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    Master Assassin (Efreeti-Bound Elf Rogue 5 /Assassin 8)


    Master Assassin CR 14

    XP 38,400
    Male efreeti-bound elf rogue 5/assassin 8
    NE Medium humanoid (elf)
    Init +6; Senses darkvision 60 ft., low-light vision; Perception +18

    DEFENSE

    AC 24, touch 18, flat-footed 18 (+6 armor, +2 deflection, +6 Dex)
    hp 93 (13d8+31)
    Fort +7, Ref +15, Will +5; +2 vs. enchantment, +4 vs. poison
    Defensive Abilities evasion, improved uncanny dodge, trap sense +1; Immune sleep; Resist fire 20

    OFFENSE

    Speed 30 ft.
    Melee Zin’Kali +18/+13 (1d6+5/15-20)
    Ranged +1 composite shortbow +16/+11 (1d6+4/x3)
    Special Attacks death attack (DC 20), poison use, sneak attack +7d6
    Spell-Like Abilities (CL 13th; concentration +12, ranged touch +15)

    At willdetect magic, produce flame, pyrotechnics (DC 11), scorching ray (1 ray)
    3/dayinvisibility, wall of fire (DC 13)
    1/dayenlarge person, gaseous form, permanent image (DC 15), reduce person (DC 10)

    TACTICS

    Before Combat When he detects intruders, he casts invisibility and attempts to cast his scroll of spider climb with Use Magic Device, adding +10 with his Genie-Empowered ability. If he happens to still fail with a natural 1 then he will attempt to find a good hiding spot along the floor.

    During Combat He prefers to observe a spellcaster long enough to make a death attack. He then makes sniping attacks from the ceiling for as long as possible.

    Morale He wants to survive long enough to enjoy his freedom again, and flees into the city to try to hide if reduced to less than 20 hit points, abandoning his comrades. If cornered, though, he fights to the death.

    STATISTICS

    Str 16, Dex 22, Con 14, Int 15, Wis 10, Cha 8
    Base Atk +9; CMB +12; CMD 30
    Feats Combat Reflexes, Deadly Aim, Improved Critical (rapier), Point-Blank Shot, Precise Shot, Quick Draw, Skill Focus (acrobatics) Weapon Finesse, Weapon Focus (rapier)
    Skills Acrobatics +26, Bluff +7, Climb +11, Disable Device +26, Disguise +14, Knowledge (planes) +10, Perception +18 (+20 to find traps), Sleight of Hand +14 (+22 to hide weapons), Stealth +22, Use Magic Device +15
    Languages Common, Elven, Ignan, Sylvan
    SQ hidden weapons, hide in plain sight, quiet death, rogue talents (finesse rogue, weapon training [rapier]), trapfinding +2, true death
    Combat Gear scroll of spider climb, 2 tanglefoot bags, 6 doses of giant wasp poison (Fort DC 18, 1d2 Dex 1/rd. for 6 rds., 1 save); Other Gear +2 mithral shirt, +2 genie-bane rapier, +1 composite shortbow (+3 Str bonus) with 20 arrows, belt of incredible dexterity +2, cloak of resistance +1, ring of protection +2, masterwork thieves’ tools

    SPECIAL ABILITIES

    Genie-Bound (Su)

    This ability allows his master to keep telepathic track of him as though via a status spell. As a standard action, he can heal 1d6 points of damage or 1d4 points of ability damage through this bond at will.

    Genie Empowered (Su)

    Once every 3 rounds, he may choose to gain a +10 bonus on any one skill check, double his speed for the round, or gain a +5 bonus on any one saving throw (even on another creature’s turn).

    Genie Magic (Sp)

    His master can choose to strip his spell-like abilities from him as a free action—he can also choose to end or spoil the effects of his spell-like abilities as a free action.

    Editor's Note

    The assassin class has changed substantially since the edition of the rules for which the Master Assassin was originally published. The scroll of spider climb was added to enable him to carry out the tactics outlined in The Impossible Eye. Equipping him with a pair of slippers of spider climbing is an alternate solution, which potentially leaves the PCs with an additional piece of treasure.

    Also, "genie" is not technically a valid subtype of outsider for the bane weapon ability. For the purposes of the unique weapon in the module, assume a genie-bane weapon is effective against any outsider whose description refers to it as a genie, including: