Pathfinder Reference Document
Pathfinder Reference Document

Assassins

Sacred Killer CR 8

XP 4,800

Half-orc cleric 1

Rogue 6

Assassin 2

NE Medium humanoid (human, orc)

Init +5; Senses darkvision 60 ft.; Perception +13

Defense

AC 20, touch 16, flat-footed 14 (+4 armor, +5 Dex, +1 dodge)

hp 68 (1d8+6d8+2d8+24)

Fort +7, Ref +11, Will +6; +1 vs. poison

Defensive Abilities evasion, improved uncanny dodge, orc ferocity, trap sense +2

Offense

Speed 30 ft.

Melee +1 short sword +12 (1d6+1/19–20 plus poison)

Ranged mwk dagger +11 (1d4/19–20 plus poison)

Special Attacks channel negative energy 2/day (DC 9, 1d6), death attack (DC 14), sneak attack +4d6

Domain Spell-Like Abilities (CL 1st; concentration +2)

4/day—bleeding touch, copycat

Cleric Spells Prepared (CL 1st; concentration +2)

1st—bless, disguise sel fD, divine favor

0 (at will)—bleed (DC 11), detect poison, guidance

D Domain spell; Domains Death, Trickery

Tactics

Before Combat The assassin attempts to cast his scroll of invisibility and coats his short sword with greenblood oil.

During Combat The assassin begins combat by studying his foe for a death attack. When making this attack, he uses Channel Smite and Vital Strike to do as much damage as possible.

Statistics

Str 10, Dex 20, Con 14, Int 14, Wis 12, Cha 8

Base Atk +5; CMB +5; CMD 21

Feats Channel Smite, Dodge, Step Up, Vital Strike, Weapon Finesse, Weapon Focus (short sword)

Skills Bluff +11, Climb +8, Disguise +7, Intimidate +9, Knowledge (local, nobility, religion) +10, Perception +13, Sense Motive +13, Sleight of Hand +13, Spellcraft +10, Stealth +17

Languages Common, Dwarven, Orc

SQ aura, orc blood, poison use, rogue talents (bleeding attack +4, finesse rogue, surprise attack), trapfinding +3, weapon familiarity

Combat Gear potion of cure serious wounds, scroll of invisibility, black adder venom (2), giant wasp poison (2), greenblood oil (2); Other Gear +1 studded leather, +1 short sword, masterwork dagger, belt of incredible dexterity +2, 303 gp

Most evil temples and cults use sacred killers to enforce their twisted will or to eliminate annoying enemies.

Dulg Goldeneyes

When living on the streets as a young orphan, Dulg was abducted by a cult of the god of murder, who originally planned on using him as a test subject for new poisons they were creating. Intrigued by the young half-orc's spirit, resilience, and intelligence, however, the cult decided to cultivate him instead. They groomed him as an unholy assassin, and the half-orc has been an unquestioning killer for the cult ever since. Truly enjoying his murderous trade, Dulg leaves a grim calling card with each kill. Once his victim is dead, Dulg gouges out the eyes and leaves two polished golden coins in the sockets.

Combat Encounters:If Dulg comes calling, it typically means his marks have somehow crossed his cult, but this is not always the case. Sometimes he murders just to hone his craft and increase his grim renown.

Roleplaying Suggestions:Often silent and sullen, Dulg tends to see people only as potential targets of his foul art. He takes few freelance assignments, doing so only if he believes it can enhance his already fearsome reputation.

Death Initiate CR 12

XP 19,200

Human monk 9

Assassin 4

LE Medium humanoid (human)

Init +5; Senses Perception +18

Defense

AC 25, touch 21, flat-footed 19 (+2 armor, +1 deflection, +5 Dex, +1 dodge, +2 monk, +2 natural, +2 Wis)

hp 88 (9d8+4d8+22)

Fort +9, Ref +14, Will +10; +2 vs. enchantments or poison

Defensive Abilities improved evasion, uncanny dodge; Immune disease

Offense

Speed 60 ft.

Melee unarmed strike +15/+10 (1d10+1 plus 1d6 electricity) or mwk quarterstaff +11/+6 (1d6+1) or flurry of blows (unarmed strike) +16/+16/+11/+11/+6 (1d10+1 plus 1d6 electricity)

Ranged +1 shuriken +16/+11 (1d2+2) or flurry of blows (+1 shuriken) +17/+17/+12/+12/+7 (1d2+1)

Special Attacks death attack (DC 16), flurry of blows, sneak attack +2d6, stunning fist (10/day, DC 18), true death (DC 19)

Tactics

Before Combat The assassin drinks her potion of barkskin, attempts to study her victim for 3 rounds, and drinks her potion of haste.

During Combat Disguised as a modest pilgrim, the assassin sidles up to her mark and makes her death attack with a Stunning Fist attack. She then retreats to throw flurries of shuriken.

Base Statistics Without barkskin, the assassin's statistics are AC 23, touch 21, flat-footed 17.

Statistics

Str 12, Dex 21, Con 12, Int 14, Wis 14, Cha 8

Base Atk +9; CMB +13; CMD 31

Feats Deadly Aim, Deflect Arrows, Dodge, Extra Ki, Improved Unarmed Strike, Nimble Moves, Point-Blank Shot, Step Up, Stunning Fist, Weapon Finesse, Weapon Focus (shuriken, unarmed strike)

Skills Acrobatics +21 (+42 when jumping), Bluff +6, Climb +11, Diplomacy +2, Disguise +6, Intimidate +7, Knowledge (geography, local, nature) +5, Knowledge (history) +8, Knowledge (religion) +6, Perception +18, Sense Motive +12, Stealth +21, Swim +7

Languages Auran, Common, Infernal

SQ fast movement, hidden weapons, high jump, ki pool (8 points, magic), maneuver training, poison use, slow fall 40 ft., wholeness of body

Combat Gear potion of barkskin, potion of cure serious wounds, potion of haste; Other Gear +1 human-bane shuriken (5), +1 shuriken (20), adamantine shuriken (10), cold iron shuriken (10), masterwork quarterstaff, belt of physical might +2 (Str, Dex), bracers of armor +2, cloak of resistance +1, ring of protection +1, shock amulet of mighty fists, 235 gp

These monks deal swift and dispassionate death to those who threaten or cross their monastery.

Kel Sal Koth

Little is know about Kel Sal Koth's background or origins, even to her. Her first memories involve the monastery's early lessons about the deadly discipline she was chosen to follow. Kel's philosophy is simple, but her commitment to it is deep. She believes that only in suppressing emotion can one find true harmony with the universe—and the true test of such suppression is dispassionately taking other intelligent creatures' lives.

Combat Encounters:Kel prefers to work alone, but if a target is too strong, she handpicks other members of her monastery to cause diversions or run interference.

Roleplaying Suggestions:To call Kel unfeeling is an understatement. She only apes emotion as a ploy to get closer to her prey.

Murderous Scythe CR 16

XP 76,800

Half-elf druid 4

Fighter 6

Assassin 7

NE Medium humanoid (elf, human)

Init +4; Senses low-light vision; Perception +24

Defense

AC 26, touch 12, flat-footed 26 (+12 armor, +2 deflection, +2 natural)

hp 144 (4d8+6d10+7d8+57)

Fort +15, Ref +8, Will +11; +2 vs. enchantments, +2 vs. fear, +3 vs. poison, +4 vs. fey and plant-targeted effects

Defensive Abilities bravery +2, improved uncanny dodge

Offense

Speed 30 ft.

Melee +2 scythe +25/+20/+15 (2d4+15/19–20/×4 plus poison)

Special Attacks death attack (DC 19), quiet death, sneak attack +4d6, true death (DC 22), weapon training (heavy blades +1), wild shape 1/day

Domain Spell-Like Abilities (CL 4th; concentration +6)

5/day—wooden fist

Druid Spells Prepared (CL 4th; concentration +6)

2nd—barkskinD, resist energy (DC 14), spider climb, tree shape

1st—entangleD (DC 13), faerie fire (2), longstrider, obscuring mist

0 (at will)—detect magic, guidance, light, know direction

Domain Plant

Tactics

Before Combat The assassin casts barkskin and longstrider. He applies poison to his scythe, and wild shapes into an eagle or dire rat.

During Combat In animal form, the assassin studies an enemy spellcaster for 3 rounds before casting obscuring mist to sow chaos among his foes. He then takes his real form to make a death attack against his target. In melee, he trips his foes.

Base Statistics Without barkskin and longstrider, the assassin's statistics are AC 24, touch 12, flat-footed 24; Speed 20 ft.

Statistics

Str 24, Dex 10, Con 16, Int 14, Wis 14, Cha 8

Base Atk +14; CMB +21 (+25 trip); CMD 33 (35 vs. trip)

Feats Combat Expertise, Critical Focus, Disruptive, Greater Trip, Improved Critical (scythe), Improved Initiative, Improved Trip, Improved Vital Strike, Natural Spell, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (scythe), Weapon Specialization (scythe)

Skills Climb +13, Disguise +1, Fly +3, Knowledge (geography) +10, Knowledge (local, religion) +7, Knowledge (nature) +12, Perception +24, Sense Motive +19, Stealth +21, Survival +12, Swim +13

Languages Common, Elven, Goblin, Sylvan

SQ armor training 1, elf blood, hidden weapons, nature bond (Plant domain), nature sense, poison use, trackless step, wild empathy +3, woodland stride

Combat Gear potion of cure serious wounds, deathblade poison, purple worm poison (3); Other Gear +3 glamered darkwood full plate, +2 scythe, belt of physical might +4 (Str, Con), cloak of resistance +1, ring of protection +2, 402 gp

Many of these murderers serve as assassins for dark druid circles or dominate savage humanoid tribes.

Zelath the Reaper

Knowing that death is just part of the cycle of life, Zelath truly believes his murderous ways enforces the will of nature. Like a deadly gardener, he prunes those who dare thwart death's call or despoil nature.

Combat Encounters:Zelath aids other druids in the protection of their homes, bringing his unorthodox talents for mutual defense and strategic offense.

Roleplaying Suggestions:Zelath often offers his expert knowledge of poisons to friends of the natural order.

Fatal Axe CR 19

XP 204,800

Dwarf rogue 10

Assassin 10

NE Medium humanoid (dwarf)

Init +0; Senses darkvision 60 ft.; Perception +25

Defense

AC 24, touch 13, flat-footed 24 (+9 armor, +2 deflection, +1 insight, +2 natural)

hp 183 (10d8+10d8+90)

Fort +12, Ref +14, Will +12; +2 vs. spells and spell-like abilities; +7 vs. poison

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), evasion, improved uncanny dodge, trap sense +3, +5 vs. poison

Offense

Speed 25 ft.

Melee +1 flaming frost shock handaxe +20/+15/+10 (1d6+5/19–20/×3 plus 1d6 cold and 1d6 electricity and 1d6 fire)

Ranged +1 returning shock throwing axe +15 (1d6+5/×3 plus 1d6 electricity)

Special Attacks +1 on attack rolls against goblinoid and orc humanoids, angel of death 1/day, death attack (DC 26), quiet death, sneak attack +10d6, swift death 1/day, true death (DC 25)

Tactics

Before Combat The assassin uses Stealth or Disguise to get close to her prey so she can study and strike with her death attack.

During Combat Using her fast stealth and boots of speed to rush into the fray, the assassin attacks the most threatening target using bleeding strike. Next, she moves out of melee to soften foes with throwing axe attacks before reentering melee.

Statistics

Str 18, Dex 10, Con 19, Int 22, Wis 14, Cha 6

Base Atk +14; CMB +18; CMD 31 (35 vs. bull rush or trip)

Feats Cleave, Combat Expertise, Fleet, Improved Critical (handaxe), Improved Feint, Improved Iron Will, Improved Vital Strike, Iron Will, Point-Blank Shot, Power Attack, Vital Strike, Weapon Focus (handaxe)

Skills Acrobatics +12, Bluff +21, Climb +16, Diplomacy +6, Disable Device +12, Disguise +11, Heal +7, Knowledge (dungeoneering) +14, Knowledge (engineering, geography, history, nature, nobility, religion) +11, Knowledge (local) +19, Linguistics +14, Perception +25 (+27 to notice unusual stonework), Sense Motive +25, Sleight of Hand +22, Stealth +22, Survival +12, Swim +16, Use Magic Device +21

Languages Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Ignan, Infernal, Orc, Terran

SQ hidden weapons, hide in plain sight, poison use, rogue talents (bleeding attack +10, combat trick, crippling strike, fast stealth, weapon training), trapfinding +5

Gear +5 chain shirt, +1 flaming frost shock handaxe, +1 returning shock handaxe, amulet of natural armor +2, belt of physical might +4 (Str, Con), boots of speed, cloak of resistance +2, dusty rose prism ioun stone, headband of vast intelligence +2, ring of protection +2, 2,138 gp

Surprisingly quick and nimble for dwarves, fatal axes mix melee prowess with devastating throwing axe strikes to bring down their foes.

Thelan Stonebiter

In Thelan's mind, the task she performs serves the greater good of her clan and her fortress home. The dwarven people have many foes, from savage giants to sociopathic goblins to those capricious and deceptive elves. Her work, though unconventional, deceptive, and contrary to most dwarves' sense of honor and fair play, is essential in evening the odds. Not entirely without honor, she refuses to use her murderous art against fellow dwarves.

Combat Encounters:Though Thelan sometimes takes freelance assignments against non-dwarven targets, her true passion is protecting her people.

Roleplaying Suggestions:When not on a mission, Thelan acts like a normal dwarf. She is loyal to friends, her clan, and the thanes of her fortress. Few who know her suspect her of dark deeds.