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Hands of the Bright One (Guild of Assassins)
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<blockquote data-quote="Sollir Furryfoot" data-source="post: 3968678" data-attributes="member: 748"><p><strong><span style="font-size: 15px"><u>Brothers:</u></span></strong></p><p></p><p>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.</p><p></p><p><u>Index:</u></p><p>[sblock]<u>Adam's Team:</u></p><p>The Fool (Aboleth Wilder 6)</p><p>Lady Lightning (Drow Warior 1/Thug 4/Battle Sorcerer 6)</p><p><u>The Architect's Team:</u></p><p>The Huntress (Wood Elf Druid Avenger 10)</p><p>Siren's Song (Wingless Harpy Rogue 3/Assassin 4)</p><p>Way of the Gun (Halfling Fighter 4/Rogue 6)</p><p><u>The Heir's Team:</u></p><p>Heavy Metal (Satyr Sonokinetic 8)</p><p>I Am You (Doppelganger War 1/Mindspy 2/Chameleon 5)[/sblock]</p><p></p><p>*******<u><span style="font-size: 12px">Adam's Team</span></u>*******</p><p></p><p><span style="font-size: 12px"><strong>The Fool, CR 10</strong></span><strong></strong></p><p><strong>LE Aboleth Wilder 6</strong></p><p>Huge Aberration (Aquatic)</p><p>HD: 8d8+6d6+84 (151 hp)</p><p>Move: 10 ft., Swim 60 ft., Init +1</p><p>AC: 23 (-2 Size, +1 Dex, +7 Natural, +7 Armor)</p><p>Saves: Fort +10, Ref +5, Will +19</p><p>Attacks: 4 Tentacles +15 (1d6+7, plus Slime)</p><p>SA: Enslave (DC 24), Psionics, Slime, Surging Euphoria +1.</p><p>SQ: Elude Touch (AC 15), Mucus Cloud, Wild Surge +2.</p><p>Str 24, Dex 12, Con 23, Int 18, Wis 18, Cha 22 (26).</p><p>Skills: 17 + Ability modifier.</p><p>Feats: Ability Focus (Enslave), Greater Spell Focus (Illusion), Iron Will,</p><p>Quicken Spell-like Ability (Hypnotic Pattern), Spell Focus (Illusion).</p><p><strong>Equipment:</strong> Amulet of Charisma +4, Ring of Mindshielding.</p><p></p><p><strong>Powers (DC 18+Power Level, ML 6th, Total PP: 55):</strong></p><p>3rd—False Sensory Input (5pp, 2 Targets, Will DC 21)</p><p>2nd—Ego Whip (5 pp, 2d4 Cha, Dazed 1 Round, Will DC 22 half) </p><p>1st—Inertial Armor* (5 pp spent), Mind Thrust (6 pp, 8d10, Will DC 22 negates)</p><p></p><p><strong><em>Enslave (Su):</em></strong> 3/day, Dominate Person (DC 24, CL 16th) within 30’, recurring Will save every </p><p>24 hrs. or freed when Aboleth moves more than 1 mile away.</p><p><strong><em>Psionics (Sp, CL 16th):</em></strong> At will—Hypnotic Pattern (DC 22), Illusory Wall (DC 24),</p><p>Mirage Arcana (DC 25), Persistent Image (DC 25), Programmed Image (DC 26),</p><p>Project Image (DC 27), Veil (DC 26).</p><p></p><p><u>Tactics:</u></p><p>[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.</p><p></p><p>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]</p><p></p><p><u>Design Notes:</u></p><p>[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]</p><p></p><p>**********</p><p></p><p><strong><span style="font-size: 12px">Lady Lightning, CR 10</span></strong></p><p><strong>LE Drow Warrior 1/Fighter (Thug) 4/Battle Sorcerer 6</strong></p><p><em>(Spells In Effect-Cat’s Grace, Hasted, Heroism, Mirror Image, See Invisibility, Shield)</em></p><p>HD: 4d10+7d8+11 (77 hp)</p><p>Move: 60 ft., Init +6</p><p>AC: 30 (+6 Dex, +7 Armor, +1 Dodge, +2 Def, +4 Shield)</p><p>Saves: Fort +8, Ref +15, Will +7 (+2 vs. Enchantments)</p><p>Attacks: Katana +19/+14 (1d10+2, 19-20/x2)</p><p>Attacks (Touch): Shocking Grasp +18/+21 (30 Electricity)</p><p>SA: Sneak Attack +2d6, Spells.</p><p>SQ: SR 22</p><p>Str 12, Dex 18 (22), Con 12, Int 12, Wis 8, Cha 16.</p><p>Skills: Bluff +17, Gather Information +17, Sleight of Hand +20, Spellcraft +15, Spot +14.</p><p>Feats: Flick of the Wrist*, Practiced Spellcaster, Quickdraw, Weapon Finesse</p><p><strong>Combat Equipment:</strong> 3 +1 Katana (Bastard Sword) of Spell Storing (Lightning Bolt), +3 Mithril Chain Shirt.</p><p><strong>Equipment:</strong> Boots of Haste, Lesser Rod of Maximize Spell., Potions (Grace x2, Heroism x2, See Invisibility x2), Ring of Protection +2.</p><p></p><p>*<em>Flick of the Wrist</em>—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.</p><p></p><p><strong>Spells (DC 13+Spell Level, CL 10th):</strong></p><p>(3) 3rd—Lightning Bolt</p><p>(5) 2nd—Mirror Image (1d4+3)</p><p>(6) 1st—Shield, Shocking Grasp* (1 Maximized version cast)</p><p></p><p><u>Tactics:</u></p><p>[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.</p><p>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]</p><p></p><p><u>Design Notes:</u></p><p>[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]</p><p></p><p>*******<u><span style="font-size: 12px">The Architect's Team</span></u>*******</p><p></p><p><strong><span style="font-size: 12px">The Huntress, CR 10</span></strong></p><p><strong>NE Wood Elf Druidic Avenger 10 (Barkskin, Haste)</strong></p><p>HD: 10d8+10 (63 hp), 83 in Rage</p><p>Move: 100 ft., Init +2</p><p>AC: 28 (+2 Dex, +4 Armor, +4 Nat, +8 Dodge), 26 in Rage</p><p>Saves: Fort +10/12, Ref +8, Will +13/15 (+4 vs. Fey)</p><p>Attacks: Falchion +15/+15/+10 (2d4+9, 18-20/x2, +2d6/-1d6)</p><p>Attacks (Rage): Falchion +17/+17/+12 (2d4+12, 18-20/x2, +2d6/-1d6)</p><p>SA: Favored Enemy, Rage 2/day, Spells.</p><p>SQ: Swift Tracker, Trackless Step, Venom Immunity.</p><p>Str 16 (18)/22, Dex 14, Con 12/16, Int 8, Wis 16 (18), Cha 8.</p><p>Skills: Concentration +14, Intimidate +12, Survival +17</p><p>Feats: Dodge, Mobility, Spring Attack, Toughness, Track (B).</p><p><strong>Combat Equipment:</strong> +3 Vicious Falchion, Bracers of Armor +4.</p><p><strong>Equipment:</strong> Belt of Giant Strength +2, Boots of Haste, Cloak of Resistance +2,</p><p>Periapt of Wisdom +2, Potions (Cat’s Grace, Heroism).</p><p></p><p><strong><em>Favored Enemy (Ex):</em></strong> (vs. Humans +4, Good Outsiders +4, Dragons +2)</p><p>She receives this bonus on Bluff, Listen, Sense Motive, Spot, Survival checks as well as Damage. </p><p><strong><em>Swift Tracker (Ex):</em></strong> The Huntress can move at her normal speed while following</p><p>tracks without taking the normal -5 penalty. She takes only a -10 penalty (instead of the</p><p>normal -20) when moving at up to twice normal speed while tracking.</p><p><strong><em>Trackless Step (Ex:</em></strong> The Huntress leaves no trail unless she wants to.</p><p></p><p><strong>Spells (5/5/4/4/2, DC 14+Spell level):</strong></p><p>5th—Insect Plague, Wall of Thorns</p><p>4th—Cure Serious Wounds (x2), Freedom of Movement, Rusting Grasp</p><p>3rd—Cure Moderate Wounds, Poison, Protection from Energy, Spike Growth</p><p>2nd—Barkskin (x2), Bear’s Endurance, Flaming Blade, Warp Wood</p><p>1st—Cure Light Wounds (x2), Faerie Fire, Hide from Animals, Summon Nature’s Ally I</p><p></p><p><u>Tactics:</u></p><p>[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]</p><p></p><p><u>Design Notes:</u></p><p>[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]</p><p></p><p>**********</p><p></p><p><strong><span style="font-size: 12px">Siren’s Song, CR 10</span></strong></p><p><strong>CN Harpy (Broken Wings) Rogue 3/Assassin 4</strong></p><p>Medium Monstrous Humanoid</p><p>HD: 7d8+7d6-14 (52 hp)</p><p>Move: 20 ft., Init +4</p><p>AC: 21 (+4 Dex, +6 Armor, +1 Natural)</p><p>Saves: Fort +5, Ref +18, Will +11</p><p>Attacks: Rapier +16/+11/+6 (1d6, 18-20/x2, +2d4 Sonic)</p><p>SA: Captivating Song (DC 24), Death Attack (DC 14), Sneak Attack +4d6</p><p>SQ: Evasion.</p><p>Str 8, Dex 18, Con 8, Int 10, Wis 14, Cha 22 (24).</p><p>Skills: Bluff +24, Disguise +34*, Gather Information +24, Sense Motive +19.</p><p>Feats: Ability Focus, Greater Ability Focus, Weapon Finesse</p><p><strong>Combat Equipment:</strong> +1 Rapier of Screaming (x2), +2 Mithril Chain Shirt of Glamer.</p><p><strong>Equipment:</strong> Amulet of Charisma +2, Cloak of Resistance +2, Potions (Cat’s Grace, Heroism),</p><p>Ring of Chameleon Power, Ring of Mind Shielding.</p><p></p><p><strong>Broken Winged:</strong> Can’t fly, -2 Con, -1 CR.</p><p></p><p><u>Tactics:</u></p><p>[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]</p><p></p><p><u>Design Notes:</u></p><p>[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]</p><p></p><p>**********</p><p></p><p><strong><span style="font-size: 12px">Way of the Gun, CR 10</span></strong></p><p><strong>LE Halfling Fighter 4/Rogue 6 (<em>Hasted</em>)</strong></p><p>HD: 4d10+6d6+10 (65 hp)</p><p>Move: 20 ft., Init +5</p><p>AC: 24 (+1 Size, +5 Dex, +5 Armor, +3 Dodge)</p><p>Saves: Fort +8, Ref +13, Will +5</p><p>Attacks: Pistol +16/+16/+11 (1d10+1, 20/x4, +1d6 Fire)</p><p>Attacks (PBS): Pistol +15/+15/+10 (Above), +15/+10 (1d10+2, 20/x4, +1d6 Cold)</p><p>Attacks (PBS/RS/Heroism): Pistol +15/+15/+10 (Above), +15/+15/+10 (Above)</p><p>SA: Sneak Attack +3d6</p><p>SQ: Evasion, Uncanny Dodge.</p><p>Str 6, Dex 18 (20), Con 12, Int 14, Wis 13, Cha 10</p><p>Skills: 13 + Ability Modifier</p><p>Feats: Dodge, EWP (B), Improved Two-Weapon Fighting, Point Blank Shot, Precise Shot,</p><p>Rapid Shot, Two-Weapon Defense, Two-Weapon Fighting.</p><p><strong>Combat Equipment:</strong> +1 Flaming Pistol, +1 Frost Pistol, +2 Studded Leather.</p><p><strong>Equipment:</strong> Boots of Haste, Gloves of Dexterity +2, Potion of Heroism (x3).</p><p></p><p><u>Tactics:</u></p><p>[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]</p><p></p><p><u>Design Notes:</u></p><p>[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]</p><p></p><p>*******<u><span style="font-size: 12px">The Heir's Team</span></u>*******</p><p></p><p><strong><span style="font-size: 12px">Heavy Metal, CR 10</span></strong></p><p><strong>CE Satyr Sonokinetic 8</strong></p><p>Medium Fey</p><p>HD: 8d8+5d6+26 (89 hp)</p><p>Move: 40 ft., Init +5</p><p>AC: 22 (+6 Dex, +4 Natural, +2 Def)</p><p>Saves: Fort +9, Ref +15, Will +7</p><p>Attacks: Blowgun +15 (1, 19-20/x2, plus poison)</p><p>Attacks (R): Sonic Lash +15 or +13/+13/+8 (5d6 -2, Sonic)</p><p>Attacks (R): Bolt of Sound +14 (8d6 -8, Sonic)</p><p>SA: Bolt of Sound, Greater Screaming Weapons, </p><p>SQ: Chorus, DR 5/Cold Iron, Noise Adaptation, Walk on Sound.</p><p>Str 8, Dex 19 (23), Con 14, Int 15, Wis 12, Cha 16/20.</p><p>Skills: 16 + Ability Modifier</p><p>Feats: Hidden Talent*, Iron Will, Point Blank Shot, Quicken Psi-like Ability (Bolt), Rapid Shot.</p><p><strong>Combat Equipment:</strong> MW Blowgun**</p><p><strong>Equipment:</strong> Gloves of Dexterity +4, Pipes of Pain, Ring of Protection +2.</p><p></p><p>*<em>Hidden Talent</em>—Psionics Handbook, gains 1 pp and Create Sound as a power (ML 1st).</p><p>**This weapon is crafted to look like a flute. The dart inside is often tipped with</p><p>Death Blade (DC 20, 1d6/2d6 Con poison)</p><p></p><p><strong><em>Bolt of Sound (Ps):</em></strong> 60’ Range touch attack, 8d6-8 sonic damage.</p><p><strong><em>Chorus (Ps):</em></strong> 1/day for 8 minutes gain +4 Cha, DR 5/Magic and 4d6-6 touch attack.</p><p>Opponents who successful attack him take 2d6-2 sonic damage.</p><p><strong><em>Greater Screaming Weapons (Ps):</em></strong> Natural/weapon attacks gain +4d6-6 sonic damage.</p><p><strong><em>Noise Adaptation:</em></strong> +8 to saves vs. Sonic effects and Sonic Resistance 20.</p><p><strong><em>Sonic Lash (Ps):</em></strong> 15’ Range, can use as a standard whip. Form as a move action.</p><p><strong><em>Walk on Sound (Ps):</em></strong> Expend focus to walk on air w/ 80’ movement for 1 round per 1 pp.</p><p></p><p><u>Tactics:</u></p><p>[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]</p><p></p><p><u>Design Notes:</u></p><p>[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]</p><p></p><p>**********</p><p></p><p><strong><span style="font-size: 12px">I Am You, CR 10</span></strong></p><p><strong>NE Doppelganger War 1/Mindspy 2/Chameleon 5</strong></p><p>Medium Monstrous Humanoid (Shapechanger)</p><p>HD: 12d8 (63 hp)</p><p>Move: 30 ft., Init +2</p><p>AC: 21 (+3 Dex, +4 Natural, +3 Def, +1 Dodge)</p><p>Saves: Fort +5, Ref +7, Will +10</p><p>Attacks: Slam +13/+8 (1d6+3)</p><p>SA: Anticipate, Detect Thoughts (DC 22)</p><p>SQ: Chameleon Abilities, Change Shape, Immune (Charm/Sleep)</p><p>Str 16, Dex 14, Con 10, Int 16, Wis 14, Cha 16 (18).</p><p>Skills: Bluff +23, Disguise +33, otherwise 15 + Ability Modifier.</p><p>Feats: Ability Focus, Able Learner, Combat Expertise, Dodge, Power Attack.</p><p><strong>Combat Equipment:</strong> Requisitions as needed.</p><p><strong>Equipment:</strong> Amulet of Charisma +2, Ring of Protection +3.</p><p></p><p><u>Doppelganger/Mindspy Abilities:</u></p><p><strong><em>Anticipate:</em></strong> +2 Insight bonus to AC/Attacks vs. opponent when successfully reading thoughts.</p><p><strong><em>Change Shape:</em></strong> Can assume any Small or Medium form.</p><p><strong><em>Detect Thoughts:</em></strong> 60’ Sphere, CL 18th, Will DC 22 negates.</p><p></p><p><u>Chameleon Abilities:</u></p><p>[sblock]<strong><em>Ability Boon (Ex):</em></strong> Gain a +2 bonus to an ability score when choosing Aptitude Focus.</p><p><strong><em>Aptitude Focus (Ex):</em></strong> 2/day (requiring 1 hour of meditation) he can gain one of</p><p>the following chosen abilities for the next 24 hrs. or until he changes his Aptitude Focus.</p><p>--Arcane Focus: Can cast spells and +4 to Knowledge (Arcana) and Spellcraft. Spells (CL 10th, 5/5/3/1)</p><p>--Combat Focus: Gain martial weapon proficiency, +4 competence bonus to attack/damage.</p><p>--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)</p><p>--Stealth Focus: Gain trapfinding, uncanny dodge, +4 to Disable Device, Hide, Move Silently, Open Lock, and Search checks. +4 to Reflex saves.</p><p>--Wild Focus: Gain wild empathy, woodland stride, +4 to Climb, Handle Animal, Jump, Knowledge (Nature), and Survival checks. +4 to Fort saves.</p><p><strong><em>Bonus Feat (Ex)</em></strong>: Gain one bonus feat, may change this each day to a different feat.</p><p><strong><em>Mimic Class Feature:</em></strong> Once per day gain the ability to mimic a class feature as follows:</p><p>--Evasion (Ex): Gain Evasion for 1 minute as an immediate action, can be used after roll.</p><p>--Rage (Ex): Gain Rage with a duration of 1 + 1 per point of Con modifier.</p><p>--Smite (Ex): Add Charisma bonus to attack roll and deal 5 extra damage.</p><p>--Sneak Attack (Ex): Gain Sneak Attack +1d6 (level 5 vs. Improved Uncanny Dodge)</p><p>--Turn/Rebuke Undead (Ex): Use this ability as a 5th level Cleric.[/sblock]</p><p></p><p><u>Impersonations:</u></p><p>[sblock]<u>Barbarian Impersonation</u></p><p>[sblock](<em>Anticipate, B. Endurance, B. Strength, Combat Focus, Haste, Heroism, Rage</em>)</p><p>HD: 12d8+48 (111 hp)</p><p>Move: 60 ft., Init +2</p><p>AC: 30 (+2 Dex, +7 Armor, +4 Nat, +3 Def, +4 Dodge, -2 Rage)</p><p>Saves: Fort +11, Ref +10, Will +14</p><p>Attacks (PA 8): Great Axe +20/+20/+15 (1d12+37, 20/x3)</p><p>SA: Anticipate, Detect Thoughts (DC 22), Rage</p><p>SQ: Chameleon Abilities, Change Shape, Immune (Charm/Sleep)</p><p>Str 18 (22)/26, Dex 14, Con 10 (14)/18, Int 16, Wis 14, Cha 16 (18).</p><p>Skills: Bluff +23, Disguise +33, otherwise 15 + Ability Modifier.</p><p>Feats: Ability Focus, Able Learner, Cleave, Combat Expertise, Dodge, Power Attack.</p><p><strong>Combat Equipment:</strong> +3 Great Axe, +3 Chain Shirt</p><p><strong>Equipment:</strong> Amulet of Charisma +2, Boots of Speed, Ring of Protection +3.[/sblock]</p><p></p><p><u>Evoker Impersonation</u></p><p>[sblock](<em>Anticipate, Arcane Focus, B. Endurance, F. Cunning, Heroism</em>)</p><p>HD: 12d8+24 (87 hp)</p><p>Move: 30 ft., Init +2</p><p>AC: 26 (+2 Dex, +4 Natural, +3 Def, +3 Dodge, +4 Armor)</p><p>Saves: Fort +9, Ref +11, Will +14</p><p>Attacks: Dagger +15/+10 (1d4+6)</p><p>SA: Anticipate, Detect Thoughts (DC 22)</p><p>SQ: Chameleon Abilities, Change Shape, Immune (Charm/Sleep)</p><p>Str 16, Dex 14, Con 10, Int 18 (22), Wis 14, Cha 16 (18).</p><p>Skills: Bluff +23, Disguise +33, Knowledge Arcana +25, Spellcraft +25.</p><p>Feats: Ability Focus, Able Learner, Combat Expertise, Dodge, Power Attack, Spell Focus (Evoc).</p><p><strong>Combat Equipment:</strong> +1 Dagger, Bracers of Armor +4, Wand of Fireballs (10 Charges).</p><p><strong>Equipment:</strong> Amulet of Charisma +2, Cloak of Resistance +2, Pearl of Power (3rd),</p><p>Ring of Protection +3.</p><p></p><p><strong>Spells Prepared (CL 10th, 5/5/3/1, DC 16 + Spell Level, +1 for Evocations)</strong></p><p>4th-Wall of Ice</p><p>3rd-Dispel Magic, Displacement, Lightning Bolt</p><p>2nd-Mirror Image, Resist Elements, Scorching Ray (x3)</p><p>1st-Magic Missile (x3), Ray of Enfeeblement, Shield[/sblock]</p><p></p><p><u>Fighter Impersonation</u></p><p>[sblock](<em>Anticipate, B. Endurance, B. Strength, Combat Focus, Haste, Heroism</em>)</p><p>HD: 12d8+24 (87 hp)</p><p>Move: 50 ft., Init +2</p><p>AC: 33 (+1 Dex, +11 Armor, +4 Nat, +3 Def, +4 Dodge)</p><p>Saves: Fort +9, Ref +10, Will +12</p><p>Attacks (PA 5): Great Sword +21/+21/+16 (2d6+26, 17-20/x2)</p><p>SA: Anticipate, Detect Thoughts (DC 21), Smite (+4 A/+5 D)</p><p>SQ: Chameleon Abilities, Change Shape, Immune (Charm/Sleep)</p><p>Str 18 (22), Dex 14, Con 10 (14), Int 16, Wis 14, Cha 16 (18).</p><p>Skills: Bluff +23, Disguise +33, otherwise 15 + Ability Modifier.</p><p>Feats: Ability Focus, Able Learner, Combat Expertise, Dodge, Improved Critical, Power Attack.</p><p><strong>Combat Equipment:</strong> +3 Great Sword, +3 Full Plate</p><p><strong>Equipment:</strong> Amulet of Charisma +2, Boots of Speed, Ring of Protection +3.[/sblock][/sblock]</p><p></p><p><u>Tactics:</u></p><p>[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.</p><p>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]</p><p></p><p><u>Design Notes:</u></p><p>[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 <a href="http://www.wizards.com/default.asp?x=dnd/iw/20041210b" target="_blank">Here</a>. 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]</p></blockquote><p></p>
[QUOTE="Sollir Furryfoot, post: 3968678, member: 748"] [b][Size=4][u]Brothers:[/u][/Size][/b][Size=4][u][/u][/size] 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. [u]Index:[/u] [sblock][u]Adam's Team:[/u] The Fool (Aboleth Wilder 6) Lady Lightning (Drow Warior 1/Thug 4/Battle Sorcerer 6) [u]The Architect's Team:[/u] 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) [u]The Heir's Team:[/u] Heavy Metal (Satyr Sonokinetic 8) I Am You (Doppelganger War 1/Mindspy 2/Chameleon 5)[/sblock] *******[u][size=3]Adam's Team[/size][/u]******* [size=3][b]The Fool, CR 10[/b][/size][b] LE Aboleth Wilder 6[/b] 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). [b]Equipment:[/b] Amulet of Charisma +4, Ring of Mindshielding. [b]Powers (DC 18+Power Level, ML 6th, Total PP: 55):[/b] 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) [b][i]Enslave (Su):[/i][/b][i][/i] 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. [b][i]Psionics (Sp, CL 16th):[/i][/b][i][/i] 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). [u]Tactics:[/u] [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] [u]Design Notes:[/u] [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] ********** [b][size=3]Lady Lightning, CR 10[/size] LE Drow Warrior 1/Fighter (Thug) 4/Battle Sorcerer 6[/b] [i](Spells In Effect-Cat’s Grace, Hasted, Heroism, Mirror Image, See Invisibility, Shield)[/i] 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 [b]Combat Equipment:[/b] 3 +1 Katana (Bastard Sword) of Spell Storing (Lightning Bolt), +3 Mithril Chain Shirt. [b]Equipment:[/b] Boots of Haste, Lesser Rod of Maximize Spell., Potions (Grace x2, Heroism x2, See Invisibility x2), Ring of Protection +2. *[i]Flick of the Wrist[/i]—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. [b]Spells (DC 13+Spell Level, CL 10th):[/b] (3) 3rd—Lightning Bolt (5) 2nd—Mirror Image (1d4+3) (6) 1st—Shield, Shocking Grasp* (1 Maximized version cast) [u]Tactics:[/u] [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] [u]Design Notes:[/u] [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] *******[u][size=3]The Architect's Team[/size][/u]******* [b][size=3]The Huntress, CR 10[/size] NE Wood Elf Druidic Avenger 10 (Barkskin, Haste)[/b] 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). [b]Combat Equipment:[/b] +3 Vicious Falchion, Bracers of Armor +4. [b]Equipment:[/b] Belt of Giant Strength +2, Boots of Haste, Cloak of Resistance +2, Periapt of Wisdom +2, Potions (Cat’s Grace, Heroism). [b][i]Favored Enemy (Ex):[/i][/b][i][/i] (vs. Humans +4, Good Outsiders +4, Dragons +2) She receives this bonus on Bluff, Listen, Sense Motive, Spot, Survival checks as well as Damage. [b][i]Swift Tracker (Ex):[/i][/b][i][/i] 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. [b][i]Trackless Step (Ex:[/i][/b][i][/i] The Huntress leaves no trail unless she wants to. [b]Spells (5/5/4/4/2, DC 14+Spell level):[/b] 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 [u]Tactics:[/u] [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] [u]Design Notes:[/u] [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] ********** [b][size=3]Siren’s Song, CR 10[/size] CN Harpy (Broken Wings) Rogue 3/Assassin 4[/b] 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 [b]Combat Equipment:[/b] +1 Rapier of Screaming (x2), +2 Mithril Chain Shirt of Glamer. [b]Equipment:[/b] Amulet of Charisma +2, Cloak of Resistance +2, Potions (Cat’s Grace, Heroism), Ring of Chameleon Power, Ring of Mind Shielding. [b]Broken Winged:[/b] Can’t fly, -2 Con, -1 CR. [u]Tactics:[/u] [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] [u]Design Notes:[/u] [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] ********** [b][size=3]Way of the Gun, CR 10[/size] LE Halfling Fighter 4/Rogue 6 ([i]Hasted[/i])[/b] 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. [b]Combat Equipment:[/b] +1 Flaming Pistol, +1 Frost Pistol, +2 Studded Leather. [b]Equipment:[/b] Boots of Haste, Gloves of Dexterity +2, Potion of Heroism (x3). [u]Tactics:[/u] [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] [u]Design Notes:[/u] [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] *******[u][size=3]The Heir's Team[/size][/u]******* [b][size=3]Heavy Metal, CR 10[/size] CE Satyr Sonokinetic 8[/b] 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. [b]Combat Equipment:[/b] MW Blowgun** [b]Equipment:[/b] Gloves of Dexterity +4, Pipes of Pain, Ring of Protection +2. *[i]Hidden Talent[/i]—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) [b][i]Bolt of Sound (Ps):[/i][/b][i][/i] 60’ Range touch attack, 8d6-8 sonic damage. [b][i]Chorus (Ps):[/i][/b][i][/i] 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. [b][i]Greater Screaming Weapons (Ps):[/i][/b][i][/i] Natural/weapon attacks gain +4d6-6 sonic damage. [b][i]Noise Adaptation:[/i][/b][i][/i] +8 to saves vs. Sonic effects and Sonic Resistance 20. [b][i]Sonic Lash (Ps):[/i][/b][i][/i] 15’ Range, can use as a standard whip. Form as a move action. [b][i]Walk on Sound (Ps):[/i][/b][i][/i] Expend focus to walk on air w/ 80’ movement for 1 round per 1 pp. [u]Tactics:[/u] [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] [u]Design Notes:[/u] [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] ********** [b][size=3]I Am You, CR 10[/size] NE Doppelganger War 1/Mindspy 2/Chameleon 5[/b] 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. [b]Combat Equipment:[/b] Requisitions as needed. [b]Equipment:[/b] Amulet of Charisma +2, Ring of Protection +3. [u]Doppelganger/Mindspy Abilities:[/u] [b][i]Anticipate:[/i][/b][i][/i] +2 Insight bonus to AC/Attacks vs. opponent when successfully reading thoughts. [b][i]Change Shape:[/i][/b][i][/i] Can assume any Small or Medium form. [b][i]Detect Thoughts:[/i][/b][i][/i] 60’ Sphere, CL 18th, Will DC 22 negates. [u]Chameleon Abilities:[/u] [sblock][b][i]Ability Boon (Ex):[/i][/b][i][/i] Gain a +2 bonus to an ability score when choosing Aptitude Focus. [b][i]Aptitude Focus (Ex):[/i][/b][i][/i] 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. [b][i]Bonus Feat (Ex)[/i][/b][i][/i]: Gain one bonus feat, may change this each day to a different feat. [b][i]Mimic Class Feature:[/i][/b][i][/i] 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] [u]Impersonations:[/u] [sblock][u]Barbarian Impersonation[/u] [sblock]([i]Anticipate, B. Endurance, B. Strength, Combat Focus, Haste, Heroism, Rage[/i]) 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. [b]Combat Equipment:[/b] +3 Great Axe, +3 Chain Shirt [b]Equipment:[/b] Amulet of Charisma +2, Boots of Speed, Ring of Protection +3.[/sblock] [u]Evoker Impersonation[/u] [sblock]([i]Anticipate, Arcane Focus, B. Endurance, F. Cunning, Heroism[/i]) 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). [b]Combat Equipment:[/b] +1 Dagger, Bracers of Armor +4, Wand of Fireballs (10 Charges). [b]Equipment:[/b] Amulet of Charisma +2, Cloak of Resistance +2, Pearl of Power (3rd), Ring of Protection +3. [b]Spells Prepared (CL 10th, 5/5/3/1, DC 16 + Spell Level, +1 for Evocations)[/b] 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] [u]Fighter Impersonation[/u] [sblock]([i]Anticipate, B. Endurance, B. Strength, Combat Focus, Haste, Heroism[/i]) 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. [b]Combat Equipment:[/b] +3 Great Sword, +3 Full Plate [b]Equipment:[/b] Amulet of Charisma +2, Boots of Speed, Ring of Protection +3.[/sblock][/sblock] [u]Tactics:[/u] [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] [u]Design Notes:[/u] [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 [URL=http://www.wizards.com/default.asp?x=dnd/iw/20041210b]Here[/URL]. 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] [/QUOTE]
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