Wildling Assassin: Difference between revisions

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| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | Little is known about the assassins who tried to kill the Sha H'larr of the Onundur, Azeda, and what is known creates more questions than answers. They spoke Elven. They carried poison daggers and were experts with khopesh swords. They had full knowledge that they were on a suicide mission, and were driven to complete the mission at any cost. They carried several alchemical devices and seemed well trained in coordinating their use for maximum effect. They wore reasonably good disguises to blend in among the ghouls. Perhaps even more disturbing, they were in the ghoul caves before the party got there, but clearly used the party's arrival to stage their attack.
| Description | Little is known about wildlings. Perhaps the most solid information is that they speak and understand Elvish, although their accent is odd, so it is entirely possible that they are some variant species or race of Elves, or, some other Fey race.  
 
Wildlings seem very insular and avoid contact with races witht he Spark, so they are rarely seen in proper 'civilized' settings. When Wildling Assassins are encountered, they are usually involved in some sort of a stealthy assault with one or more targets for assassination. While they are on these 'missions', Wildling Assassins seem utterly committed to their goal, willing to fight to the death without hesitation.
 
It seems likely there is some source for Wildlings, and Assassins are some sort of 'specialist' warriors, but details are extremely scarce.  


: Who sent them? Why frame the party? What could justify their suicidal commitment to a seemingly petty mission?
   }}</onlyinclude>
   }}</onlyinclude>


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| Ambush-Chance-Notes =  
| Ambush-Chance-Notes =  
   <!-- Put any comments about ambush preferences here, or leave blank -->
   <!-- Put any comments about ambush preferences here, or leave blank -->
| Senses = [[Standard Senses]], [[Low-Light Vision]] 120 ft.
  <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.")
          [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell
          [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]
          [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]
          [[Scent]], [[Keen Scent]], [[Perfect Scent]]
          [[Tremorsense]], [[Blindsense]], [[Lifesense]], [[Mindsense]]                  -->


   <!-- SENSES -->
   <!-- SENSES -->
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| Sense-Is-Blind-to-Sound =  
| Sense-Is-Blind-to-Sound =  
| Sense-Is-Blind-to-Smell =  
| Sense-Is-Blind-to-Smell =  
| Sense-Has-Low-Light-Vision =  
| Sense-Has-Low-Light-Vision = Y


   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
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   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


| MoveTypes = [[Walk]] 30 ft.,
  <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.)
          [[Burrowing]], [[Tunneling]], [[Earth Glide]]
          [[Lesser Climb]], [[Greater Climb]], [[Brachiating]], [[Vaulting]]
          [[Hover]], [[Lesser Flight]], [[Greater Flight]]
          [[Lesser Swim]], [[Greater Swim]], [[Jet]]
          [[Lesser Teleport]], [[Greater Teleport]]                          -->


   <!-- MOVE TYPES -->
   <!-- MOVE TYPES -->
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;  
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         if they don't have that movement type, leave it blank                    -->
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| Move-Type-Walk-Speed =  
| Move-Type-Walk-Speed = 30
| Move-Type-Burrowing-Speed =  
| Move-Type-Burrowing-Speed =  
| Move-Type-Tunneling-Speed =  
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<!--  PRIMARY ATTACK INFORMATION  -->
<!--  PRIMARY ATTACK INFORMATION  -->


| PriAtkName = Khopesh Sword
| PriAtkName = Fang Sword
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->


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<!--  RANGED ATTACK INFORMATION  -->
<!--  RANGED ATTACK INFORMATION  -->


| RangedAtkName =  
| RangedAtkName = Thrown Fang Daggers
   <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->
   <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->


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   <!-- Values: Y (for yes), or leave blank (for no) -->


| RangedAtkIncrementDistance =  
| RangedAtkIncrementDistance = 20
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->


| RangedAtkNumberOfIncrements =  
| RangedAtkNumberOfIncrements = 5
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| Ranged-Atk-Dmg-Type =  
| Ranged-Atk-Dmg-Type = piercing
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<!--  FEATS  -->


| Feat1 = Exotic Weapon Proficiency
| Feat1 =  
| Feat2 =  
| Feat2 =  
| Feat3 =  
| Feat3 =  
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| Skill5 =  
| Skill5 =  


| NudgeSkill1 = +1
| NudgeSkill1 = +3
| NudgeSkill2 =  
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| NudgeSkill3 =  
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   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = Among the assassins, there is a single bomb, which can be activated as a standard action. It is volatile and will also activate if dropped. It can be deactivated with either a [[Disable Device]] check or a [[Profession (Alchemist)]] check. The DC of the disarm is {{Skill-DC|Challenging}}. The first check delays the detonation for a round. The second check disarms it.  If it goes off, it will deal {{Special-Alpha-Dmg}} {{dmg|fire}} damage in a 10 foot radius (reflex save, DC {{Save-DC}}, for half).  A flipped table provides a +4 bonus to the Reflex save.
| Ability-1-Description = Among a typical group of wildling assassins, there is a single alchemical bomb, in the possession of whichever Assassin the GM chooses, which is typically placed in a target spot determined by the GM. This bomb can be activated by any Assassin as a standard action, and set to go off after a delay of a number of rounds, or up to several minutes out of combat. This bomb is volatile and will also activate if dropped in battle. This can be done by an Assassin as a free action, although this is painful, since they take full damage.
 
Once placed, the bomb can be deactivated with either a [[Disable Device]] check or a [[Profession (Alchemist)]] check. The DC of the disarm is {{Skill-DC|Challenging}}. The first check delays the detonation for a round. The second check disarms it.  If it goes off, it will deal {{Special-Alpha-Dmg}} {{dmg|fire}} damage in a 10 foot radius (reflex save, DC {{Save-DC}}, for half).  Cover or partial cover (a flipped table, for example) provides a +4 bonus to the Reflex save.


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<!--  SPECIAL ABILITY 2  -->
<!--  SPECIAL ABILITY 2  -->


| Ability-2-Name = Poison
| Ability-2-Name = Fang Poison


| Ability-2-Type = Ex
| Ability-2-Type = Ex
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   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-3-Description = As a standard action, the assassins can toss a smoke grenade. This fills an area with smoke, granting concealment to everyone inside (50% miss chance). The grenade fills a 20'x20' square and lasts 1 minute unless cleared.  While inside the smoke, you can only see adjacent figures, which have partial concealment (20% miss chance). Lastly, the smoke is flammable, dealing {{Special-Swift-Dmg}} damage to anyone inside it (no save) if exposed to fire.  Cover provides no protection, since it is a cloud.
| Ability-3-Description = As a standard action, the assassins can toss a smoke grenade. This fills an area with smoke, granting concealment to everyone inside (50% miss chance). The grenade fills a 20'x20' square and lasts until the end of combat unless cleared.  While inside the smoke, you can only see adjacent figures, which have partial concealment (20% miss chance). Lastly, the smoke is intensely irritating, dealing {{Special-Swift-Dmg}} damage as {{dmg|poison}} damage to anyone inside it (no save).  Cover provides no protection, since it is a cloud. This can be removed by dispersing effects, as normal.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-4-Description = During a full attack action, if the assassin successfully hits a target with their khopesh sword attack, they may make a free Trip attack against that target as well. (1d20 + {{Maneuver-Offense}} vs. the target's [[Maneuver Defense]]).  If successful, the target is knocked prone.  This does not provoke attacks of opportunity.
| Ability-4-Description = During a full attack action, if the assassin successfully hits a target with their fang sword attack, they may make a free Trip attack against that target as well. (1d20 + {{Maneuver-Offense}} vs. the target's [[Maneuver Defense]]).  If successful, the target is knocked prone.  This does not provoke attacks of opportunity.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:

Revision as of 16:41, 11 January 2021

Wildling Assassin (CR 4)

True Chaotic - Medium - Humanoid (Elf)
Lore: Know (Local)
8 23
Basic DC Full DC
Initiative
Initiative Icon 2.png
7
Perception:
19 +9
Passive Active
Ambush:
9+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
20
Man Def
Shield Icon 3.png
19
Monster Health
61 30 6
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +2
Refl: +7
Will: +2

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+7
Sword Icon 3.png
Man Off
+7
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Fang Sword +7 (1d10+4/x2)
    as slashing (physical, common)

Full Attack (Melee):

  • 1x Fang Sword +7 (1d10+4/x2)
    as slashing (physical, common)
    plus trip
  • 2x Poisoned Fang Dagger +7 (1d6+1/x2)
    as piercing (physical, common)
    plus poison

Standard Attack (Ranged):

  • 1x Thrown Fang Daggers +7 (1d10+4/x2)
    as piercing (physical, common)
    (Increment: 20 ft.; Max Range: 100 ft.)

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

15
STR
17
DEX
14
CON
12
INT
11
WIS
13
CHA

Skills:

Languages: Common, Elven

Feats:

Special Abilities

Bomb (Su)

Among a typical group of wildling assassins, there is a single alchemical bomb, in the possession of whichever Assassin the GM chooses, which is typically placed in a target spot determined by the GM. This bomb can be activated by any Assassin as a standard action, and set to go off after a delay of a number of rounds, or up to several minutes out of combat. This bomb is volatile and will also activate if dropped in battle. This can be done by an Assassin as a free action, although this is painful, since they take full damage.

Once placed, the bomb can be deactivated with either a Disable Device check or a Profession (Alchemist) check. The DC of the disarm is 19. The first check delays the detonation for a round. The second check disarms it. If it goes off, it will deal 1d10+5 fire (energy, common) damage in a 10 foot radius (reflex save, DC 16, for half). Cover or partial cover (a flipped table, for example) provides a +4 bonus to the Reflex save.

Fang Poison (Ex)

The first successful attack made by each assassin's dagger has a chance to inflict poison on the target:


Lifeleech Venom    (Injury vector; Poisoned intensity)
Save: Fort DC 16;     Frequency: 1/round for 3 rounds
Effect: 1d6+1 points of poison (physical, uncommon) damage, and target is Sickened.
Fruition: target falls unconscious and is helpless
Fruition Duration: 24 hours
Smoke (Ex)

As a standard action, the assassins can toss a smoke grenade. This fills an area with smoke, granting concealment to everyone inside (50% miss chance). The grenade fills a 20'x20' square and lasts until the end of combat unless cleared. While inside the smoke, you can only see adjacent figures, which have partial concealment (20% miss chance). Lastly, the smoke is intensely irritating, dealing 1d6+1 damage as poison (physical, uncommon) damage to anyone inside it (no save). Cover provides no protection, since it is a cloud. This can be removed by dispersing effects, as normal.

Trip (Ex)

During a full attack action, if the assassin successfully hits a target with their fang sword attack, they may make a free Trip attack against that target as well. (1d20 + 7 vs. the target's Maneuver Defense). If successful, the target is knocked prone. This does not provoke attacks of opportunity.

Wildling Assassin

Little is known about wildlings. Perhaps the most solid information is that they speak and understand Elvish, although their accent is odd, so it is entirely possible that they are some variant species or race of Elves, or, some other Fey race.

Wildlings seem very insular and avoid contact with races witht he Spark, so they are rarely seen in proper 'civilized' settings. When Wildling Assassins are encountered, they are usually involved in some sort of a stealthy assault with one or more targets for assassination. While they are on these 'missions', Wildling Assassins seem utterly committed to their goal, willing to fight to the death without hesitation.

It seems likely there is some source for Wildlings, and Assassins are some sort of 'specialist' warriors, but details are extremely scarce.

Combat Tactics

Wildling assassins are rapid assault troops, using stealth, smoke bombs, and hit-and-run tactics to cause mayhem and confusion within their targets. Each assassin will attempt to inflict their poison damage on a different target, and will make use of the concealment provided by their smoke bombs to initiate stealth if they need to change targets.

Out of Combat

These savage assassins are highly trained in their bloody craft, but are also highly secretive about their training techniques, as well as the employers who contract them to do their work. They perfect their arts in secret schools, often hidden in caves or ruins, though some have been discovered in the middle of a busy city. Stumbling into such as school is usually a fatal mistake for unwary explorers.

Rewards

XP: 1,200

Treasure: Sellable Goods worth 1,188 gp.

Weight: 40 lbs.     Volume: 1.6 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)