Assassin Sticky Paper; Battlefield Reset


Advice


Hello, everyone.

I'm making an assassin for a game that I'm running. He was hired to eliminate the PC's by a rather wealthy NPC they've made enemies with. He is Gestalt Hunter/Rogue with Shadow Dancer PrC. His animal companion is a Dog, which allows him to Hide in Plain Sight using the dog's shadow, while he utilizes a dog whistle to give his companion silent commands. Very few would look suspiciously at a stray dog poking around the command tent. He also has a Handy Haversack, An Efficient Quiver, Gloves of Storing, etc. - paired with a wand of Magic Aura to negate any magical aura that might still give the dog away.

In addition to any general advice, I'm specifically looking for some guidance on the following: In his Gloves of Storing, he has a roll of sticky paper. On each of these papers is a Symbol of Persuasion. The triggering mechanism is "to be looked at", and the suggestion programmed in with the spell is "Retreat". The reason being that after being triggered, the spell targets all creatures in a 30' burst, which may affect the assassin, and therefor would have a suggestion written into the spell that would, in a pinch, hinder his enemies and help himself. If he finds himself in need of retreating, either completely, or for only a couple minutes to recoup, he would conjure the roll as a free action with his gloves, peel a sleeve off, and slap it on his chest. Unless he had used this tactic already, no one would be able to avoid looking at the symbol, and everyone (including the assassin) would need to make a Will Save or retreat. Even if only a couple PC's failed, this could still be plenty advantageous for the assassin.

Does this sound like a useful tactic? Does anyone have any additional suggestions that could be added to the assassin's repertoire? I really like the flavor of using generally mundane tactics for a unique/effective strategy (he has a bottle of perfume that he uses to mark people so his dog can track with ease through a dense crowd of people, or over great distances).

Thanks! :)

Scarab Sages

Can u build your NPC here so we can make suggestions for stat tweaks, feat tweaks, exc.
That would help a ton at least for me being able to see what todo.
Also The tree token is one of my favorite strats for all characters once i can throw away a hundred gold.
Instant tree 5ft square? Yes plz. It has a shadow, it blocks movement and line of effect.
caltraps he might also use for great effecte making difficult terrain on a pinch.
Let him choice the field.
From all the assassin books i read its careful planning, and letting them into his trap.
Bribes also work, from a group of guards to forget to look a door for his escape, or a beggar stealing something from a near by person and running down an ally baiting the PCs to follow him into your trap.
Ill add more if i can think of any but you should post more info about the guy inculding a back story.


BTW: Dogs CAN track over great distances and through crowds of people without perfume or any additional markers. A crowd does not fool a dog's nose. It can distinguish between any two humans in the world with ease, even in a stadium full of people.

Meanwhile, are the PCs Gestalt, or just the NPCs?


Bruunwald wrote:
BTW: Dogs CAN track over great distances and through crowds of people without perfume or any additional markers. A crowd does not fool a dog's nose. It can distinguish between any two humans in the world with ease, even in a stadium full of people.

You're right, but a dog's nose can be tricked. If someone were to (accidentally or intentionally) mask their scent, the perfume would still offer a chance to be tracked. Also, if a creature being tracked were to turn invisible, the perfume modifier would assure that the dog could find the creature's exact square. There are even more advantages, but I'll stop there.

The PC's are Gestalt also: A Human Monk/Druid, a Catfolk Rogue/Magus, a Human Cleric/[Elementalkin (cold) Barbarian] and a Human Summoner/Bard.

Veil (15HD - Hunter 10/Rogue (Bandit) 10/Shadow Dancer 10

Brian Voss was only eight when his parents did it: the two Conjuration Wizards performed an experimental ritual on him intended make him a permanent, living extra-planar portal. It didn't work. He soon found himself shunted to the Plane of Shadow.

Either incapable, or unwilling, his parents did not retreave him, and Brian was forced to live in the cold, dark realm for four years. Though he eventually found sanctuary within a community of Fetchlings, Brian was never truely cared for, and was forced to fend for himself. By the time he found the means to return home, Brian loathed humans. He dedicated the next ten years of his life to re-learning how they behaved, moved, spoke, etc., for he had only one joy in life now: the sight of a human's eyes as their life bled from their souls.

NE Medium Human
Init +7; Senses: Darvision 60', Perception +20

Defense
AC 24 Touch 21 Flat-footed 16 (+7 Dex, +1 Dodge, +3 Armor, +3 Deflection)
HP 118
Fort +13 (+15 dim light) Ref +20 (+22 dim light) Will +9 (+11 dim light)
DR 10/- (dim light)
Defensive Abilities: Hide in Plain Sight (within 10' of shadowed area), Improved Evasion, Improved Uncanny Dodge, Uncanny Dodge

Offense
Speed 30'
Melee +1 Shortsword (+22/+18/+13 Touch) 1d6+1 / 16-20, +1 Shortsword (+18/+13 Touch) 1d6+1 / 16-20
Range +1 Composite Longbow (+23/+18/+13) 1d8+1, +1d6 Acid, +1d6 Electricity, +1d6 Fire, +1d6 Frost, +1d6 / x3
Special Attacks: Fearsome Strike (Bandit Archetype) (Crit on a Sneak Attack to make target Frightened for a number of rounds equal to your Cha Mod) 2/day; Shadow Master (critted target is blinded for 1d6 rounds); Sneak Attack +5d6 +3 Str
Spells Prepared (CL 7th; Concentration +9)
1st Level Spells: Feather Step, Resist Energy, Lead Blades
2nd Level Spells: Cure Light Wounds (x2)
Spell-like Abilities (CL 10th; Concentration +13)
5/day - Silent Image (Shadow illusion)
4/day - Shadow Conjuration, Greater (Shadow Call)
3/day - Arcane Mark
2/day - Ray of Enfeeblement, Shadow Evocation (Shadow Power)

Statistics
Str 12 Dex 24 Con 14 Int 12 Wis 14 Cha 14
Base Attack +15 CMB +16 CMD 34
Feats Combat Reflexes, Critical Focus, Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dodge, Endurance, Improved Two-Weapon Fighting, Mobility, Side-Step, Two-Weapon Fighting, Two-Weapon Rend, Weapon Finesse
Rogue Talents Fast Stealth, Major Magic (Ray of Enfeeblement), Minor Magic (Arcane Mark), Ninja Trick (Pressure Points), Powerful Sneak, Stand Up
Advanced Rogue Talents Crippling Strike, Deadly Sneak, Defensive Roll, Slippery Mind
Skills Acrobatics +23, Climb +11, Disable Device +21, Escape Artist +23, Handle Animal +20, Perception +20, Perform (Dance) +7 Sense Motive +11, Sleight of Hand +23, Spellcraft +12, Stealth +23, Survival +12, UMD +20
Languages Common, Draconic

Special Abilities
Ambush(Bandit Archetype): Able to take a Standard, Move and Swift action during a surprise round
Favored Enemy: Human +6, Construct +4, Undead +2
Favored Terrain: Urban +4, Forrest +2
Hunter's Bond: Dog Companion (Feats: Dodge, Iron Will, Mobility)
Track
Trap Finding
Trap Sense
Shadow Jump:
As Dimension Door from shadowed area to shadowed area; 160'/day
Summon Shadow: Shadow Companion
Swift Tracker
Wild Empathy
Woodland Stride

Gear
Armor: Masterwork Studded Leather (Angelskin)
Weapons: +1 Shortsword (Bane (Humans)/Brilliant Energy/Keen), +1 Shortsword (Bane (Constructs)/Brillant Energy/Keen), +1 Longbow (Corrosive/Flaming/Frost/Shock)
Rings: Freedom of Movement, Protection +3
Belt Incredible Dexterity +4

Equipment
Belt Pouches: Caltrops x2, Smoke Pellet x6, Tindertwig x2
Efficient Quiver: +1 Composite Longbow, 500 Arrows
Gloves of Storing: Glue Paper (roll) x10 - (Permanent) Symbol of persuasion; Looking; "Retreat"
Handy Haversack: Cards, Darklight Lantern, Perfume, Potion (Reduce Person) x3, Shadowcloy Flask x2, Silent Whistle, Silk Rope, Thieve's Tools (Masterwork), Wand of Magic Aura x2

Scarab Sages

You can add the sneaky to the short swords, It does +4 to hit and dmg when sneak attacking.
Boots that add +10 feet movement would be good.
I would take more advantage of UMD then just 1-2 wands.
Think of ways to use silent img to your advantage to lure the PC into a place you have the advantage. Rem They get no save unless they interact (spend some sort of action) with it.
He would be an expert at his spell like abilities and mudune stuff also.
Try to come up with tricks or normal strats he would use for each of his spell slots (look over the spells again also) and each of his spell like abbilites.
He will scout ahead and plan long ahead, study there habits, and make the perfect attack, where it is complete to His advantage. If that means sepreating the group, he is not above that.
He ALWAYS gets his surprise round because of careful planning. He knows the PC are powerful, so He has to do everything he can in 2 rounds (surprise, and first round if he wins initiative) otherwise he likely be dead. He survived on the plain of shadow, he cares more about his survival then this "Job". He does want the Humans dead, but doesn't care that much about the cat folk.
How will he plan that out? How will he make sure he can live threw this? What are his things to gareinte he can live?
If you separate the group what can u do as a dm to prevent meta gaming against him?


It's hard to plan too specifically at this stage in creation because the PC's will likely not face him for several more sessions, so his circumstantial advantage can't be planned very accurately. However, you are right about his small collection of wands. +Speed Boots are also a good idea. I'm unfamiliar with "the sneaky", though.

His first priority is the PC's with the lowest Strength scores (Rogue/Magus and Summoner/Bard). Even though he has no special hatred for Catfolk, he still understands that the Catfolk will help his friends. Between his Shadow Companion, 3 Strength damage per Sneak Attack, and Ray of Enfeeblement (minimum 3 Strength penalty even on a successful save), those PC's are likely to not last over a round each - even if they do, their reduced Strength Score will almost guarantee heavy encumbrance.

A wand of Stone Wall would probably serve well at separating the group and creating shadows for himself. Silent Image could be put to good use if his Dog ever rouses suspicion; the PC's will likely already have Detected Magic on it and seen that it's not, so when they decide to follow it, they'd have no reason to use the spell again after he's already diverted their attention to the illusion dog he conjured right after rounding that corner.

I appreciate your feedback, and would love more, but I haven't gotten my original question answered yet: would his strategy involving the Glue Paper and Symbol of Persuasion be effective? I really like the idea, but I'm not sure how well it would work.

Scarab Sages

Ill respond more later... But for now...
Shortsword of subtlety
the upgrade cost 20k gold each and u just add the sword powers like normal.
I do think that an interesting idea with the words, one of the things he has prepared.
another thing to do is think about His spell like abbilites, Silent img, and Shadow Evocation Shadow Conjuration, Greater are extremely versatile.
This is a guy that has been around for awhile and has set strategies that he knows works. But he is extremely flexible. He may even start scrying on them now.

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