not put his minions at undue risk, if forced to do a job he will use a combination of Nondetection, Invisibility, Pass Without Trace to get close to his target. During the 3 rounds of studying he would use Haste from his boots, Drink a Potion of Heroism and then a Potion of True Strike. He would then assign his +5 defending dagger's bonus to defense and take a -5 penalty for combat expertise, attacking with a +28 bonus for the Death Attack (DC 28), boosting his own AC up to 31 for the round. He would then Dimension Door out.[/sblock]

Design Notes:
[sblock]Strengths- Major: Genius, Master of the Death Attack, Inspires loyalty, Minor: Moderately strong in spells, Tactical expert, Underhanded (Poison use).
Weaknesses-Frail-bodied, Poor combat skills (for his position), Mortal.

"The Architect" was built to be both a fallen hero type as well as a skill based though not necessarily roguish assassin. Definitely one of the brains of this organization as well as one of the smartest people in my campaign. In overall mental ability, Spinner (see below) has him, though. 40 pt. buy for starting stats of Str 10, Dex 10, Con 8, Int 18, Wis 16, Cha 16. Half-elf Paragon and Human Paragon classes can be found in the SRD as part of Unearthed Arcana. He chose for his ability bonuses to go to Int for a score of 22+3 for level for 25. Added on 6 levels of Assassin (the Paragon classes give +3 continued caster level progression so I gave it to him here, which is why his spellcasting is pretty decent). Important NPCs get Iron Will as a bonus feat IMC, so the Architect gets it.[/sblock]

**********

"The Heir" is the daughter of the current Grandfather. As her name implies, she's supposed to be the next one in line. She's ruthless, efficient and has the most all-around capability of the Fathers (subterfuge, combat, magic, mental capability), indeed she is the example of what an assassin can be. She will most likely not succeed her father, though, because while she is powerful, her abilities are very generic-she has no special traits to speak of, and her potential has pretty much been met. Advancing another level or two of assassin would do little to empower her and she's already cheated to power a little (having transformed into a ghast in her middle career for quick advancement).

The Heir doesn't know this and will treat her comrades and enemies with great ruthlessness, whatever it takes to get to the top. She takes the quickest, most efficient assassination methods, whether it be poisoning the food, a knife in the back or orchestrating others to do the dirty work.

The Heir, CR 12
CE Ghast Rogue 1/Assassin 8

Medium Undead (Former Drow)
HD: 13d12+26 (146 hp)
Move: 30 ft., Init +14
AC: 32 (+10 Dex, +6 Armor, +4 Natural, +2 Def)
Saves: Fort +6, Ref +22, Will +13
Attacks: Bite +18 (1d8+4, Paralysis) and Dagger +18/+13 (1d4+6, Energy Drain)
SA: Death Attack (DC 22), Paralysis (DC 22), Sneak Attack +5d6
SQ: Hide in Plain Sight, SR 24, Turn Resistance +2
Str 18, Dex 26 (30), Con --, Int 17, Wis 14, Cha 22.
Skills: Hide +36, Move Silently +36, otherwise 16 + Ability modifier.
Feats: Combat Expertise, Combat Reflexes, Improved Initiative, Iron Will (B),
Multiattack, Weapon Finesse.
Combat Equipment: Father’s Blade*, Bracers of Armor +6.
Equipment: Boots of Elvenkind, Elven Cloak of Resistance +3, Gloves of Dexterity +4,
Potions (Displacement x2, Haste x2, Heroism x2), Ring of Protection +2.
(In addition to these, the Heir wears an assortment of cursed items that she,
by her undead nature, is immune to, as a sort of revenge if she should perish
in combat, with her possessions lost.)

*Father’s Blade: +2 Assassin’s Blade, drains 2 Negative Levels on a hit, up to once per round (per Life Drinker).

Hide in Plain Sight (Su): Can hide in a shadow even while being observed.
Paralysis (Ex): Those hit by the Heir's bite attack must make a Fort save (DC 22) or be paralyzed for 1d4+1 rounds.

Assassin Spells (CL 8th, DC 13+Spell level):
(1) 4th— Freedom of Movement, Glibness, Greater Invisibility
(4) 3rd—Deeper Darkness, False Life, Magic Circle vs. Good, Nondetection
(4) 2nd—Alter Self, Fox’s Cunning, Invisibility, Spider Climb
(4) 1st—Feather Fall, Ghost Sound, Jump, True Strike

Modus Operandi:
[sblock]As per her description, she does it all. Not many outside the upper circles of the guild know she's a ghast and she desparately hides this information, by using minor magic items to mask her stench and appearance and by not participating in battles where a witness gets away alive (PCs who find out her true nature and survive might be able to blackmail her into not killing someone, if they can give more to entice her to the offer-she'll kill them later when she has the time and manpower)

The Heir is slightly insane but if anything she's very practical. If direct assassination is out of the question she's willing to use hostages, make bargains, get whatever leverage she needs to get the job done. She prefers not to get her hands dirty but does so when it's needed, taking advantage of Hide in Plain Sight and Greater Invisibility to gain and keep the combat advantage over her opponents. If she uses her Death Attack, she's sure to cast Fox's Cunning to boost the DC by 2.[/sblock]

Design Notes:
[sblock]Strengths- Major: All around capability, Quickest assassin, Inspires loyalty, Minor: Moderately strong in spells, Ruthless, Most efficient.
Weaknesses- Potential fulfilled (not much anywhere else for this build to go, especially since she's templated already) and Uncreative (no specialty).

Straight up Ghast with Elite Array, 1 Rogue level and 8 levels of Assassin. The Ghast HD/skill points help greatly with the prestige requirements for Assassin. Since "Ghast" is sort of a template, I let the Paralysis DC be 10+1/2 character level (instead of ghast HD)+Cha Mod, it makes the DCs more uniform anyways :). As per the description, she's designed to do well at all things Asssassin-y and is a pretty generic build (at least for this organization!).[/sblock]

**********

An original Father, Spinner was there from the start of the organization. All the other Father positions have been succeeded through the years several times, but Spinner has stayed there despite over a dozen assassination attempts. She's an invaluable asset to the organization with her Psychic Reformation power, allowing individuals joining the organization to hone and further customize their abilities. She's also the classic information gatherer and as her name implies she uses this knowledge to further her plots.

Spinner hardly takes assassination jobs personally, often coordinating them great distances away through a telepathic link. Occasionally she is required to go on a mission by the Grandfather, when her expertise will be valuable. She'll covertly move into a town or city where her target will be within a week and by morn she will control a great many of them (101 members with her Thrallherd) and begin to weave a complex trap-she especially likes to assassinate Good-aligned paladins and clerics, placing them in moral dillemas with so many innocents at risk. She's never without a personal thrall (Telepath of CR 11) and at least one of the Brothers under her care.

Spinner, CR 12
NE Venerable Aranea Telepath 2/Thrallherd 9

Medium Magical Beast (Shapechanger)
HD: 3d10+11d4-14 (43 hp), 108 hp with Vigor
Move: 50 ft., Climb 25 ft., Init +0
AC: 25 (+1 Natural, +10 Armor, +4 Def)
Saves: Fort +5, Ref +6, Will +19
Attacks: Bite +5 (1d6-3, plus Poison) or Web +9 Ranged
SA: Poison (DC 10), Psionics, Superior Dominate, Web.
SQ: Change Shape, Thrallherd
Str 4, Dex 10, Con 8, Int 22 (26), Wis 17 (21), Cha 23 (27).
Skills: 17 + Ability modifier.
Feats: Extend Power, Inquisitor, Iron Will (B), Overchannel, Psionic Meditation,
Twin Power, Unconditional Power.
Combat Equipment: Father’s Dagger*
Equipment: Headband of the Perfect Mind (+4 to Int/Wis/Cha), Ring of Protection +4.

Thrallherd Abilities:
Overchannel: Increase ML by 2 for 3d8 damage.
Superior Dominate (Ex): Doesn’t have to pay an additional cost for dominating other creature types, 1/day a Dominate has its cost reduced by 9 pp.
Thrallherd (Su): Leadership Score 22, Believers: 75 1st level, 7 2nd level, 4 3rd level 2 4th level, 2 5th level, 1 6th level

Powers (ML 13th, 199 pp, DC 18 + Power level):
7th—Personal Mindblank
6th—Aura Alteration, Mass Cloud Mind, Temporal Acceleration
5th—Metaconcert, Power Resistance, Psychic Crush, True Seeing
4th—Correspond, Divination, Dominate, Psychic Reformtion, Schism
3rd—Body Adjustment, Dispel Psionics, Psionic Blast, Timehop
2nd—Aversion, Brain Lock, Cloud Mind, Suggestion
1st—Charm, Conceal Thoughts, Inertial Armor*, Mindlink, Sense Link, Vigor

Modus Operandi:
[sblock]Combat Tactics? Don't get involved. Ever. Spinner uses Personal Mindblank and a lot of hefty non-psionic skills to go undetected, hiding in a public place under guise of her Alternate Form. She's sure to always reside somewhere that has a lot of innocent hostages, such as a hospital, orphanage, or a homeless shelter. She uses Dominate on her stronger minions, augmenting the duration to at least 26 days (Augment to 1/day per level, then add on Extend Power). She gives them entirely free will so few resent her for it, and primarily uses the power to both maintain constant mental contact as well as to contest others who would mentally dominate her minions. The power Aura Alteration is also useful for getting a minion close even to those with magical detection abilities (It's really fun, look it up if you don't know what it does!).

If someone should find her and engage her in combat, she is fond of using her Thrallherd discount on Domination to give her the ability to use Twin Domination. Even if someone should stun her, she has Unconditional Power to either use Twin Domination or Time Hop (healing and buffing herself before the duration is over).

As above, if forced to do a mission she'll take over much of the populace, perhaps moving to a local hero's hometown and enslaving the minds of all of his friends and family, taking them as hostages and using them to fight the hero. If she absolutely has to show herself, she will bring along her Telepath Thrall as well as a 3-5 more lesser psychics she has dominated and form a Metaconcert with them. Right now she has a lot of useful, non-combative powers, should someone ever truly provoke her ire, she has the ability to use Psychic Reformation to fully re-outfit and tailor all of her Powers to destroy them. Such an action is costly though and is rightly reserved for special cases.[/sblock]

Design Notes"
[sblock]Thrallherd was used to give her a unique schtick. Designed to be a Mastermind-type assassin. Took an Aranea, switched out 3rd level Sorcerer abilities for 3rd level Psion. Gave her the elite array, then advanced her to venerable (-6 Str/Dex/Con, +3 Int/Wis/Cha, -3 to CR, see above). Stacked on 2 Psion (Telepath) levels and 9 Thrallherd levels. By far the most mentally strong of all the Fathers, her intelligence is only beat by one other in the guild.[/sblock]
 
Last edited:

Brothers:

Three Brothers serve under each Father. They usually have a particular style or schtick that makes them interesting and tough combatants. Figure out the trick soon enough and you can take them down. They never fight fair, often preparing for a fight and bringing minions (assuming they're not working in a subserviant mode themselves). These are more generic builds, leaving personality and quirks up to the DM. Their "names" are more just quick notes to give you an idea of what kind of style they use. Groups of Teams which I use in my game are given, but they too of course can be mixed and matched to taste. I generally try to balance the team so it has at least one brute and one tricky type, with hopefully at least one member that is fairly simple to run in combat if used.

Index:
[sblock]Adam's Team:
The Fool (Aboleth Wilder 6)
Lady Lightning (Drow Warior 1/Thug 4/Battle Sorcerer 6)
The Architect's Team:
The Huntress (Wood Elf Druid Avenger 10)
Siren's Song (Wingless Harpy Rogue 3/Assassin 4)
Way of the Gun (Halfling Fighter 4/Rogue 6)
The Heir's Team:
Heavy Metal (Satyr Sonokinetic 8)
I Am You (Doppelganger War 1/Mindspy 2/Chameleon 5)[/sblock]

*******Adam's Team*******

The Fool, CR 10
LE Aboleth Wilder 6

Huge Aberration (Aquatic)
HD: 8d8+6d6+84 (151 hp)
Move: 10 ft., Swim 60 ft., Init +1
AC: 23 (-2 Size, +1 Dex, +7 Natural, +7 Armor)
Saves: Fort +10, Ref +5, Will +19
Attacks: 4 Tentacles +15 (1d6+7, plus Slime)
SA: Enslave (DC 24), Psionics, Slime, Surging Euphoria +1.
SQ: Elude Touch (AC 15), Mucus Cloud, Wild Surge +2.
Str 24, Dex 12, Con 23, Int 18, Wis 18, Cha 22 (26).
Skills: 17 + Ability modifier.
Feats: Ability Focus (Enslave), Greater Spell Focus (Illusion), Iron Will,
Quicken Spell-like Ability (Hypnotic Pattern), Spell Focus (Illusion).
Equipment: Amulet of Charisma +4, Ring of Mindshielding.

Powers (DC 18+Power Level, ML 6th, Total PP: 55):
3rd—False Sensory Input (5pp, 2 Targets, Will DC 21)
2nd—Ego Whip (5 pp, 2d4 Cha, Dazed 1 Round, Will DC 22 half)
1st—Inertial Armor* (5 pp spent), Mind Thrust (6 pp, 8d10, Will DC 22 negates)

Enslave (Su): 3/day, Dominate Person (DC 24, CL 16th) within 30’, recurring Will save every
24 hrs. or freed when Aboleth moves more than 1 mile away.
Psionics (Sp, CL 16th): At will—Hypnotic Pattern (DC 22), Illusory Wall (DC 24),
Mirage Arcana (DC 25), Persistent Image (DC 25), Programmed Image (DC 26),
Project Image (DC 27), Veil (DC 26).

Tactics:
[sblock]The Fool is a master of illusions, a Brother that the guild only uses in Team missions. They set up the place they want to make the assassination a few days in advance-generally a very wide open, public place (often in a city). They take a tall building nearby and gut the wall of a room facing the place. A water-filled tank with the Fool is then transported there, giving the Fool enough of a view to create illusions in the battlefield wherever he pleases. The Fool keeps at least one Enslaved victim with his true body to keep watch, using other uses of Enslave to give his side leverage before or even during combat.

The Fool uses Veil upon himself before Projecting, making him look like just another assassin (perhaps an Illusionist to give him more credentials). Programmed Images are sent into the fight at the proper interval and the Fool himself uses his Wilder abilities (Always Wildsurging-after all, if he fails he doesn't have to fear leaving himself too vulnerable to opponents) as well as Quickened Hypnotic Patterns on problem opponents. To beat a team with the Fool on its side requires to retreat and pick a better battleground, True Seeing, or someone to discover the nature of the Projected Image and block the Fool's line of sight with another illusion or such.[/sblock]

Design Notes:
[sblock]I like illusionists who can keep control over the battlefield and I wanted a someone with the Project Image ability. Of course, Aboleths hold a special place in my heart. Aboleth, elite array, Wilder 6. Hopefully a nasty combination of talents that make any combats with these character trippy, as well as making PC have to think more to beat their opponents. Even in his tank he'd be a difficult fish to capture, assuming his opponents fall for more illusions.[/sblock]

**********

Lady Lightning, CR 10
LE Drow Warrior 1/Fighter (Thug) 4/Battle Sorcerer 6

(Spells In Effect-Cat’s Grace, Hasted, Heroism, Mirror Image, See Invisibility, Shield)
HD: 4d10+7d8+11 (77 hp)
Move: 60 ft., Init +6
AC: 30 (+6 Dex, +7 Armor, +1 Dodge, +2 Def, +4 Shield)
Saves: Fort +8, Ref +15, Will +7 (+2 vs. Enchantments)
Attacks: Katana +19/+14 (1d10+2, 19-20/x2)
Attacks (Touch): Shocking Grasp +18/+21 (30 Electricity)
SA: Sneak Attack +2d6, Spells.
SQ: SR 22
Str 12, Dex 18 (22), Con 12, Int 12, Wis 8, Cha 16.
Skills: Bluff +17, Gather Information +17, Sleight of Hand +20, Spellcraft +15, Spot +14.
Feats: Flick of the Wrist*, Practiced Spellcaster, Quickdraw, Weapon Finesse
Combat Equipment: 3 +1 Katana (Bastard Sword) of Spell Storing (Lightning Bolt), +3 Mithril Chain Shirt.
Equipment: Boots of Haste, Lesser Rod of Maximize Spell., Potions (Grace x2, Heroism x2, See Invisibility x2), Ring of Protection +2.

*Flick of the Wrist—When drawing a new weapon in a round with Quickdraw, Lady Lightning catches her opponent flat-footed (Gaining her Sneak Attack bonus). Only works once per opponent per battle.

Spells (DC 13+Spell Level, CL 10th):
(3) 3rd—Lightning Bolt
(5) 2nd—Mirror Image (1d4+3)
(6) 1st—Shield, Shocking Grasp* (1 Maximized version cast)

Tactics:
[sblock]Lady Lightning is designed to blitz-kill a melee opponent, if she can't win the fight in 3-4 rounds she'll retreat. She will prepare for a combat by using all manners of buffs (noted in her statblocK) and a maximized Shocking Grasp. She prefers to open combat with surprise (Using the Shocking Grasp combined with Sneak Attack for 30+2d6 damage), followed by Quickdrawing a Katana (using Flick of the Wrist to catch her opponent flat-footed if she does not win initiative) and full attacking, discharging a spell-stored Lightning Bolt (10d6 Ref DC 16) if any of her attacks hits. She continues quickdrawing Katanas as necessary to take advantage of the extra Lightning Bolts. If her companions run away, she can use her metamagic rod to pump up a Maximized Lightning Bolt.
Weaknesses-She's particularly vulnerable to Dispel Magic since many of her buffs are from potions, Resist Energy/Protection from Energy (Electricity), and disarming/sundernig her weapons means that she's much less a threat in the future.[/sblock]

Design Notes:
[sblock]Thug is a Fighter Variant from the SRD/Unearthed Arcana, basically loses a feat and armor proficiency for some skill points. Battle Sorcerer is also a variant, medium BAB, d8 HP for 1 spell less both per day and spells known. Drow, 1 level of Warrior and Elite Array all for +0 CR for an NPC of this level, although if you feel poorly about this feel free to make her CR 11.[/sblock]

*******The Architect's Team*******

The Huntress, CR 10
NE Wood Elf Druidic Avenger 10 (Barkskin, Haste)

HD: 10d8+10 (63 hp), 83 in Rage
Move: 100 ft., Init +2
AC: 28 (+2 Dex, +4 Armor, +4 Nat, +8 Dodge), 26 in Rage
Saves: Fort +10/12, Ref +8, Will +13/15 (+4 vs. Fey)
Attacks: Falchion +15/+15/+10 (2d4+9, 18-20/x2, +2d6/-1d6)
Attacks (Rage): Falchion +17/+17/+12 (2d4+12, 18-20/x2, +2d6/-1d6)
SA: Favored Enemy, Rage 2/day, Spells.
SQ: Swift Tracker, Trackless Step, Venom Immunity.
Str 16 (18)/22, Dex 14, Con 12/16, Int 8, Wis 16 (18), Cha 8.
Skills: Concentration +14, Intimidate +12, Survival +17
Feats: Dodge, Mobility, Spring Attack, Toughness, Track (B).
Combat Equipment: +3 Vicious Falchion, Bracers of Armor +4.
Equipment: Belt of Giant Strength +2, Boots of Haste, Cloak of Resistance +2,
Periapt of Wisdom +2, Potions (Cat’s Grace, Heroism).

Favored Enemy (Ex): (vs. Humans +4, Good Outsiders +4, Dragons +2)
She receives this bonus on Bluff, Listen, Sense Motive, Spot, Survival checks as well as Damage.
Swift Tracker (Ex): The Huntress can move at her normal speed while following
tracks without taking the normal -5 penalty. She takes only a -10 penalty (instead of the
normal -20) when moving at up to twice normal speed while tracking.
Trackless Step (Ex: The Huntress leaves no trail unless she wants to.

Spells (5/5/4/4/2, DC 14+Spell level):
5th—Insect Plague, Wall of Thorns
4th—Cure Serious Wounds (x2), Freedom of Movement, Rusting Grasp
3rd—Cure Moderate Wounds, Poison, Protection from Energy, Spike Growth
2nd—Barkskin (x2), Bear’s Endurance, Flaming Blade, Warp Wood
1st—Cure Light Wounds (x2), Faerie Fire, Hide from Animals, Summon Nature’s Ally I

Tactics:
[sblock]The Huntress has spells but for the most part doesn't need them. In a team, she's the tracker and the brute but when soloing she likes to have fun-she stalks her victims, leaves clues and gives them a chance to run before catching and killing them. The guild frowns on this game of hers, but so far she's been effective enough that they haven't reprimanded her. Against multiple opponents or to escape she won't hesitate to use Wall of Thorns. Should she get disarmed and lose her weapon she may resort to Flaming Blade. That vicious weapon *hurts*-both her opponent and her, and she's pretty frail when her Rage expires so once she enters combat finally she makes her impression quick and deadly. Hide from Animals receives special mention because in city environments, watchdogs won't find her or her team with scent.[/sblock]

Design Notes:
[sblock]I pretty much took all the Druid variants the SRD offered and used them. She doesn't have an animal companion, much link to animals in general, can't wildshape, and can't use armor but she has various Barbarian, Ranger, and Monk abilities while still keeping her spellcasting. The statblock turned out clunkier than I would've liked but I prefer only one stat block over a before and after rage one.[/sblock]

**********

Siren’s Song, CR 10
CN Harpy (Broken Wings) Rogue 3/Assassin 4

Medium Monstrous Humanoid
HD: 7d8+7d6-14 (52 hp)
Move: 20 ft., Init +4
AC: 21 (+4 Dex, +6 Armor, +1 Natural)
Saves: Fort +5, Ref +18, Will +11
Attacks: Rapier +16/+11/+6 (1d6, 18-20/x2, +2d4 Sonic)
SA: Captivating Song (DC 24), Death Attack (DC 14), Sneak Attack +4d6
SQ: Evasion.
Str 8, Dex 18, Con 8, Int 10, Wis 14, Cha 22 (24).
Skills: Bluff +24, Disguise +34*, Gather Information +24, Sense Motive +19.
Feats: Ability Focus, Greater Ability Focus, Weapon Finesse
Combat Equipment: +1 Rapier of Screaming (x2), +2 Mithril Chain Shirt of Glamer.
Equipment: Amulet of Charisma +2, Cloak of Resistance +2, Potions (Cat’s Grace, Heroism),
Ring of Chameleon Power, Ring of Mind Shielding.

Broken Winged: Can’t fly, -2 Con, -1 CR.

Tactics:
[sblock]The "Siren's Song" is a specialty assassin. She was an outcast from her clan, losing her wings in a tragic accident. Noticing that she was more intelligent than most of her kind and seeing her potential, the Architect took her in and trained her-a favor which she is still grateful for. She will either go under cover as a classic femme fatal (using Bluff/Disguise to get close to a target before drinking potions and CDG/Sneak Attacking them) or as part of a Team she will make heavy use of her Captivating Song. Due to her average intelligence, she is incapable of casting any Assassin's spells however.[/sblock]

Design Notes:
[sblock]Wanted a classic femme fatal, I originally thought Fey but went with Harpy since I figured an assassin's guild could get a lot of use out of her song. Crippled her flying abilities to make her a little more unique.[/sblock]

**********

Way of the Gun, CR 10
LE Halfling Fighter 4/Rogue 6 (Hasted)

HD: 4d10+6d6+10 (65 hp)
Move: 20 ft., Init +5
AC: 24 (+1 Size, +5 Dex, +5 Armor, +3 Dodge)
Saves: Fort +8, Ref +13, Will +5
Attacks: Pistol +16/+16/+11 (1d10+1, 20/x4, +1d6 Fire)
Attacks (PBS): Pistol +15/+15/+10 (Above), +15/+10 (1d10+2, 20/x4, +1d6 Cold)
Attacks (PBS/RS/Heroism): Pistol +15/+15/+10 (Above), +15/+15/+10 (Above)
SA: Sneak Attack +3d6
SQ: Evasion, Uncanny Dodge.
Str 6, Dex 18 (20), Con 12, Int 14, Wis 13, Cha 10
Skills: 13 + Ability Modifier
Feats: Dodge, EWP (B), Improved Two-Weapon Fighting, Point Blank Shot, Precise Shot,
Rapid Shot, Two-Weapon Defense, Two-Weapon Fighting.
Combat Equipment: +1 Flaming Pistol, +1 Frost Pistol, +2 Studded Leather.
Equipment: Boots of Haste, Gloves of Dexterity +2, Potion of Heroism (x3).

Tactics:
[sblock]Straight-forward shoot 'em up guy, in the guild for the money, women and prestige from taking out the best. Live by the gun, die by the gun. This guy has a personal code of honor and if there's a chance for an honorable duel, he'll take it (assuming the target is someone he'd consider honorable, this generally excludes most other assassins). He's got 2 6-shooter pistols and under the right conditions he shoots 3 bullets from each in a round. It takes him a while to reload so he goes for either the quick win or the quick retreat.[/sblock]

Design Notes:
[sblock]A fairly straightforward assassin that makes running a team of them less of a headache. Traded out fighter martial proficiencies for Exotic Weapon Proficiency (Pistol). IMC, Pistols do 1d10 damage, 20/x4 critical and have 6 shots before they have to be reloaded (move-equivalent action).[/sblock]

*******The Heir's Team*******

Heavy Metal, CR 10
CE Satyr Sonokinetic 8

Medium Fey
HD: 8d8+5d6+26 (89 hp)
Move: 40 ft., Init +5
AC: 22 (+6 Dex, +4 Natural, +2 Def)
Saves: Fort +9, Ref +15, Will +7
Attacks: Blowgun +15 (1, 19-20/x2, plus poison)
Attacks (R): Sonic Lash +15 or +13/+13/+8 (5d6 -2, Sonic)
Attacks (R): Bolt of Sound +14 (8d6 -8, Sonic)
SA: Bolt of Sound, Greater Screaming Weapons,
SQ: Chorus, DR 5/Cold Iron, Noise Adaptation, Walk on Sound.
Str 8, Dex 19 (23), Con 14, Int 15, Wis 12, Cha 16/20.
Skills: 16 + Ability Modifier
Feats: Hidden Talent*, Iron Will, Point Blank Shot, Quicken Psi-like Ability (Bolt), Rapid Shot.
Combat Equipment: MW Blowgun**
Equipment: Gloves of Dexterity +4, Pipes of Pain, Ring of Protection +2.

*Hidden Talent—Psionics Handbook, gains 1 pp and Create Sound as a power (ML 1st).
**This weapon is crafted to look like a flute. The dart inside is often tipped with
Death Blade (DC 20, 1d6/2d6 Con poison)

Bolt of Sound (Ps): 60’ Range touch attack, 8d6-8 sonic damage.
Chorus (Ps): 1/day for 8 minutes gain +4 Cha, DR 5/Magic and 4d6-6 touch attack.
Opponents who successful attack him take 2d6-2 sonic damage.
Greater Screaming Weapons (Ps): Natural/weapon attacks gain +4d6-6 sonic damage.
Noise Adaptation: +8 to saves vs. Sonic effects and Sonic Resistance 20.
Sonic Lash (Ps): 15’ Range, can use as a standard whip. Form as a move action.
Walk on Sound (Ps): Expend focus to walk on air w/ 80’ movement for 1 round per 1 pp.

Tactics:
[sblock]Heavy Metal is sent to deal with enemies who are normally difficult to harm. The satyr is a mid-range combatant, he prefers standing in the back of minions and then letting loose with a Bolt of Sound followed by a Quickened Bolt of Sound. He uses his Sonic Lash when closer in combat, taking 5 ft. steps to avoid any AoOs and using his Blowgun on especially annoying targets. He activates his Chorus effect before anyone starts to stab at him. Note that if he has a chance to play upon the role of the "friendly satyr" before hand, he'll try to use his Pipes of Pain to induce a hypsensitive state upon his opponents, making them doubly vulnerable to his sonic abilities.[/sblock]

Design Notes:
[sblock]Took a regular Satyr, gave him Elite Array. Added on the Pyrokineticist class from the SRD/3.5E Psionics Handbook, giving him the Hidden Talent feat (also frmo the same book) to qualify, changed all the flavor from Fire to Sonic (damage is reduced by 1 per die due to Sonic being such a hard element to resist). The abilities are otherwise the same, just with different names.[/sblock]

**********

I Am You, CR 10
NE Doppelganger War 1/Mindspy 2/Chameleon 5

Medium Monstrous Humanoid (Shapechanger)
HD: 12d8 (63 hp)
Move: 30 ft., Init +2
AC: 21 (+3 Dex, +4 Natural, +3 Def, +1 Dodge)
Saves: Fort +5, Ref +7, Will +10
Attacks: Slam +13/+8 (1d6+3)
SA: Anticipate, Detect Thoughts (DC 22)
SQ: Chameleon Abilities, Change Shape, Immune (Charm/Sleep)
Str 16, Dex 14, Con 10, Int 16, Wis 14, Cha 16 (18).
Skills: Bluff +23, Disguise +33, otherwise 15 + Ability Modifier.
Feats: Ability Focus, Able Learner, Combat Expertise, Dodge, Power Attack.
Combat Equipment: Requisitions as needed.
Equipment: Amulet of Charisma +2, Ring of Protection +3.

Doppelganger/Mindspy Abilities:
Anticipate: +2 Insight bonus to AC/Attacks vs. opponent when successfully reading thoughts.
Change Shape: Can assume any Small or Medium form.
Detect Thoughts: 60’ Sphere, CL 18th, Will DC 22 negates.

Chameleon Abilities:
[sblock]Ability Boon (Ex): Gain a +2 bonus to an ability score when choosing Aptitude Focus.
Aptitude Focus (Ex): 2/day (requiring 1 hour of meditation) he can gain one of
the following chosen abilities for the next 24 hrs. or until he changes his Aptitude Focus.
--Arcane Focus: Can cast spells and +4 to Knowledge (Arcana) and Spellcraft. Spells (CL 10th, 5/5/3/1)
--Combat Focus: Gain martial weapon proficiency, +4 competence bonus to attack/damage.
--Divine Focus: Can cast spells and +4 to Knowledge (Religion), Fort and Will saves. Spells (CL 10th, 5/5/3/1, DC 14 + Spell Level)
--Stealth Focus: Gain trapfinding, uncanny dodge, +4 to Disable Device, Hide, Move Silently, Open Lock, and Search checks. +4 to Reflex saves.
--Wild Focus: Gain wild empathy, woodland stride, +4 to Climb, Handle Animal, Jump, Knowledge (Nature), and Survival checks. +4 to Fort saves.
Bonus Feat (Ex): Gain one bonus feat, may change this each day to a different feat.
Mimic Class Feature: Once per day gain the ability to mimic a class feature as follows:
--Evasion (Ex): Gain Evasion for 1 minute as an immediate action, can be used after roll.
--Rage (Ex): Gain Rage with a duration of 1 + 1 per point of Con modifier.
--Smite (Ex): Add Charisma bonus to attack roll and deal 5 extra damage.
--Sneak Attack (Ex): Gain Sneak Attack +1d6 (level 5 vs. Improved Uncanny Dodge)
--Turn/Rebuke Undead (Ex): Use this ability as a 5th level Cleric.[/sblock]

Impersonations:
[sblock]Barbarian Impersonation
[sblock](Anticipate, B. Endurance, B. Strength, Combat Focus, Haste, Heroism, Rage)
HD: 12d8+48 (111 hp)
Move: 60 ft., Init +2
AC: 30 (+2 Dex, +7 Armor, +4 Nat, +3 Def, +4 Dodge, -2 Rage)
Saves: Fort +11, Ref +10, Will +14
Attacks (PA 8): Great Axe +20/+20/+15 (1d12+37, 20/x3)
SA: Anticipate, Detect Thoughts (DC 22), Rage
SQ: Chameleon Abilities, Change Shape, Immune (Charm/Sleep)
Str 18 (22)/26, Dex 14, Con 10 (14)/18, Int 16, Wis 14, Cha 16 (18).
Skills: Bluff +23, Disguise +33, otherwise 15 + Ability Modifier.
Feats: Ability Focus, Able Learner, Cleave, Combat Expertise, Dodge, Power Attack.
Combat Equipment: +3 Great Axe, +3 Chain Shirt
Equipment: Amulet of Charisma +2, Boots of Speed, Ring of Protection +3.[/sblock]

Evoker Impersonation
[sblock](Anticipate, Arcane Focus, B. Endurance, F. Cunning, Heroism)
HD: 12d8+24 (87 hp)
Move: 30 ft., Init +2
AC: 26 (+2 Dex, +4 Natural, +3 Def, +3 Dodge, +4 Armor)
Saves: Fort +9, Ref +11, Will +14
Attacks: Dagger +15/+10 (1d4+6)
SA: Anticipate, Detect Thoughts (DC 22)
SQ: Chameleon Abilities, Change Shape, Immune (Charm/Sleep)
Str 16, Dex 14, Con 10, Int 18 (22), Wis 14, Cha 16 (18).
Skills: Bluff +23, Disguise +33, Knowledge Arcana +25, Spellcraft +25.
Feats: Ability Focus, Able Learner, Combat Expertise, Dodge, Power Attack, Spell Focus (Evoc).
Combat Equipment: +1 Dagger, Bracers of Armor +4, Wand of Fireballs (10 Charges).
Equipment: Amulet of Charisma +2, Cloak of Resistance +2, Pearl of Power (3rd),
Ring of Protection +3.

Spells Prepared (CL 10th, 5/5/3/1, DC 16 + Spell Level, +1 for Evocations)
4th-Wall of Ice
3rd-Dispel Magic, Displacement, Lightning Bolt
2nd-Mirror Image, Resist Elements, Scorching Ray (x3)
1st-Magic Missile (x3), Ray of Enfeeblement, Shield[/sblock]

Fighter Impersonation
[sblock](Anticipate, B. Endurance, B. Strength, Combat Focus, Haste, Heroism)
HD: 12d8+24 (87 hp)
Move: 50 ft., Init +2
AC: 33 (+1 Dex, +11 Armor, +4 Nat, +3 Def, +4 Dodge)
Saves: Fort +9, Ref +10, Will +12
Attacks (PA 5): Great Sword +21/+21/+16 (2d6+26, 17-20/x2)
SA: Anticipate, Detect Thoughts (DC 21), Smite (+4 A/+5 D)
SQ: Chameleon Abilities, Change Shape, Immune (Charm/Sleep)
Str 18 (22), Dex 14, Con 10 (14), Int 16, Wis 14, Cha 16 (18).
Skills: Bluff +23, Disguise +33, otherwise 15 + Ability Modifier.
Feats: Ability Focus, Able Learner, Combat Expertise, Dodge, Improved Critical, Power Attack.
Combat Equipment: +3 Great Sword, +3 Full Plate
Equipment: Amulet of Charisma +2, Boots of Speed, Ring of Protection +3.[/sblock][/sblock]

Tactics:
[sblock]This is one *crazy* doppelganger. It prefers to do extreme amounts of research in order to better mimic an opponent, then requisitions the proper weapons from the guild before attempting to assassinate the target and the target's friends with his own appearance and combat style. Occasionally the doppelganger is used in this fashion to commit social assassination.
As part of a Team the shapeshifter is useful in allowing his side to cause chaos during battle, doubling an opponent or an ally to make things more difficult. An all around good combatant if it chooses to be, this doppelganger is legendary even among his own organization.[/sblock]

Design Notes:
[sblock]Oh my God if I knew how much work this would be I might not have done it. I Am You is the impersonating assassin who kills you with your own style. Doppelganger with Elite Array, Mindspy is such an awesome class from Complete Warrior I had to add 2 levels into it, even if it only adds a little. Chamelon is from Complete Adventurer but can be found online for free Here. There are so many abilities to that class but I think I shortened it down to make it usable. I also included some sample Impersonations to show what he's capable of (it's not really evident in his base stats)...and he is very formidable. Enjoy![/sblock]
 
Last edited:

Sons:

Very generic CR 8 builds meant to serve as minions for the Brothers.

Assassin, CR 8
Human War 1/Rog 7/Assassin 1 (Cat’s Grace)

HD: 1d8+8d6 (32 hp)
Move: 20 ft., Init +9
AC: 20 (+4 Dex-Limited, +6 Armor)
Saves: Fort +4, Ref +12, Will +3
Attacks: Long Sword +13/+8 (1d6+4, 19-20/x2, +1d6 Cold)
SA: Death Attack (DC 13), Poison Use, Sneak Attack +4d6
SQ: Evasion, Uncanny Dodge
Str 14, 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: +2 Short Sword of Frost, +2 Chain Shirt.
Equipment: Poisons (Large Scorpion Venom [DC 18, 1d6/1d6 Str], Large Wasp Poison [DC 18, 1d6/1d6 Dex])
Potions (Bulls Strength x2, Cat’s Grace x2)

*Vexing Flanker—Gain a +4 bonus to attacks when flanking. (PHB II)


The Nameless:

Even more generic, each Brother should be able to command a half-dozen of these.

Elite Sniper, CR 5
Halfling War 1/Ftr 2/Rog 3

HD: 2d10+1d8+3d6+6 (27 hp)
Move: 20 ft., Init +8/+10
AC: 19 (+1 Size, +4 Dex, +4 Armor)
Saves: Fort +8, Ref +8/+10, Will +4
Attacks (PBS): Light Crossbow +12 (1d8+1, 19-20/x2)
Attacks (Cat’s Grace, Bane): Light Crossbow +16 (1d8+4, 19-20/x2, +2d6)
SA: Sneak Attack +2d6
SQ: Evasion
Str 8, Dex 18, Con 12, Int 13, Wis 14, Cha 8.
Skills: X
Feats: Exotic Weapon Prof., Halfling Sniper, Improved Initiative, Point Blank Shot, Precise Shot.
Combat Equipment: MW Lt. Repeating Crossbow, 10 +1 Bolt (Various Bane), MW Chain Shirt
Equipment: Potion of Cat’s Grace (x2)
 


Nah, I've reserved all the posts that I need to. Thanks Creamsteak :) What have you been up to, btw? Are you still gaming on the boards and at MU? If you have the time, drop me an email or myspace message or something (if you still use your account).

Edit-I guess I can see the games you have on the boards in your sig, doh! The game you're running called Demon with a Glass Hand sounded very intriguing and was following it for a while, I'll have to read more up on it.

More merry assassins coming as soon as I edit them in. I've got another 5 or so and a few more ideas for some. A couple are inspired by the anime the Outlaw Star I'll admit, but they're fun to do.
 


I've been working on a concept NPC, a Beguiler/Assassin - let me know if you're interested in seeing stats. ;)

BTW, nice work on the above NPCs. :)
 

Thanks! Always interested. These guys aren't primary antagonists IMC so much as guns for hire (with a separate Mercenary guild for defense and other tasks), so any stats given will be helpful with challenging my PCs :)
 

Is the Grandfather so elusive that he will never be seen? I was expecting him to be stat'd up like everyone else.

or is he the dagger thing?

Am I missing something obvious?
 

Into the Woods

Remove ads

Top