Upheaval

Assassin, Master (Archetype)

CR 14 humanoid

Senses: Perception 16, Standard Vision

Speed: Varies Skills: Acrobatics 16, Athletics 12, Deception 13, Sleight of Hand 16, Stealth 16, Appraisal 9, Arcana 9, Linguistics 9, Medicine 8, Rope Use 12, Poisons 13

Ability Scores: Str 11 (+7), Dex 18 (+20), Con 14 (+18), Int 13 (+8), Wis 11 (+16), Cha 12 (+8)

INIT: +4 CP: +10 HP: 98 (14d8+28) SA: -- DC: 27

AC: 20 Touch: 14 Flat-footed: 16 [+6 Armor, +4 Dodge]

SR: --  Vulnerable: --  Resistant: --  Bypass: --

Immunity: --  Effect Immunity: --

QUALITIES

Evasion (ex) - Any time the creature makes a successful Dex save against an attack that normally deals half-damage for success, the creature instead takes no damage.

Danger Sense (ex) - This creature gains advantage on checks made to avoid being surprised or to avoid the effects of unknown traps.

Face in the Crowd (ex) - While this creature is within 30 feet of at least 5 non-hostile creatures, perception and insight checks against it are made at disadvantage.

Uncanny Dodge (ex) - This creature can be flat-footed unless physically immobilized.

Quick Draw (ex) - This creature can draw a weapon as a free action or reaction, allowing it to make attacks of opportunity or readied attacks without holding an item. It may also equip a medium shield as a bonus action.

Surprise Attack (ex) - This creature's enemies are flat-footed in the first round of combat.

Slow Reactions (ex) - Targets who suffer sneak attack from this creature cannot make attacks of opportunity for 1 round.

Gloves of Storing (ex) - On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action. The item is held in stasis and shrunk down so small within the palm of the glove that it cannot be seen. Spell durations are not suppressed, but continue to expire. If an effect is suppressed or dispelled, the stored item appears instantly.

Quiet Death (ex) - The creature can use the assassination ability without anyone realizing their target has been killed. When assassinating, they also make a Stealth check. If successful, those nearby might not even notice that the target is dead for a few moments, allowing you to avoid detection.

ACTIONS
Attacks

Sneaky (Bonus)(ex) - This creature can either disengage or hide as a bonus action.

Assassinate (ex) - If this creature can study its victim for 3 rounds and make a successful sneak attack 3 rounds afterward with a melee weapon, it can stun (level 2) or kill the target (Con save negates). The target must either be unaware of the cretaure or unaware that the create is an enemy. The stun effect lasts 1d6 rounds. On a successful save, the creature suffers damage (including sneak attack) as usual.

Vital Strike (ex) - As a standard action, the Assassin, Master can make one attack at full bonus that deals additional damage. Roll the damage from the attack twice before adding other damage bonuses. This extra weapon damage is not multiplied on a critical hit but is still added to the total.

Swift Death (ex, 1/day) - Once per day, this creature can make a death attack against a foe without studying the foe beforehand, though they must still be unaware of the assassin's presence.

EQUIPMENT

A masterwork dagger laced with deathblade poison, a spare vial of poison, a masterwork shortsword, a longbow, mithral breastplate, gloves of storing, 400 gp., and a description of his next target.

DESCRIPTION

A silent killer, as easily able to blend into a crowd of people as he is able to disappear into the shadows.