Author Topic: Building a Tanarukk Assassin 10 BBEG  (Read 2336 times)

Offline ksbsnowowl

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Building a Tanarukk Assassin 10 BBEG
« on: February 16, 2012, 10:15:07 AM »
I'm running a revamped version of Red Hand of Doom for a gestalt campaign that uses a Tanarukk army in place of a hobgoblin army.  Red Hand has a Blackspawn Raider Ninja that is one of the important bad guys.  Here, I am statting out his replacement, a Tanarukk Assassin 10.

Mostly I need help picking several feats, and a little help with his spell selection.  I gave the Spell Compendium a cursory look a while back, but didn't have an opportunity to really make a list of the great spells.  Something like Sniper's Shot would be good, etc, but I just haven't had an opportunity to write down the specifics (level, etc).

Edit:  skill points spent.  Still need one feat.

Skapti, Tanarukk Rogue 2/Assassin 10
Medium Outsider (native)
Hit Dice: 5d8+15 + 12d6+36 (115 hp) [146 hp rolled as PC’s]
Initiative: +8
Speed: 20 ft.
Armor Class: 18 (+4 natural armor, +4 Dex), touch 14, flat-footed 18
Base Attack/Grapple: +13/+17
Attack: +1 Scimitar +18 melee (1d6+7 [18-20/x2] +heal 3), or Bite +17 melee (1d6+6)
Full Attack: +1 Scimitar +18/+13/+8 melee (1d6+7 [18-20/x2] +heal 3) and Bite +13 (1d6+2) or +1 Composite Longbow (+4 Str) +18/+13/+8 ranged (1d8+5 [x3])
Space/Reach: 5 ft./5 ft.
Special Attacks: +6d6 Sneak Attack, Death Attack (Fort DC 24), Poison Use, Group Fake-Out
Special Qualities: Darkvision 60 ft., Resist Fire 10, Control Flame 3/day, SR 26, Troll Blood, [Improved] Uncanny Dodge, Hide in Plain Sight, Evasion, Trapfinding
Saves: Fort +10 (+15 vs poison), Ref +18*, Will +6  *Evasion
Abilities: Str 18, Dex 18, Con 16, Int 14, Wis 8, Cha 8
Skills: [2 points Group Fake-Out skill trick] Balance +11 [5 ranks], Bluff +19 [20 ranks], Climb +12 [8 ranks], Diplomacy +1, Disguise +3 (+5 in character) [4 ranks], Escape Artist +12 [8 ranks], Hide +17 [13 ranks], Intimidate +9 [8 ranks], Jump +8 [8 ranks], Listen +12 [13 ranks], Move Silently +17 [13 ranks], Search +10 [8 ranks], Sleight of Hand +6, Spot +12 [13 ranks], Tumble +15 [9 ranks], UMD +19 [20 ranks], Use Rope +4 (Bindings +6)
Feats: Magic in the Blood, Healing Flames, Improved Initiative, Combat Expertise, Improved Feint, Ability Focus (Death Attack)
Environment: Any Land and Underground
Organization: Solitary, Hunting party (2-4)
Challenge Rating: 12 [GCR 11]
Treasure: Standard (7,500 gp) [27,000 gp NPC wealth by level 12...]
Alignment: Chaotic evil
Advancement: By character class
Level Adjustment: +3
 
Skapti speaks Abyssal, Infernal, Giant, and Common (Norse).
 
Control Flame (Sp): 3/day
 
Healing Flames: This tanarukk can expend one of his daily uses of Control Flame to gain healing from a source of fire.
 
Fire Size -----    Example -----------------    Hit Points Healed
Fine ----------    Tindertwig ---------------    1
Diminutive ---    Torch --------------------    1d3
Tiny ----------    Small campfire ----------    1d6
Small --------    Large campfire -----------    2d6
Medium ------    Forge ---------------------    3d6
Large --------    Bonfire --------------------    4d6
Huge ---------    Burning shack or tree ---    5d6
Gargantuan --    Burning tavern -----------    6d6
Colossal ------    Burning inn --------------    7d6
 
Death Attack: Melee attack. Takes 3 rounds of study, during which time the assassin cannot be seen as a threat; attack must take place within 3 rounds of completing study.  Attack must be a sneak attack, Fort save DC 24 or die, or, at the assassin’s option, paralyzed and helpless for 1d6+10 rounds.
 
[Improved] Uncanny Dodge:  This assassin never loses his Dex to AC (unless helpless), and can only be flanked by a 16th or higher level rogue.
 
Hide in Plain Sight:  Can use the hide skill even while observed; must be within 10 feet of shadow.
 
Current spell list
Spells: (4/4/3/3), CL 10th, DC 12+ level
Spells Known: (4/4/4/4)
1 - Disguise Self, True Strike, Sniper's ShotSpC, Ebon EyesSpC
2 - Invisibility, Swift Invisibility, Pass w/o Trace, Darkness
3 - Misdirection, Find the GapSpC, Vital StrikeCM, Pall of TwighlightCM
4 - Dimension Door, DeathsightCM, Sniper's Eye, Freedom of Movement

Skapti point-buy: Str 14 (6), Dex 14 (6), Con 15 (8), Int 14 (6), Wis 10 (2), Cha 12 (4) = 32 point buy
Racial Bonuses of Str +4, Dex +2, Wis -2, Cha -4 yields Str 18, Dex 16, Con 15, Int 14, Wis 8, Cha 8
HD boosts at 8, 12, 16 to Dex +2, Con +1
Str 18, Dex 18, Con 16, Int 14, Wis 8, Cha 8


Before remembering Non-Associated Class Levels:
(click to show/hide)

Gear:
This is the gear Skapti carries, though it has not all been factored into his stats above.

Arrow of Biting (MIC 46) 506 gp
Arrow of Slaying (Human) 2282 gp
Deathblade Poison (SRD) 1800 gp
Dragon Bile (SRD) 1500 gp
Purple Worm Poison (SRD) 700 gp

+1 Comp Longbow (+4) (SRD) 2800 gp
+1 Scimitar (SRD) 2315 gp
Belt of Battle (MIC 73) 12,000 gp
Crystal of Life Drinking, Lesser (MIC 64) 1,500 gp
Armband of Elusive Action (MIC 72) 800 gp
Wand of True Strike (20 charges) 300 gp
Anklet of Translocation (MIC 71) 1400 gp
Vampiric Torc (MIC 144) 5,000 gp
Elixir of Hiding (SRD) 250 gp
Shirt of the Leech (MIC 135) 8000 gp
Total (not including poisons and arrows): 34,365 gp

The Final Version:
(click to show/hide)
« Last Edit: September 17, 2012, 04:48:04 PM by ksbsnowowl »

Offline Tenebrous Apostle

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Re: Building a Tanarukk Assassin 10 BBEG
« Reply #1 on: February 17, 2012, 03:10:21 PM »
Ability focus (death attack) is the first thing that comes to mind if you wanna take that rout.. For some reason I'm thinking of Arcane Strike as well just to make some more attacks conect.

As for spells, wraith strike seems to always be a proudent choice and swift invisibility will offer some more chances for sneak attacks. My personal favorite is the fangs of the vampire king.. cant resist the vampire style.. and the Con damage
Bloated goat prince of Undeath, master of vampires and lord of specters, Orcus, grant me your crushing might and the deadly power of your skull- headed wand! (figured what I play, yet?)

Offline ksbsnowowl

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Re: Building a Tanarukk Assassin 10 BBEG
« Reply #2 on: February 17, 2012, 04:24:44 PM »
Ability focus (death attack) is the first thing that comes to mind if you wanna take that rout.. For some reason I'm thinking of Arcane Strike as well just to make some more attacks conect.
Noted.  That could be good.  More something I'll use against good-guy NPC's rather than the PC's, but still not a bad idea.  I've never played or used an Assassin before, and there don't seem to be any assassin handbooks, so I'm sort of at a loss here.

Quote
As for spells, wraith strike seems to always be a proudent choice and swift invisibility will offer some more chances for sneak attacks. My personal favorite is the fangs of the vampire king.. cant resist the vampire style.. and the Con damage
Ah, yes, good ol' wraithstrike.  That will definitely go on the list.  I hadn't even thought of swift invisibility; that one will also be good.

Offline Tenebrous Apostle

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Re: Building a Tanarukk Assassin 10 BBEG
« Reply #3 on: February 17, 2012, 07:19:51 PM »
A year or so back I had to create a mature nabassu assasin so I dabled a bid with the assasin.. You'll want to equip him with assasin bracers (or somesuch from DotU) to raise the DC even more and there is also the sneak attacking specia property for your weapon from MIC.
Bloated goat prince of Undeath, master of vampires and lord of specters, Orcus, grant me your crushing might and the deadly power of your skull- headed wand! (figured what I play, yet?)

Offline ksbsnowowl

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Re: Building a Tanarukk Assassin 10 BBEG
« Reply #4 on: February 19, 2012, 09:29:07 PM »
As for spells, wraith strike seems to always be a proudent choice ...
Ah, yes, good ol' wraithstrike.  That will definitely go on the list.  I hadn't even thought of swift invisibility; that one will also be good.
I think I'm actually going to go with Find the Gap.  Same level (Asn 3) but will last for 10 rounds.  Difference is that it's a standard action to cast, not swift, and it's only the first attack each round that gets the touch attack.