Assassins commit murder, either for pay or due to their belief in a cause, such as a religion or a political movement. Some assassins work alone and choose their own victims. Others are members of assassins' guilds, organizations that accept contracts to kill in return for money, favors, or both.
Recall Knowledge - Humanoid (Society): DC 24
Unspecific Lore: DC 22
Specific Lore: DC 19
Assassin, Criminal 8
Source Gamemastery Guide pg. 211
Perception +16
Languages Common
Skills Acrobatics +17, Athletics +13, Deception +12, Diplomacy +10, Intimidation +10, Medicine +14, Society +12, Stealth +19, Survival +12, Thievery +15, Underworld Lore +14
Str +3, Dex +5, Con +2, Int +2, Wis +2, Cha +0
Swift Sneak The assassin can move their full Speed when Sneaking.
Items +1 striking composite shortbow (20 arrows), +1 rapier, invisibility potion, giant centipede venom (3), leather armor, lesser darkvision elixir, simple injury poison (8 doses, 2d4 poison damage), sleep poison
AC 26; Fort +12, Ref +19, Will +14
HP 130
Deny Advantage The assassin isn't flat-footed to creatures of 8th level or lower that are hidden, undetected, flanking, or using surprise attack.
Nimble Dodge Trigger The assassin is targeted with a melee or ranged attack by an attacker they can see; Effect The assassin gains a +2 circumstance bonus to AC against the triggering attack.
Speed 25 feet
Melee rapier +18 [+13/+8] (deadly 1d8, disarm, finesse, magical), Damage 1d6+8 piercing
Ranged composite shortbow +20 [+15/+10] (deadly 2d10, magical, propulsive, range increment 60 feet, reload 0), Damage 2d6+4 piercing
Poison Weapon (manipulate) Requirements The assassin is wielding a piercing or slashing weapon and has a free hand; Effect The assassin applies a poison to the weapon.
Quick Draw The Assassin Interacts to draw a weapon, then Strikes with that weapon.
Sneak Attack The assassin deals an extra 2d6 precision damage to flat-footed creatures.
Surprise Attack On the first round of combat, creatures that haven't acted yet are flat-footed to the assassin.
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