Druids make the best assassins
eXodus said:
next they will begin a hunt for their lost artifact. also it will be being hunted down by a hired assassin. so this assassin will be the next great villian with his cadre of thieves. i will keep you posted...
Assassin? Nice. I recommend a Rogue 3/Druid9/Assassin1/Shadowdancer2. Make sure he has Extra Wildshape and Natural Spell.
This guy can Hide in Plain Sight, has a Death attack (DC 11+Int mod), has 3d6 Sneak Attack, can wildshape into a Large creature 4/day (for 8 hours at a time/effectively an entire day, plus one extra use), has Darkvision, Evasion, Uncanny Dodge, and 1 level of Assassin spells and up to 5th level Druid spells.
So here's the nefarious plan:
1. Set up an ambush to kill two of the party's mounts. Don't make it look like that's the intent, but make sure it happens.
2. At the next little town, have your assassin Wildshaped as a horse. Have a townsperson sell this horse, as well as another horse (the druid's Animal Companion) to the party. Arrange it so that the townsperson is a true dupe, unaware of the horses' nature.
3. Make sure that the druid/horse is wearing a bit & bridle that is an Amulet of Undetectable Alignment, covered by a Nystul's aura so as to appear nonmagical.
4. Have your assassin serve as a loyal steed for a week or so, learning about the party, their items, their nighttime routines, their tactics (arrange a few skirmishes).
5. Have the druid assassin keep busy while travelling, during rest times, at night: he'll use Wild Empathy, Speak with Animals, and Charm Animal spells to make friends with the other steeds. When the time is right, he'll ask these friends to buck and attack their former masters.
The sneaky disease attack:
1. At night, wildshape into a rat. Sneak up to the cleric. Hit him with a Still Contagion (cackle fever) and watch him save or take 1d6 Wis damage. That'll ruin his spellcasting the next day!
2. As above, but hit the wizard with Mindfire.
3. As above, but hit the fighter or rogue with Shakes or Red Ache. Remember that if you fall below a pre-req for a feat, you lose access to the feat: Str or Dex damage may eliminate use of Power Attack, Dodge, bow feats, other feats.
4. If you're discovered, quickly summon a BUNCH of dire rats and sneak away (hiding in plain sight). Once you rejoin the horses wildshape back into a horse. Remember that you don't leave tracks unless you want to.
The sneaky death attack:
1. Start by using a Still, Silent spell to hit the druid's rider with Poison, followed by Contagion. Do it during a river crossing, or while the party is fighting (summoned) animals that may reasonably be expected to carry poison or disease. This will seriously weaken the rider and get the cleric thinking about preparing curative spells the next day (taking the space of damaging spell slots). It's unlikely that the party has Neutralize poison prepared.
2. That night, wildshape into a stealthy animal. Sneak up to the sick guy. He's been poisoned and diseased, so his Con score--and Fort save--will be weak. Study this guy for three rounds and then bite him (attack with a melee natural weapon). He has to make a Fort save or die.
3. If you kill him, great! Pick him up, drag him away, and dispose of the body. If you don't kill him, too bad. Flee, wildshape back into a horse, and resume your ruse.
The sneaky stealing attack:
1. This one is simple: just rob the spellcasters of their spell component pouches, spellbooks, and holy symbols. You can do this as a dire weasel (Dex 19), while Hiding in Plain Sight. This gives you a pretty big bonus to your Sleight of Hand checks, especially if your targets are asleep. Do this while the rogue is asleep--he's the only guy who might have a spot to rival your Hide. The guy on watch won't see anything because you're Hiding in Plain Sight with a +17 or so Hide check (not counting distance or darkness modifiers), and you leave no tracks. So steal items one at a time, take them somewhere, destroy what you can (spellbooks, nonmagical holy symbols, and components), then go back and get other items. Once you have everything wildshape into a human, put the stuff into a bag, then wildshape into a horse--the bag will become part of your body.
2. The party will awaken without a means to cast spells, or prepare new wizard spells. Doh.
The regular attack (do while in Difficult terrain, such as a swampy area or an area with brambles:
0. Hit the area with a Silent, Still Heat Metal. You'll be fine, the party won't be.
1. One of the casters will likely do an Area Dispel Magic. That's fine. Let them buff up as well, or waste divination spells or items trying to find their attacker. (See Invisible, etc.)
2. After the buffs expire and the party has settled down cast a Still, Silent Call Lightning. It lasts 1 min/level.
3. Buff up with a Still Bear's Endurance and a Still Resist Energy. Whinny for the verbal components. Have your animal companion join the act. "What's up, boy?"
4. Summon a swarm of bats to attack one of the spellcasters. Rear up and whinny for the casting part ("What's up, boy? Smell something?") then have the bats swarm out of the trees and attack--by having summoned critters attack in this way it'll keep spellcasters from thinking they're summoned/keep them from casting Dispel Magic.
5. Summon some animals and have them swarm out of the swamp. Crocs do a lot of damage, and you can get a bunch of them with a single 3rd level spell. Don't worry so much about the Still and Silent thing--with all the yelling going on from the crocs and bats, it's not out of the ordinary for a horse to join in making some noise.
6. Hit your rider with a Poison when he's hit by a croc (Ready an action).
7. Start directing the lightning bolts. Don't be afraid to target yourself--you have Evasion, and besides, you can buff yourself with Protection from Energy (fire and lightning).
8. Add Flamestrikes to the mix after you've used all of your lightning bolts.
9. Summon more animals to harry the nearest enemies.
10. Have your animal companion bolt away from the group, carrying its rider far away. Have the other horses likewise scatter. If you want, Dominate the horse of one of the casters and have that horse attack.
11. You also bolt, carrying your rider away and out of sight. With Woodland Stride you'll be able to cover a lot of ground and put Difficult terrain and distance between yourself and any pursuers.
12. Study your rider for three rounds. Allow yourself to be slowed, "reigned in", and turned around, so that the rider doesn't just abandon you to head back to the fight.
13. Bite the rider with a Death Attack. His Fort save will be low thanks to the Poison (primary and secondary damage of 1d10 Con).
14. Wildshape into a dire bear and kill your rider, hide the body, then return to horse form and rejoin the group. The fire and lightning will have likely killed one of the mundane mounts, or the party may have killed your animal companion. In either case, someone else will ride you.
15. If the going gets tough, wildshape into a wolf and walk away, hiding in plain sight, leaving no tracks thanks to Trackless Step and moving through brambles with Woodland Stride. If the rogue is still alive (the only one likely to be able to Spot you) then cover your retreat with Fog Cloud.
If that doesn't work:
Track the party with animal companion, or do it yourself as a wolf or with a spell. Once found, harry them during the day with summoned creatures. Then, have your animal companion attack them at night, preventing rest, while you sleep peacefully in a tree somewhere (as an Owl) and recover spells. Soon they'll be depleted of spells and at your assassin's mercy, at which point you can negotiate some kind of interesting deal.
Build of Druid assassin:
Human
Rogue 3/Druid9/Assassin1/Shadowdancer2
Low Str and Dex (8 or so), mediocre Con (12 or so), high (16 or more), Cha, Wis and Int.
Note: as a horse he'll have 18 Str, 13 Dex, 17 Con.
Skills: Max concentration, hide, move silent, sleight of hand, disguise. High bluff, sense motive, know: nature, handle animal, spellcraft.
Items: Undetectable Alignment bit & bridle. Horse blanket of Intellect +4 (hidden by Nystul's aura). Horseshoes of Wisdom +4 (hidden by Nystul's aura). Other items.
Feats by level:
1. Still spell, Silent Spell
3. Spell Focus: Necromancy
6. Combat Casting (I hate this feat, but he'll be casting a lot of still, silent spells on the defensive while wildshaped).
9. Extra Wild Shape
12. Natural Spell
Heavy Warhorse animal companion
As MM, plus:
Link, share spells, Evasion, Devotion, Multiattack
+6 HD (and +2 feats), +6 Natural Armor, +3 Str, 4 bonus tricks.
-z
PS: For extra fun, instead of a human druid use an Awakened horse druid. Such an assassin can serve as a steed and won't be revealed even under True Seeing. If you go this route he'll lose a feat, so remove Combat Casting (the horse's high Con will make up for this).