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Stonedeath Assassin
her approximate depth underground as naturally as a human can sense which way is up.
Speak with Animals (Sp): Once per day, a gnome-bonded stoneblessed can use speak with animals, as the spell cast by a 1st-level druid.
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Toughness: A goliath-bonded stoneblessed emulates the resilience of the goliath tribesfolk and gains Toughness as a bonus feat.
Table 5–13: The Stoneblessed Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +2 +0 +0 Stonebond 2nd +1 +3 +0 +0 Racial battle technique 3rd +2 +3 +1 +1 Stoneborn
SAMPLE STONEBLESSED
Luirik Keenears Neaulakia the Stone blessed: Female grimlock barbarian 2/stoneblessed 3; CR 6; Medium monstrous humanoid; HD 2d8+8 plus 2d12+8 plus 3d8+12 plus 3; hp 70; Init +2; Spd 40 ft.; AC 21, touch 12, fl at-footed 21; Base Atk +6; Grp +12; Atk +14 melee (1d12+10/×3, +1 greataxe); Full Atk +14/+9 melee (1d12+10/×3, +1 greataxe); SA racial battle technique, rage 1/day; SQ blindsight 40 ft., fast movement, immunities, scent, stonebond, stone born, uncanny dodge; AL N; SV Fort +12, Ref +8, Will +5; Str 22, Dex 15, Con 18, Int 10, Wis 8, Cha 6.
Skills and Feats: Appraise +2, Climb +9, Craft (stoneworking) +7, Hide +4 (+14 in mountains or underground), Jump +10, Listen +4, Sense Motive +1, Speak Language (Gol-Kaa, Terran), Spot +3; Alertness, Dodge, ToughnessB, TrackB , Weapon Focus (greataxe).
Racial Battle Technique (Ex): Luirik has a +4 dodge bonus to AC and a +1 bonus on attack rolls against giants.
Rage (Ex): Once per day, Luirik can enter a state of fi erce rage that lasts for 8 rounds. The following changes are in effect as long as she rages: hp 84; AC 19, touch 10, fl at-footed 19; Grp +14; Atk +16 melee (1d12+13/×3, +1 greataxe); Full Atk +16/+11 melee (1d12+13/×3, +1 greataxe); SV Fort +14, Will +7; Str 26, Con 22; Climb +11, Jump +12. At the end of her rage, Luirik is fatigued for the duration of the encounter.
Blindsight (Ex): Luirik can sense all foes within 40 feet as a sighted creature would. Beyond that range, all creatures have total concealment. She is susceptible to sound- and scent-based attacks and is affected normally by loud noises, sonic spells, and overpowering odors. Negating Luirik’s sense of smell or hearing reduces the ability to normal Blind-Fight (as the feat). If both these senses are negated, she is effectively blinded.
Immunities: Luirik is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Scent (Ex): Can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Stonebond (Ex): Balance (Dex), Diplomacy (Cha), Knowledge (geography) (Int), Sense Motive (Wis), and Survival (Wis) are class skills for Luirik. She can engage in accelerated climbing (climbing half her speed as a move action) without taking the –5 penalty on the Climb check.
Stoneborn (Ex): Luirik is considered a goliath for all effects related to race. She has Toughness as a bonus feat.
Uncanny Dodge (Ex): Luirik can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to Armor Class even when caught fl atfooted. Possessions: +1 chain shirt, +1 greataxe, gauntlets of ogre power, cloak of resistance +2, potion of cure moderate wounds, potion of jump, 150 gp.
STONEDEATH ASSASSIN
For as long as the two ancient races have existed, dwarves and goblins have fought. They share an affi nity for underground living, but dwarves live for honor and craft, while goblins and their kin practice brutality and spread strife. Through the many wars that the two races have waged against one another, their stone citadels and underground strongholds have given the stout and honorable dwarves a tremendous advantage. Although the goblinoids easily outnumber the dwarves, their swarming hordes cannot overcome strong stone walls and carefully trapped corridors. Through the years, the smartest and cruelest among the goblinkin began to train in earnest to overcome these strongholds, striving to turn the dwarves’ affi nity for stone into a weakness rather than a strength. The best of these creatures developed their own affi nity with stone, and they began to infi ltrate dwarf strongholds, disarming traps, weakening gates, and assassinating dwarf leaders just as they were trying to organize their people to repel a goblin invasion. Most stonedeath assassins are hobgoblin rogues or rangers, but bugbears and even exceptional goblins have been known to undertake stonedeath training. NPC stonedeath assassins are usually found sneaking their way through dwarven defenses—if they’re found at all. Often they merely leave bearded corpses in their wake. Even when they’re not on missions for their goblin oid masters, stonedeath assassins like to hunt dwarves for sport, dwarven mining operations being a favorite hunting ground. A stone death assassin sometimes lurks in the tunnels of a dwarven mine for days, picking off miners one by one until
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BEHIND THE CURTAIN: THE STONEBLESSED PRESTIGE CLASS
The requirements for this prestige class are deliberately set lower than normal for a prestige class. A character can qualify for this class as early as 2nd level, take her 3rd character level in
stoneblessed, and finish progressing through the class by the time she reaches 5th level. This “early in, early out” feature makes it possible for a stoneblessed to pursue a dwarf-, gnome-, or goliathoriented prestige class at a fairly low level, rather than forcing such a character to wait for an unreasonably long time. pqqqqqqqqqqqqqqqqqqqqrs
the dwarves either retreat or form warbands to chase the assassin down.
Adaptation: The stonedeath assassin prestige class combines traditional rogue and assassin abilities with ones related to the likely environment the class will hunt in. You could create a similar “poison thorn assassin” class, for example, that was designed for elves, not goblinoids. You would replace meld into stone, stoneskulk, and corrupt stone with forestskulk, tree shape, and perhaps tree stride or blight. Rather than stonedeath strike as a 5th-level ability, perhaps a poison thorn assassin can exude its own poison periodically for a particularly deadly attack.
Hit Die: d6.
Requirements
To qualify to become a stonedeath assassin, a character must fulfi ll all the following criteria.
Creature Type: Goblinoid subtype.
Base Attack Bonus: +3.
Skills: Hide 8 ranks, Move Silently 8 ranks.
Class Skills
The stonedeath assassin’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex),
Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex). See Chapter 4 of the
Player’s Handbook for skill descriptions.
Skill Points at Each Level: 6 + Int modifi er.
Class Features
All of the following are class features of the stonedeath assassin prestige class.
Weapon and Armor Profi ciency: Stonedeath assassins gain no profi ciency with any weapon or armor.
Meld into Stone (Sp): In perfecting their skills to elude pursuit within the halls of a dwarf stronghold, stonedeath assassins develop a near mystical ability to meld with stone surfaces for brief periods. A stonedeath assassins can use meld into stone as the spell of the same name cast by a cleric of a level equal to the stonedeath assassin’s class level. A stonedeath assassin can use this ability once per day per class level.
Trapfi nding (Ex): A stonedeath assassin can use the
Search skill to locate traps when the task has a Diffi culty
Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
A stonedeath assassin can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A stonedeath assassin who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, fi gure out how it works, and bypass it (with his party) without disarming it. Sneak Attack: If a stone death assassin of 2nd level or higher can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Basically, the stonedeath assassin’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the stonedeath assassin fl anks his target. This extra damage is 1d6 at 2nd level, and it increases to 2d6 at 4th level. Should the stonedeath assassin score a critical hit with a sneak attack, this extra damage is not multiplied. (See Table 8–5: Attack Roll Modifi ers and Table 8–6: Armor Class Modifi ers, page 151 of the Player’s Handbook, for combat situations in which the stonedeath assassin fl anks an opponent or the opponent loses his Dexterity bonus to AC.) Ranged attacks can count as sneak attacks only if the target is within 30 feet. A stonedeath assassin can’t strike with deadly accuracy from beyond that range.
With a sap (blackjack) or an unarmed strike, a stonedeath assassin can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty, because he must make optional use of his weapon to execute a sneak attack. (See Nonlethal Damage, page 146 of the Player’s Handbook.) A stonedeath assassin can sneak attack only living creatures that have a discernible anatomy—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to extra damage from critical hits is not vulnerable to sneak attacks. The stonedeath assassin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A stonedeath assassin cannot sneak attack while striking a creature with concealment (see page 152 of the Player’s Handbook) or striking the limbs of a creature whose vitals are beyond reach.
Stoneskulk (Ex): At 2nd level, a stonedeath assassin learns subtle tricks for moving and blending with stone, especially in caverns and worked stone corridors. When underground and touching a stone surface, the character can use the Hide skill even if the terrain doesn’t grant cover or concealment.
Mortaq, a stonedeath assassin
Illus. by S. Belladin
Corrupt Stone (Su): More than simple assassins, the disciples of this class turn their deep understanding and devoted training against the stone that their dwarf enemies love so much. Starting at 3rd level, a stonedeath assassin can weaken and corrupt objects of stone and creatures of earth with a simple touch. With a successful melee touch attack, a stonedeath assassin can deal 3d6 points of damage to a stone object or a creature with the earth subtype. This damage ignores the hardness of such an object or overcomes the natural damage reduction of such a creature. This damage increases to 4d6 points at 4th level and 5d6 points at 5th level. A stonedeath assassin can use this ability once per round, up to a maximum number of times per day equal to his class level.
Stonedeath Strike (Su): If a 5th-level stone death assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of petrifying the target. While studying the victim, the stonedeath assassin can undertake other actions so long as his attention stays focused on the target, the target does not detect the stonedeath assassin or recognize him as an enemy, and both remain in contact with a stone surface. If the victim of such an attack fails a Fortitude save (DC 10 + stonedeath assassin’s class level + the stonedeath assassin’s Int modifi er), the victim’s body is petrifi ed (as the fl esh to stone spell). Humanoids with the dwarf or gnome subtype take a –4 penalty on this save. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once a stonedeath assassin has completed the 3 rounds of study, he must make the attack within the next 3 rounds. If a stonedeath strike is attempted and fails (the victim makes her save) or if the stonedeath assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before the assassin can attempt another stonedeath strike. Both the stonedeath assassin and the victim must remain in contact with a stone surface while the assassin studies the victim and while the attack is made.
Table 5–14: The Stonedeath Assassin Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +2 +0 Meld into stone, trapfinding 2nd +1 +0 +3 +0 Sneak attack +1d6, stoneskulk 3rd +2 +1 +3 +1 Corrupt stone 4th +3 +1 +4 +1 Sneak attack +2d6 5th +3 +1 +4 +1 Stonedeath strike
SAMPLE STONEDEATH ASSASSIN
Mortaq the Stonedeath Assassin: Male hobgoblin rogue 4/stonedeath assassin 5; CR 10; Medium humanoid (goblinoid); HD 4d6+12 plus 5d8+15; hp 64; Init +5; Spd 30 ft.; AC 22, touch 15, fl at-footed 22; Base Atk +6; Grp +8; Atk +9 melee (1d6+3/19–20, +1 short sword) or +13 ranged (1d6+3/×3, +1 composite shortbow); Full Atk +9/+4 melee (1d6+3/19–20, +1 short sword) or +13/+8 ranged (1d6+3/×3, +1 composite shortbow); SA corrupt stone, sneak attack +4d6, stonedeath; SQ darkvision 60 ft., evasion, meld into stone 5/ day, stoneskulk, trap sense +1, trapfi nding, uncanny dodge; AL LE; SV Fort+7, Ref +13, Will +4; Str 14, Dex 20, Con 16, Int 12, Wis 10, Cha 8.
Skills and Feats: Balance +7, Climb +9, Disable Device +13, Hide +17, Jump +4, Listen +14, Move Silently +21, Open Lock +17, Search +17, Spot +14, Tumble +12; Alertness, Great Fortitude, Iron Will, Weapon Focus (shortbow).
Corrupt Stone (Su): With a successful touch attack, Mortaq deals 5d6 points of damage to an object of stone or a creature with the earth subtype, ignoring hardness or overcoming damage reduction. He can use this ability up to fi ve times per day.
Sneak Attack (Ex): Mortaq deals an extra 4d6 points of damage against fl at-footed opponents within 30 feet, or against targets he is fl anking. Creatures that do not have a discernible anatomy or that are immune to extra damage from critical hits are immune to sneak attacks.
Stonedeath Strike (Su): If Mortaq studies an opponent for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage to that opponent, he can attempt to petrify the target. The target can resist the petrifi cation with successful DC 16 Fortitude save. Success indicates the victim is not turned to stone, and the sneak attack resolves normally. Dwarves and gnomes take a –4 penalty on this save.
Evasion (Ex): If Mortaq is exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw.
Meld into Stone (Sp): Mortaq can use meld into stone fi ve times per day. This ability functions as the spell cast by a 5th-level cleric.
Stoneskulk (Ex): When underground and touching a stone surface, Mortaq can use the Hide skill even if the terrain doesn’t grant cover or concealment.
Trap Sense: Against attacks by traps, Mortaq gets a +1 bonus on Reflex saves and a +1 dodge bonus to Armor Class. Trapfi nding: Mortaq can fi nd, disarm, or bypass traps with a DC higher than 20. He can use the Search skill to fi nd, and the Disable Device skill to disarm, magic traps (DC 25 + the level of the spell used to create it). If his Disable Device result exceeds the trap’s DC by 10 or more, he discovers how to bypass the trap without triggering or disarming it.
Uncanny Dodge (Ex): Mortaq can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to Armor Class even when caught fl at-footed.
Possessions: +2 studded leather, +1 buckler, +1 short sword, +1 composite shortbow (+2 Str bonus) with 20 masterwork arrows, 10 silver arrows, 10 cold iron arrows, 5 adamantine arrows, gloves of Dexterity +2, potion of bull’s strength, 2 potions of cure moderate wounds, 800 gp.