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 Shot
SpC, Ebon Eyes
SpC2 - Invisibility, Swift Invisibility, Pass w/o Trace, Darkness
3 - Misdirection, Find the Gap
SpC, Vital Strike
CM, Pall of Twighlight
CM4 - Dimension Door, Deathsight
CM, 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:
Skapti, Tanarukk Assassin 10
Medium Outsider (native)
Hit Dice: 5d8+15 + 10d6+30 (102 hp) [131 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: +12/+15
Attack: +1 Battleaxe +16 melee (1d8+5/x3), or Bite +15 melee (1d6+4)
Full Attack: +1 Battleaxe +16/+11/+6 melee (1d8+5/x3) and Bite +10 (1d6+1) or +1 Composite Shortbow (+3 Str) +17/+12/+7 ranged (1d6+4/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: +5d6 Sneak Attack, Death Attack (Fort DC 22), Poison Use,
Special Qualities: Darkvision 60 ft., Resist Fire 10, Control Flame 3/day, SR 24, Troll Blood, [Improved] Uncanny Dodge, Hide in Plain Sight
Saves: Fort +10 (+15 vs poison), Ref +15, Will +6
Abilities: Str 17, Dex 18, Con 16, Int 14, Wis 8, Cha 8
Skills: Balance +11 [5 ranks], Bluff +4 [5 ranks], Climb +11 [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 +7 [8 ranks], Listen +12 [13 ranks], Move Silently +17 [13 ranks], Search +10 [8 ranks], Sleight of Hand +6, Spot +12 [13 ranks], Tumble +14 [8 ranks], UMD +17 [18 ranks], Use Rope +4 (Bindings +6)
Feats: Magic in the Blood, Healing Flames, Improved Initiative, 9, 12, 15
Environment: Any Land and Underground
Organization: Solitary, Hunting party (2-4)
Challenge Rating: 12 [GCR 11]
Treasure: Standard (7,500 gp)
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 22 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 14th or higher level rogue.
Hide in Plain Sight: Can use the hide skill even while observed; must be within 10 feet of shadow.
Spells: (4/4/3/3), CL 10th, DC 12+ level
Spells Known: (4/4/4/4)
1 - Disguise Self, True Strike, ?, ?
2 - Invisibility, ?, ?, ? – Pass w/o Trace?
3 - Misdirection, ?, ?, ?
4 - Dimension Door, Greater Invisibility, ?Freedom of Movement?, ?
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:Skapti, Tanarukk Rogue 2/Assassin 10
Medium Outsider (native)
Hit Dice: 5d8+15 + 12d6+36 (115 hp) [146 hp rolled as PC’s]
Initiative: +10
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
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
Deathblade Poison (injury, Fort DC 20, 1d6 Con/2d6 Con)
Dragon Bile Poison (contact, Fort DC 26, 3d6 Str/0)
Purple Worm Poison (injury, Fort DC 24, 1d6 Str/2d6 Str)
Arrow of Biting: +1 arrow that injects poison (injury, Fort DC 16, 1d6 Con/1d6 Con)
Arrow of Slaying (Human): +1 arrow (Fort DC 20, death) – blocked by death ward.
Crystal of Life Drinking (Lesser): Each time you deal damage to a living creature with the weapon to which this crystal is
attached, you heal 3 points of damage. When the crystal has healed a total of 30 points of damage, it becomes inert
until the following day.
Belt of Battle: +2 Initiative; swift action, 3 charges/day, 1 charge: extra move action,
2 charges: extra standard action, 3 charges: extra full-round action.
Anklet of Translocation: swift action, 2/day, teleport 10 feet.
Armband of Elusive Action: immediate action, 1/day, avoid provoking a single Attack of Opportunity you would provoke.
Shirt of the Leech: immediate action, 3/day, healing spell cast within 30 ft affects you instead of one intended target of your
choice, must have line of sight to both caster and target; automatically identify healing spells of 4th level and lower cast
within 30 ft.
Vampiric Torc: swift action, 2/day, next successful melee attack before end of your turn heals you half the damage you deal.
Deathsight: 1 standard action; next attack made before the end of your next turn is a death attack, no need to study.
Ebon Eyes: 1 standard action; 10 min/level; ignore magical darkness and see within it.
Find the Gap: 1 standard action; 1 round/level; first melee or ranged attack each round is a touch attack.
Pall of Twilight: 1 standard action; 1 round/level; 20 ft radius (close); shadowy illumination and all in area take -10 penalty to
Listen, Search, Sense Motive, and Spot (Will DC 15 negates the penalties, but not the darkness).
Sniper’s Eye: 1 standard action; 1 round/level; +10 Competence to Spot, ranged sneak attack to 60 ft,
Death Attack via ranged weapon (60 ft); functions only from the square in which you cast the spell.
Sniper’s Shot: 1 swift action; 1 round; ranged attacks before start of next turn can be sneak attacks regardless of distance.
Vital Strike: 1 swift action; your next attack roll before the end of the next round is considered a sneak attack without the target
needing to be denied dexterity or flanked.