Assassin / Shadowdancer / Wizard


Rules Questions


I have a question. . .

I was wondering if someone would like to stat up an 8th lvl assassin (based on a human fighter), an 8th level shadowdancer (based on an elven thief), and an 11th level human wizard (a shadow/darkness kinda mage)?

I love running adventures, I'm pretty good at plot, and I can fill a dungeon with the best of them. . .but where I lack is NPC generating. It takes forever and I usually put it off until last minute.

Your help would be greatly appreciated by both myself and my players. I hate having them face cookie-cutter opponents.

Thanks!


Well, as a GM you can do a lot of handwaving.
It is not really possible to build NSCs for other games due to lack of info.

E.g. if i need a stealthy group to oppose my players it would depend on what powerlevel i see this enemy if the fighter 5/assassin 3 would have
a, breastplate +1 and Longsword +1 and a masterwork shild
b, Shadow Fullplate +1, Greatsword +2 and a belt of Strenght +2
c, is build as a warrior 5/assassin 3 with 2 masterwork shortswords and a breastplate

Also, i would either use 15 pt buy, 20 pointbuy or non-heroic array (13,12,11,10,9,8)

Without knowing what you intend to do with the guys we build and at what powerlevel they should operate and what tactic your group often uses it can´t really be done...


I'm looking for what people would consider average to above average characters based on the classes, races, and levels stated.

I want to be able to slip the npcs in as needed.

Thanks again.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
I have a question... wrote:

I have a question. . .

I was wondering if someone would like to stat up an 8th lvl assassin (based on a human fighter), an 8th level shadowdancer (based on an elven thief), and an 11th level human wizard (a shadow/darkness kinda mage)?

I love running adventures, I'm pretty good at plot, and I can fill a dungeon with the best of them. . .but where I lack is NPC generating. It takes forever and I usually put it off until last minute.

Your help would be greatly appreciated by both myself and my players. I hate having them face cookie-cutter opponents.

Thanks!

Which one of these do you want to be good, bad, or just plain ugly?


I have a question... wrote:
I was wondering if someone would like to stat up an 8th lvl assassin (based on a human fighter)....

Here's a human fighter/assassin. No equipment purchased.

The man's armor hangs loosely on his emaciated frame. His face is so thin it looks as if his flesh has been stretched taut across his skull. A mad light burns in his red-rimmed eyes. Despite his gaunt, sickly appearance, you can tell by the way he hefts his longsword and shield that he possesses great strength born of both desperation and skill at arms.

Emyr Kendal the Hunger Dog:

CR 7; XP 3,200
Human shielded fighter 6/assassin 2
NE Medium humanoid
Init +0; Senses Perception -2

DEFENSE
AC 10, touch 10, flat-footed 10
hp 62 (6d10+12 plus 2d8+4)
Fort +7, Ref +3, Will +3
Defensive Abilities +1 save vs. poison, active defense, bravery +2, uncanny dodge

OFFENSE
Speed 30 ft.
Melee longsword +12/+7 (1d8+6/19-20)
Special Attacks death attack, poison use, sneak attack +1d6

STATISTICS
Str 18, Dex 11, Con 12, Int 13, Wis 6, Cha 8
Base Atk +7; CMB +11 (+13 disarm & dirty trick); CMD 21 (23 vs. disarm & dirty trick)
Feats Combat Expertise (B), Improved Dirty Trick (B), Improved Disarm, Improved Shield Bash (B), Intimidating Prowess, Iron Will, Shield Focus, Weapon Focus (longsword) (B), Weapon Specialization (longsword) (B)
Skills Acrobatics +5, Climb +13, Disguise +6, Intimidate +14, Ride +4, Stealth +10, Swim +9, Survival +7
Languages Common, Orc
SQ hungry

SPECIAL ABILITIES
Active Defense (Ex): Gains a +1 dodge bonus to AC when wielding a shield and fighting defensively, using Combat Expertise, or using total defense. As a swift action, he may share this bonus with one adjacent ally, or half of the bonus (minimum +0) with all adjacent allies, until the beginning of his next turn.

Hungry (Su): Emyr suffers from a supernatural disease that makes it impossible for him to sate his hunger. He is perpetually on the brink of starvation.

Shield Fighter (Ex): At 5th level, a shielded fighter gains a +1 bonus on attack and damage rolls when making a shield bash. With a full-attack action, a shielded fighter may alternate between using his weapon or his shield for each attack. This action does not grant additional attacks or incur penalties as two-weapon fighting does.


Elf rogue/shadowdancer. No equipment.

The elf moves with grace and fluid ease, silently crossing from the door to the column. Then, with a flourish of his cape, he simply vanishes from sight. Somewhere farther to the left of where he just was, you hear a cruel laugh.

Bricius Morcant:

CR 7; XP 3,200
Elf acrobatic 6/assassin 2
CN Medium humanoid
Init +4; Senses darkvision 60 ft., low-light vision; Perception +13

DEFENSE
AC 15, touch 15, flat-footed 15 (+4 Dex, +1 dodge)
hp 55 (8d8+16)
Fort +4, Ref +10, Will +5
Defensive Abilities +2 racial saving throw bonus vs. enchantment spells & effects, evasion, improved uncanny dodge; Immune magic sleep effects

OFFENSE
Speed 30 ft.
Melee longsword +9 (1d8/19-20)
Special Attacks assault leader, sneak attack +3d6

STATISTICS
Str 10, Dex 18, Con 12, Int 10, Wis 14, Cha 12
Base Atk +5; CMB +5; CMD 19
Feats Combat Reflexes, Dodge, Mobility, Weapon Finesse
Skills Acrobatics +15, Bluff +12, Climb +9, Disable Device +13, Disguise +12, Escape Artist +15, Perception +13, Perform (dance) +6, Stealth +15; Racial +2 Perception
Languages Common, Elven
SQ expert acrobat, expert leaper, fast stealth, hide in plain sight, second chance 2/day, weapon familiarity

SPECIAL ABILITIES
Assault Leader (Ex): Once per day, when the rogue misses with an attack on a flanked opponent, he can designate a single ally who is also flanking the target that his attack missed. That ally can make a single melee attack against the opponent as an immediate action.

Expert Acrobat (Ex): At 1st level, an acrobat does not suffer any armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor. When not wearing armor, gains a +2 competency bonus on Acrobatics and Fly skill checks. This ability replaces trapfinding.

Expert Leaper (Ex): When making jump checks, the rogue is always considered to have a running start. Also, when the rogue deliberately falls, a DC 15 Acrobatics check allows his to ignore the first 20 feet fallen, instead of the first 10 feet.

Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Hide in Plain Sight (Su): A shadowdancer can use the Stealth skill even while being observed. As long as he is within 10 feet of an area of dim light, a shadowdancer can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.

Second Chance (Ex): At 3rd level, an acrobat can reroll any Acrobatics, Climb, or Fly skill check just made. This reroll is made at a -5 penalty. The acrobat must take the second result, even if it is worse. An acrobat can use this ability only once on any given skill check. This ability replaces trap sense.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.


Human (sort) phantasmist. Again, no equipment.

The child before you can't be any older than 9 or so, but his clothes and accessories mark him as wealthy. There is also a disturbing confidence and intelligence behind his steely eyes, as if despite his few years he has experienced more than most men five times his age.

Paora Mikaere:

CR 10; XP 9,600
Fey-touched young human phantasmist 11
NE Small fey (human)
Init +9; Senses low-light vision; Perception -1
Aura bedeviling (30-ft., 11 rounds/day)

DEFENSE
AC 17, touch 17, flat-footed 11 (+5 Dex, +1 dodge, +1 size)
hp 47 (11d6+6)
Fort +3, Ref +8, Will +7
Defensive Abilities +2 trait bonus to saving throws vs. divination effects; DR 5/cold iron

OFFENSE
Speed 30 ft.
Melee weapon +5, or
Ranged weapon +11
Special Attacks terror 3/day
Spells Prepared (CL 11th):
6th (1+1)- globe of invulnerability, phantasmal killer (Heightened) (DC 20)
5th (2+1)- phantasmal web (DC 19), summon monster V, waves of fatigue
4th (3+1)- acid pit (DC 17), boneshatter (DC 17), dimension door, greater invisibility
3rd (5+1)- cloak of winds, dispel magic, fly, major image (DC 17), stinking cloud (DC 16), vampiric touch
2nd (5+1)- darkvision, false life, mirror image, resist energy, see invisibility, spectral hand
1st (5+1)- chill touch (DC 14), grease, protection from good, shield, touch of gracelessness (DC 14), ventriloquism (DC 15)
0 (4)- detect magic, resistance, message, touch of fatigue (DC 13)
Opposition Schools enchantment, evocation

STATISTICS
Str 9, Dex 20, Con 10, Int 17, Wis 8, Cha 10
Base Atk +5; CMB +3; CMD 25
Feats Additional Traits, Arcane Blast, Craft Wondrous Item (B), Defensive Combat Training (B), Dodge, Eschew Materials, Heighten Spell (B), Improved Initiative, Scribe Scroll (B), Spell Focus (illusion)
Skills Fly +21, Knowledge (arcane) +17, Knowledge (dungeoneering) +17, Knowledge (nature) +17, Linguistics +17, Spellcraft +17, Stealth +9
Traits Carefully Hidden, Desperate Focus
Languages Common, Abyssal, Aklo, Aquan, Auran, Draconic, Elven, Giant, Goblin, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon
SQ arcane bond, extended illusions

SPECIAL ABILITIES
Bedeviling Aura (Su): At 8th level, you can emit a 30-foot aura that bedevils your enemies with phantasmal assailants. Enemies within this aura move at half speed, are unable to take attacks of opportunity, and are considered to be flanked. This is a mind-affecting effect. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.

Carefully Hidden (Ex): You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.

Desperate Focus (Ex): You gain a +2 trait bonus on concentration checks.

Extended Illusions (Su): Any illusion spell you cast with a duration of "concentration" lasts 5 additional rounds after you stop maintaining concentration.

Terror (Su): As a standard action, you can make a melee touch attack that causes a creature to be assailed by nightmares only it can see. The creature provokes an attack of opportunity from you or an ally of your choice. Creatures with more Hit Dice than your wizard level are unaffected. This is a mind-affecting fear effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


Doh! I didn't change Bricius Morcant's sample melee weapon to something finesse-able. Mea culpa.


Cool...thanks!


Marcus "the Mouse" Dana wrote:
Cool...thanks!

No problemo. I've got amended versions with equipment at this link.


This isn't quite what you're asking for. But he fits in with the characters you've specified...and could probably replace the half-elven Shadowdancer easily.

The Half-Orc in front of you is tall and lean, and dark skinned, even for his kind. He's dressed in a black enameled breastplate, At his hand is a longbow, and at his hip, a quiver of arrows. Across his shoulder is a falchion.

Stats: Fighter5-Shadowdancer3:

Half-Orc, Bestial Senses alternate racial trait (+2 Perception),

STR 14+1[5] DEX 16+2[10] CON 13+1[3] INT 10[0] WIS 12[2] CHA 10[0]

Traits: Armor Expert (-1 Armor Check Penalty); Tomb Raider [Perception} +1 to Perception, Perception is always class skill.

Feats & Unusual Class Abilities:

1st: Deepsight (120' Darkvision), Combat Reflexes
2nd: Deadly Aim
3rd: Dodge
4th: Weapon Focus [Longbow]
5th: Mobility, Fighter Weapon Group: Bows
6th: Hide In Plain Sight
7th: Weapon Specialization [Longbow], Evasion, Uncanny Dodge, +30' Darkvision
8th: Fast Stealth (Rogue Talent), Shadow Illusion (DC 11), Summon Shadow

Skills (28 ranks total):

Acrobatics: +7 (1 rank, 3 class skill, 4 for DEX, -1 ACP)
Appraise: +0
Bluff: +4 (1 rank, 3 class skill)
Climb: +6 (1 rank, 3 class skill, 2 for STR, -1 ACP)
Craft: +0
Diplomacy: +5 (2 rank, 3 class skill)
Disguise: +4 (1 rank, 3 class skill)
Escape Artist: +7 (2 ranks, 3 class skill, 4 for DEX, -1 ACP)
Fly: +3 (4 DEX, -1 ACP)
Heal: +1 (1 WIS)
Intimidate: +7 (2 rank, 3 class skill, 2 for Half Orc)
Perception: +11 (5 rank, 1 for Trait, 2 Race, 3 class skill, 1 WIS)
Stealth +13 (7 ranks, 3 class skill, 4 DEX, -1 ACP)
Perform (dance): +5 (2 ranks, 3 class skill)
Ride +7 (1 rank, 3 class skill, 4 DEX, -1 ACP)
Sense Motive (+1 WIS)
Survival/Track: +4 (1 rank, 3 class skill, 1 WIS)[b]
[b]Swim: +5 (1 rank, 3 class skill, 2 for STR, -1 ACP)

Knowledge (dungeoneering): +5 (1 rank, +1 Trait, 3 class skill)
Sleight of Hand: +7 (1 rank, 3 class skill, 4 DEX, -1 ACP)

Favored class bonuses: +3 HP, +4 to CON rolls to stabilize at negative hit points (Orc Fighter Favored Class bonus for 2 levels of fighter).

Between Deepsight and Shadowdancer, this character has 150'(!) Darkvision. He lacks the traditional "flurry of near misses" archery feats. At 10th level, he starts picking up levels in fighter again (5 fighter, 4 Shadow Dancer, rest in fighter), and will do the Point Blank, Rapid-Shot, Manyshot sequence over the next three levels to 12th level.

Equipment (you'll want to magic this up appropriately):

Masterwork Breastplate, (400 GP)
Masterwork Composite Longbow, STR 14 (600 GP).
Masterwork Falchion (375 GP)

BAB +7. Ranged: 7+1+4+1-2=+11/+6, for 1d8+9. Melee: 7+1+2=+10/+5 for 2d4+3.

AC 21 (6 armor, 1 dodge, 4 DEX). HP 68. Fort: +7, Ref: +9, Will +3.

Armor gives a net of -1 ACP between Masterwork (-1), Armor Expert (-1) and Armor Training (-1). It does prevent him from using Evasion.

He can move 30' turn in that armor. That armor does mean that his Shadowdancer Evasion ability doesn't work, but it's not essential to his concept.

If you're willing to bump him up to 9th level, it'll be Shadowdancer 4.

Feat: Improved Critical [Longbow], Shadow Jump 40', Shadow Call
Skills: 1 rank in Stealth, 1 rank in Perception, 1 rank in Survival, 1 rank in Acrobatics, 1 rank in Diplomacy, 1 rank in Bluff.

His attack bonus doesn't increase, but his damage per shot goes up by 2 more to 1d8+11,and he potentially threatens a crit on 19-20.

Inobvious But Thematically Useful Magic Items:

+2 Belt of Giant Strength (which will also add +100 GP to the value of the bow - it'd be bought up to STR 16) - 4,000 GP +100 GP for the bow) (Most people don't think to get Strength boosting items for Archery driven characters.)

Ring of Chameleon Power: 12,700 (This lets him do covert observation, blend into crowds, and simply vanish in any kind of situation where HiPS can be used. Highly recommended, but pricey.)

Out of combat, the character uses Diplomacy and Bluff to find out information about his targets.

Tactically, this character would love to have a buddy cast darkness and silence on an object in his possession before he starts shooting. The darkness ensures that he's always got concealment, means he can always use Stealth, and the silence means that he gets a further bonus to Stealth, while nobody can hear the twang of his bowstrings.

He absolutely prefers to work in the dark. At which point, he'll hang back 100' to 150' away and take full round actions trying to take out a mage or healer, using his summoned shadow buddy in concert with shooting out of the dark; the shadow buddy should be holding his action to interrupt any spells being cast.

If the target is unaware of the fact that they're being shot at, they don't get their DEX bonus to AC. If people get to within 70' of him, he'll start doing a move action to keep out of most people's darkvision At 9th level, he'll even use Shadow Jump to do this, and will use the Shadow Illusion ability to make sure he has a place to jump TO.

If he is absolutely desperate, he'll pull out the falchion, but it should take a lot to get him there.

This character is about as close as D&D gets to a night vision equipped long range sniper. It, again, might not be what you're looking for...but it could probably replace the half-elven rogue-shadow-dancer nicely.

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