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Suggestions for a Kelvezu Assassin?
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<blockquote data-quote="Dark Dragon" data-source="post: 2743799" data-attributes="member: 1115"><p>Ok, here it is....</p><p></p><p>Kelvezu-Assassin</p><p></p><p>Medium outsider (chaotic, evil, extraplanar, tanar’ri)</p><p>Rog 1, Asn 8</p><p></p><p>Hit Dice: 12d8+36 + 1d6+3 + 8d6+24 +21 (170 hp)</p><p>Initiative: +16 (+12 Dex, +4 Improved Initiative)</p><p>Speed: 30 ft. (6 squares), fly 60 ft. (good)</p><p>Armor Class: 39 (+12 Dex, +15 natural, +2 deflection), touch 24, flat-footed 39</p><p>Space/Reach: 5 ft./ 5 ft.</p><p>Base Attack/Grapple: +18/ +24</p><p>Attack: +3 rapier of greater wounding +33 melee (1d6+8 +2 Con, 18-20, x2)</p><p>Full Attack: +3 rapier of greater wounding +31/+26/+21/+16 melee (1d6+8 +2 Con, 18-20, x2) AND +2 dagger of wounding +30/+25 melee (1d4+4 +1 Con, 19-20, x2) OR</p><p>+1 far shot sonic burst heavy repeating crossbow +31/+26/+21/+16 (1d10+1d6/1d10, 19-20, x2, 180 ft.)</p><p>Special Attacks: Poison, sneak attack +13d6, spell-like abilities, death attack</p><p>Special Qualities: Improved uncanny dodge (can’t be flanked), DR 15/cold iron and good, SR 35, tanar’ri traits, evasion, enhanced detection, spells, hide in plain sight, summon tanar’ri</p><p>Saves: Fort +17, Ref +31, Will +16</p><p>Abilities: Str 21, Dex 34 (32), Con 18 (16), Int 22 (18), Wis 16, Cha 16</p><p>Skills: Bluff +29, Concentration +26, Diplomacy +17, Disguise +23, Hide +36, Intimidate +18, Knowledge (the planes) +30, Listen +27, Move Silently +36, Search +24, Sense Motive +27, Sleight of Hand +28, Spellcraft +22, Spot +27</p><p>Feats: Combat Expertise, Improved Feint, Improved Initiative, Improved Two-Weapon Fighting, Two-Weapon Fighting, Silent Spell, Weapon Finesse, Quick Draw</p><p>Alignment: Chaotic Evil</p><p>Challenge Rating: 26 ?</p><p></p><p>Spell-like Abilities: At will – deeper darkness, desecrate, detect good, detect law, greater dispelling, improved invisibility (self only), read magic, suggestion, teleport without error (self only + 50 lbs. of objects), tongues (self only), unhallow; 1/day – summon tanar’ri (1 kelvezu, 25% chance of success), CL 27, save DCs 14 + spell level.</p><p></p><p>Spells (CL 8): 1. (5): Disguise self, ghost sound, obscuring mist, true strike</p><p> 2. (5): Alter self, illusory script, pass without trace, undetectable alignment</p><p> 3. (5): False life, magic circle against good, misdirection, nondetection</p><p> 4. (4): Heart ripper, locate creature, sniper’s eye</p><p></p><p>Enhanced Detection (Su): Darkvision 60 ft., continual detect magic and see invisibility. </p><p></p><p>Poison (Ex): Weapons, injury, Fort DC 24 (1d6 Con/1d6 Con).</p><p></p><p>Death Attack: Successful sneak attack: Fort DC 24 or victim is paralyzed or dead (first round of combat & after three rounds of studying the target).</p><p></p><p>Tanar’ri Traits (Ex): Immune to electricity and poison, resistance to acid, cold and fire 10, telepathy 100 ft.</p><p></p><p>Possessions: +3 cold iron rapier of greater wounding, +2 adamantine dagger of wounding, +1 locking garotte, cloak of resistance +3, ring of protection +2, gloves of dexterity +4, bracers of health +2, 3 potions of cure serious wounds, headband of intellect +4, +1 repeating sonic burst far shot heavy crossbow</p><p></p><p></p><p>I've added the rogue level for an extra 1d6 sneak attack and skill points. This type of assassin is deadly if it attacks an unaware party (e.g., no PC with <em>See Invisibility, Blindsight</em>, or <em>Invisibility Purge</em> ready...) and can attack within a favorable terrain, e.g. a city.</p><p></p><p>If you want to add more class levels, try either assassin (more spells, sneak damage), tempest (better AC and melee combat power), street fighter (better defenses, sneak +1d6) or perhaps try the scout/dervish way instead of rogue/assassin (but this would result in a lower sneak damage).</p><p></p><p>Hope that helps.</p><p></p><p>EDIT: Roughly checked the skill ranks and removed some errors. Maybe the skill point total is not yet correct... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /></p></blockquote><p></p>
[QUOTE="Dark Dragon, post: 2743799, member: 1115"] Ok, here it is.... Kelvezu-Assassin Medium outsider (chaotic, evil, extraplanar, tanar’ri) Rog 1, Asn 8 Hit Dice: 12d8+36 + 1d6+3 + 8d6+24 +21 (170 hp) Initiative: +16 (+12 Dex, +4 Improved Initiative) Speed: 30 ft. (6 squares), fly 60 ft. (good) Armor Class: 39 (+12 Dex, +15 natural, +2 deflection), touch 24, flat-footed 39 Space/Reach: 5 ft./ 5 ft. Base Attack/Grapple: +18/ +24 Attack: +3 rapier of greater wounding +33 melee (1d6+8 +2 Con, 18-20, x2) Full Attack: +3 rapier of greater wounding +31/+26/+21/+16 melee (1d6+8 +2 Con, 18-20, x2) AND +2 dagger of wounding +30/+25 melee (1d4+4 +1 Con, 19-20, x2) OR +1 far shot sonic burst heavy repeating crossbow +31/+26/+21/+16 (1d10+1d6/1d10, 19-20, x2, 180 ft.) Special Attacks: Poison, sneak attack +13d6, spell-like abilities, death attack Special Qualities: Improved uncanny dodge (can’t be flanked), DR 15/cold iron and good, SR 35, tanar’ri traits, evasion, enhanced detection, spells, hide in plain sight, summon tanar’ri Saves: Fort +17, Ref +31, Will +16 Abilities: Str 21, Dex 34 (32), Con 18 (16), Int 22 (18), Wis 16, Cha 16 Skills: Bluff +29, Concentration +26, Diplomacy +17, Disguise +23, Hide +36, Intimidate +18, Knowledge (the planes) +30, Listen +27, Move Silently +36, Search +24, Sense Motive +27, Sleight of Hand +28, Spellcraft +22, Spot +27 Feats: Combat Expertise, Improved Feint, Improved Initiative, Improved Two-Weapon Fighting, Two-Weapon Fighting, Silent Spell, Weapon Finesse, Quick Draw Alignment: Chaotic Evil Challenge Rating: 26 ? Spell-like Abilities: At will – deeper darkness, desecrate, detect good, detect law, greater dispelling, improved invisibility (self only), read magic, suggestion, teleport without error (self only + 50 lbs. of objects), tongues (self only), unhallow; 1/day – summon tanar’ri (1 kelvezu, 25% chance of success), CL 27, save DCs 14 + spell level. Spells (CL 8): 1. (5): Disguise self, ghost sound, obscuring mist, true strike 2. (5): Alter self, illusory script, pass without trace, undetectable alignment 3. (5): False life, magic circle against good, misdirection, nondetection 4. (4): Heart ripper, locate creature, sniper’s eye Enhanced Detection (Su): Darkvision 60 ft., continual detect magic and see invisibility. Poison (Ex): Weapons, injury, Fort DC 24 (1d6 Con/1d6 Con). Death Attack: Successful sneak attack: Fort DC 24 or victim is paralyzed or dead (first round of combat & after three rounds of studying the target). Tanar’ri Traits (Ex): Immune to electricity and poison, resistance to acid, cold and fire 10, telepathy 100 ft. Possessions: +3 cold iron rapier of greater wounding, +2 adamantine dagger of wounding, +1 locking garotte, cloak of resistance +3, ring of protection +2, gloves of dexterity +4, bracers of health +2, 3 potions of cure serious wounds, headband of intellect +4, +1 repeating sonic burst far shot heavy crossbow I've added the rogue level for an extra 1d6 sneak attack and skill points. This type of assassin is deadly if it attacks an unaware party (e.g., no PC with [I]See Invisibility, Blindsight[/I], or [I]Invisibility Purge[/I] ready...) and can attack within a favorable terrain, e.g. a city. If you want to add more class levels, try either assassin (more spells, sneak damage), tempest (better AC and melee combat power), street fighter (better defenses, sneak +1d6) or perhaps try the scout/dervish way instead of rogue/assassin (but this would result in a lower sneak damage). Hope that helps. EDIT: Roughly checked the skill ranks and removed some errors. Maybe the skill point total is not yet correct... :eek: [/QUOTE]
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