Help with creating assassin's for my party.

ThorneMD

First Post
I have a group of six 10th level charcters and need a little help creating assassins to pit against them. The scenario looks a little like this.

The party will stay in a inn, where the only rooms available are rooms for one person. Then in the night, a group of assassins will attack the party. Its a part of the adventure I am running and its not just to kill the party.

I need 6-7 assassins ranging from level 8-12. For race use either human, elf, or hopgoblin.Whatever I see as the best fit I will use. I thank all who will attemp this.

NO MUNCKINGS PLEASE:D
 

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Ok here you go. 12th level hobgoblin assassin made with a 32 point by and equipped with NPC value gear. Hope you like.

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Hedek Mal Varod, male Hobgoblin Ftr2/Rog5/Asn5: CR 12; ECL 12; Medium-size Humanoid (hobgoblin); HD 2d10+6 plus 10d6+30; hp 87; Init +9; Spd 30 ft; AC 21 (+5 Dex, +6 mithral shirt); Melee +1 dagger +10/+5 (1d4+4/19-20 crit x2) and +1 dagger +10 (1d4+2/19-20 critx2) or Ranged masterwork dagger +15/+10 (1d4+4/19-20 crit x2) ; SA sneak attack +6d6, death attack, poison use; SQ darkvision 60 ft., evasion, uncanny dodge (Dex to AC, can’t be flanked), +2 save vs. poison; AL LE; SV Fort +8, Ref +12, Will +3; Str 16, Dex 20, Con 16, Int 14, Wis 12, Cha 11.

Skills (100 points): Climb +15, Disable Device +7, Escape Artist +13, Gather Information +8, Hide +16, Intimidate +8, Jump +39, Listen +12, Move Silently +25, Open Lock +15, Search +10, Spot +12, Tumble +17

Feats: Two Weapon Fighting, Ambidexterity, Point Blank Shot, Far Shot, Precise Shot, Quick Draw, Improved Initiative.

Assassin Spells Prepared (2/2 DC = 12 + spell level): 1st – change self, spider climb. 2nd – darkness, undetectable alignment.

Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Hedek takes no damage with a successful saving throw.

Death Attack: If Hedek studies his victim for 3 rounds and then makes a sneak attack within the next 3 rounds with a melee weapon that successfully deals damage, the sneak attack may also paralyze or kill the target (Hedek's choice). A victim who fails his or her Fortitude saving throw (DC 17) against the kill effect dies. If the saving throw fails against the paralysis, the victim's mind and body become enervated, making him or her completely helpless and unable to act for 1d6+1 rounds.

Poison Use: Hedek is trained in the use of poison and never risks accidentally poisoning himself when applying poison to a blade.

Equipment: +2 mithral shirt, +1 dagger (2), +2 gloves of dexterity, ring of jumping, ring of climbing, cloak of resistance +1, boots of elvenkind, masterwork dagger (10)

Hedek Mal Varod is an outcast. An outcast from his own people, despised for his lack of honor and willingness to kill with stealth, he has become a hate filled pariah. Now little more than a murderous knife skulking on the edge of society, his lethal profession fills him both with a savage eagerness and a burning resentment. Unaccepted by all but the most fringe element of human civilization the deadly hobgoblin has nonetheless never lacked for work. His fees are somewhat less than other assassins of his caliber simply because he enjoys his murderous occupation more than most. Death has become a cathartic release for the bitter hobgoblin as he indulges his resentment and anger upon his victims.

Hedek does not accept contracts that require him to interact with society to a great degree for he is anything but subtle. The brutal and efficient hobgoblin prefers assignments that leave him alone with his victims for extended periods of time so that he can dispatch them at his leisure. His natural abilities and magical equipment make him an excellent cat burglar and there are few dwellings that he cannot easily gain access to. Hedek favors the dagger as it allows him to get close to his victims and experience their anguish more fully but he is no fool and is an accomplished knife thrower when the situation requires him to kill from a distance.

Hedek is a tall muscular hobgoblin and is rarely seen without his weapons and armor. His face is tattooed with the symbols of his former clan and he takes great pains to hide these with either makeup or magic. Hedek can usually be found in the less desirable districts of whatever town he happens to be in and usually has a network of informants working for him that can pass on messages to the assassin should anyone require his services.
 
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Here's an 11th level elf assassin. Like Blackdirge, I used 32 point buy and equipped her with normal NPC value gear.

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Kasal Ophensa, female elf Brd5/Asn6; CR 11; ECL 11; medium-size humanoid (elf); HD 11d6; hp 43; Init +8 (+4 Dex, +4 Improved Initiative); Spd 30 ft; AC 17 (+4 Dex, +2 bracers, +1 ring); Atk +8/+3 melee (1d4+1, 19-20/x2 crit +1 dagger) or +13/+8 ranged (1d8+2, x3 crit +1 composite longbow); SA sneak attack +3d6, death attack; SQ elf traits, bardic music, bardic knowledge, poison use, uncanny dodge (Dex to AC, can’t be flanked), +3 saves vs. poison; AL NE; SV Fort +3, Ref +13, Will +5; Str 10, Dex 18, Con 10, Int 14, Wis 8, Cha 20.
Skills (84 points): Bluff +15, Diplomacy +13, Disguise +15, Gather Information +15, Hide +14, Innuendo +6, Listen +6, Move Silently +14, Perform (harp, pan pipes, dance, flute, ballad, drama, storytelling, lute, chant) +14, Sense Motive +9, Spot +6.
Feats: Point Blank Shot, Precise Shot, Rapid Shot, Improved Initiative.
Bard Spells Known (6/5/4, DC 15 + spell level): 0 - dancing lights, daze, flare, mage hand, open/close, prestidigitation; 1st - charm person, expeditious retreat, feather fall, mage armour; 2nd - detect thoughts, enthral, hold person.
Assassin Spells Prepared (-/2/2/1, DC 12 + spell level): 1st - change self, obscuring mist; 2nd - darkness, undetectable alignment; 3rd - invisibility.
Elf Traits (Ex): Immune to sleep and similar magical effects, +2 on saves vs. Enchantment, low-light vision, proficient with rapier and composite longbow, +2 to Listen, Search and Spot (already figured into skills above).
Bardic Music: Eleven times per day, Kasal may use her musical abilities to create magical effects. She is capable of inspiring courage, performing countersongs, fascinating creatures, inspiring greatness, and implanting suggestions in already fascinated creatures.
Bardic Knowledge (Ex): Kasal may make a special bardic knowledge check with a bonus of +7 to see whether she knows some relevant information about a variety of topics.
Sneak Attack (Ex): Whenever Kasal is able to successfully damage an opponent who is denied their Dexterity bonus to AC, or when she flanks an opponent, she is able to strike vital areas for an additional 3d6 points of damage. She can only apply this extra damage with ranged weapons if her target is within 30 feet.
Death Attack (Ex): If Kasal studies her victim for 3 rounds and then makes a sneak attack within the next 3 rounds with a melee weapon that successfully deals damage, the sneak attack may also paralyse or kill the target (Kasal’s choice). A victim who fails their saving throw (Fortitude DC 18) against the kill effect dies. If the saving throw fails against the paralyse effect, the victim’s mind and body become enervated, making him or her completely helpless and unable to act for 1d6+6 rounds.
Poison Use (Ex): Kasal is trained in the use of poison and never risks accidentally poisoning herself when applying poison to a blade.
Possessions: +1 dagger, +1 composite longbow, +1 arrows (20), cloak of charisma +2, bracers of armour +2, ring of protection +1, hat of disguise, masterwork harp, dark reaver powder, purple worm poison, black lotus extract, giant wasp poison.

Kasal Ophensa is an extremely beautiful elven woman with lustrous black hair and seductive green eyes. Even her considerable outer beauty could not mask her hideous soul, and she was exiled from her elven community for her cruel and vicious tendencies. She was in fact more than happy to leave her homeland, and wandered across the lands in various cities and towns. She now operates as a skilled assassin, and she undertakes her murderous missions with sadistic glee and anticipation.

Kasal prefers to use subtle means of destroying her marks rather than straight-out confrontation, in part because she is somewhat frail and lacking in combat ability, and also because she is a coward at heart and fears putting her precious skin in the line of fire. Kasal’s favoured method of assassination is to seduce her victim and slay them when they are alone. She is also very skilled in the use of poison.

While Kasal does try to avoid combat, if pressed she can fight. She usually uses her magical abilities, whether her spells or her bardic songs, or fires from a distance with her bow. She only closes to melee if there are others with her, or her target is already severely weakened. She will then attack with her dagger, which is invariably poisoned (Kasal’s favoured poison is purple worm poison, but she has been known to use others).
 
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Very Cool, Sleeping Dragon. Nice contrast to my NPC.

I could even see the two of them working together, with their mutual hatred of their own people.

Dirge
 


I like the both of them. As far as it goes right now, I will most likely use the elf for the reason that I do not thin that anone in the party can beat the hobgoblin's move silently. I don't want to kill everyone in one shot like this.

If at all possible, I would like a genetic assassin that I can multiply into six assassin and still keep the encounter level at 11 or 12. If I go with the several assassins attacking, then I will use the Hobgoblin as a Mastermind that started the attack.

Thanks to the two of you that tried.:D
 


ThorneMD said:
I like the both of them. As far as it goes right now, I will most likely use the elf for the reason that I do not thin that anone in the party can beat the hobgoblin's move silently. I don't want to kill everyone in one shot like this.

If at all possible, I would like a genetic assassin that I can multiply into six assassin and still keep the encounter level at 11 or 12. If I go with the several assassins attacking, then I will use the Hobgoblin as a Mastermind that started the attack.

Thanks to the two of you that tried.:D

If you take away his boots of elven kind it reduces his move silently to +15, still high but not unbeatable for 10th level characters.

Wipput Guud, starting NPC gold for 12th is 27000.

Dirge
 

Focused little killer he is....

Rutger Dag, male Human Ran5/Ass7: CR 12; ECL 12; Medium-size Humanoid (human); HD 5d10+7d6+24; 81 hp; Init +4; Spd 30 ft; AC 21 (+5 mithril shirt, +4 dex, +2 ring); Melee +1 short sword +11/+6 (1d6+5/19-20 crit x2) and +1 dagger +11/+5 (1d4+3/19-20 crit x2); SA favored enemy (human, elf) sneak attack +4d6, death attack, poison use; SQ uncanny dodge (Dex to AC, can’t be flanked), +3 save vs. poison; AL NE; SV Fort +8, Ref +11, Will +5; Str 18, Dex 18, Con 14, Int 12, Wis 14, Cha 13.

Skills (85 points): Decipher Script +6, Disable Device +9, Disguise +5, Escape Artist +9, Gather Information +6, Hide +17, Listen +12, Move Silently +17, Search +4, Spot +12, Wilderness Lore +10

Feats: Two Weapon Fighting, Ambidexterity, Track, Improved two-weapon fighting, Dodge, Mobility, Spring Attack, Expertise, Improved Trip

Assassin Spells Prepared (3/1/1 DC = 11 + spell level): 1st- change self, obscuring mist, spider climb. 2nd- alter self. 3rd- invisibility

Favored Enemy: Rutger gains a +2 bonus vs humans, and a +1 bonus vs elves, for Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks. He also gains this bonus for damage for melee, and for ranged within 30ft. The damage bonus doesn't apply to creatures immune to crititcal hits.

Death Attack: If Rutge studies his victim for 3 rounds and then makes a sneak attack within the next 3 rounds with a melee weapon that successfully deals damage, the sneak attack may also paralyze or kill the target (Rutger's choice). A victim who fails his or her Fortitude saving throw (DC 17) against the kill effect dies. If the saving throw fails against the paralysis, the victim's mind and body become enervated, making him or her completely helpless and unable to act for 1d6+1 rounds.

Poison Use: Rutger is trained in the use of poison and never risks accidentally poisoning himself when applying poison to a blade.

Equipment: +1 glamored mithral shirt, +1 short sword, +1 dagger, +2 gloves of dexterity, ring of protection +1, ring of mind shielding, potion of haste, potion of gaseous form, potion of fly, potion of displacement

Background:
I suck at backgrounds.
 
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