Human rogue 3/fighter 2/crimson assassin 4
LE Medium humanoid
Init +4; Senses Perception +15
AC 19, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 dodge, +1 shield)
hp 64 (9 HD; 7d8+2d10+18)
Fort +8, Ref +10, Will +6
Defensive Abilities bravery +1, evasion, red shroud, trap sense +1
Speed 30 ft.
Melee mwk sawtooth sabre +10/+5 (1d8+3/19-20) and mwk sawtooth sabre +10/+5 (1d8+2/19-20)
Ranged dagger +11/+6 (1d4+1/19-20)
Special Attacks prayer attack (DC 16), sneak attack +4d6
Spell-like Abilities (CL 4th; concentration +6)
Spells Known (CL 4th; concentration +6)
2nd (2/day)—cat's grace, hold person (DC 14)
1st (3/day)—expeditious retreat, feather fall, spider climb, true strike
Before Combat Red Hand assassins cast cat's grace and expeditious retreat and activate their masks of the mantis (deathwatch at day or darkvision at night) before entering combat.
During Combat The assassins use prayer attacks if facing lone targets. Otherwise, they team up to flank foes so as to make the most of their sneak attacks. They activate their red shrouds on the first round of combat in any event.
Morale The assassins are fanatics, and fight to the death.
Str 12, Dex 18, Con 14, Int 8, Wis 10, Cha 14
Base Atk +7; CMB +8; CMD 23
Feats DodgeB, Exotic Weapon Proficiency (sawtooth sabre), Improved Two-Weapon Fighting, Iron Will, Skill Focus (Perception, Stealth), Two-Weapon DefenseB, Two-Weapon Fighting, Weapon Finesse, Weapon FocusB (sawtooth sabre), Weapon Specialization (sawtooth sabre)B
Skills Acrobatics +16, Bluff +14, Climb +8, Intimidate +11, Perception +15, Stealth +19
Languages Common, Infernal, 1 additional
SQ summon mantis, trapfinding, rogue talent (weapon training)
Gear +1 leather armor, 2 masterwork sawtooth sabres, 4 daggers, mask of the mantis, cloak of resistance +1
Prayer Attack (Su)
As a standard action a red hand assassin may initiate a prayer attack. The assassin holds his sawtooth sabres out, point down, and weaves the blade in the air within 30 feet of and visible to his intended victim. The intended victim becomes fascinated by this unless he makes a DC 18 Will save (if the assassin is only wielding one sawtooth sabre the DC is 16 instead). He can maintain the fascination effect by concentrating. The victim may attempt a new Will save to escape fascination each time a threat (other than the fascinating assassin) appears. At any point after 3 rounds, the assassin may make a coup de grace attack against the target, provided the target is still fascinated. Activating or concentrating on maintaining a prayer attack does not provoke an attack of opportunity.
Red Shroud (Su)
Two times per day a red hand assassin can create a veil of red mist as a move-equivalent action. This red shroud persists for 4 rounds. It grants a +2 dodge bonus to AC and fast healing 2.
This mist cannot be dissipated by wind. If the assassin is slain while this ability is active, he can choose whether to remain corporeal or to disintegrate into a cloud of red mist that leaves behind only his gear in order to deprive enemies of access to his remains.