Blackstrike CR 8
XP 4,800
Human fighter 7
Shadowdancer 2
CN Medium humanoid (human)
Init +2; Senses darkvision 60 ft.; Perception +12
Defense
AC 20, touch 14, flat-footed 17 (+5 armor, +1 deflection, +2 Dex, +1 dodge, +1 natural)
hp 86 (7d10+2d8+34)
Fort +9, Ref +8, Will +4; +2 vs. fear
Defensive Abilities bravery +2, evasion, uncanny dodge
Offense
Speed 30 ft.
Melee +1 greatsword +17/+12 (2d6+13/19–20)
Ranged mwk shortbow +11/+6 (1d6/×3)
Special Attacks weapon training (heavy blades +1)
Tactics
Before Combat The shadowdancer drinks her potion of bull's strength. If she knows where the battle will take place, she scouts the location to find good hiding places.
During Combat The shadowdancer drinks her potion of blur, then keeps to the shadows, delivering greatsword attacks to foes on the perimeter of battle so she doesn't get dragged into the melee.
Base Statistics Without bull's strength, the shadowdancer's statistics are Melee +1 greatsword +15/+10 (2d6+10/19–20); Str 18; CMB +12; CMD 26.
Statistics
Str 22, Dex 14, Con 14, Int 12, Wis 10, Cha 8
Base Atk +8; CMB +14; CMD 28
Feats Combat Reflexes, Disruptive, Dodge, Lightning Reflexes, Mobility, Power Attack, Toughness, Vital Strike, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Skills Acrobatics +14, Climb +10, Handle Animal +3, Heal +1, Knowledge (arcana) +4, Knowledge (geography, local, religion) +2, Perception +12, Perform (dance) +4, Ride +6, Stealth +14, Swim +10
SQ armor training 2, hide in plain sight
Combat Gear potion of blur, potion of bull's strength, potion of cure moderate wounds; Other Gear +1 chain shirt, +1 greatsword, masterwork shortbow with 20 arrows, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, 219 gp
Like gnawing nightmares dwelling in shadow, blackstrikes stalk just out of sight, yet still close enough to strike.
Nothing more than a murderer for hire, Kresis will take nearly any job if the money is right. Possessing no loyalty to any one group, she rarely accepts jobs from the same people twice, and has been known to carry out assassinations for both sides of a single conflict. Sometimes, this means an aggravated employer sends assassins after Kresis herself. In these situations, she retreats rather than staying to fight—unless she knows one of her would-be killers has a high price on his head that she could claim.
Though she almost always takes jobs she's offered, Kresis draws the line at murdering children and people she considers innocents. In times of doubt, she leaves the fate of her prey to a simple coin toss. If the result favors the victim, she doesn't accept the money she was promised for the job, and leaves it at that. If her employer hires another assassin, it's no longer her problem.
Combat Encounters:Kresis does not kill for fun; she kills for pay. It's not her job to collect information, to help out other mercenaries, or to deliver messages—just to kill her target and get paid. She takes as few personal risks as possible, and makes sure she's prepared before a battle so she can fight on her own terms. Once a mercenary, she turned to assassination in order to have more control over her actions and lower her own risk of death, and she's not about to stick her neck out now. She almost never fights in the middle of the day, preferring to attack at night or near dusk or dawn when the shadows are long.
Roleplaying Suggestions:Sullen and withdrawn, Kresis says little about herself, and seems distracted by her own thoughts. She is actually an attentive listener, though, and rarely forgets what she hears. She eavesdrops on tavern conversations to get information about her targets before the kill. She couldn't care less about the fallout after the hit—as long as she gets the money she was promised, she considers the venture a success.
Midnight Dancer CR 12
XP 19,200
Half-orc bard 9
Shadowdancer 4
NE Medium humanoid (human, orc)
Init +2; Senses darkvision 90 ft., see invisibility; Perception +15
Defense
AC 20, touch 14, flat-footed 17 (+5 armor, +1 deflection, +2 Dex, +1 dodge, +1 natural)
hp 71 (9d8+4d8+9)
Fort +4, Ref +12, Will +8; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities evasion, orc ferocity, uncanny dodge
Offense
Speed 30 ft.
Melee +1 dagger +12/+7 (1d4+3/19–20)
Ranged +1 light crossbow +12 (1d8+1/19–20)
Special Attacks bardic performance 24 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire courage +2, inspire greatness, suggestion)
Shadowdancer Spell-Like Abilities (CL 4th; concentration +8)
2/day—shadow illusion (DC 15)
1/day—shadow call (DC 18)
Bard Spells Known (CL 9th; concentration +13)
3rd (4/day)—cure serious wounds, deep slumber (DC 18), gaseous form, see invisibility
2nd (5/day)—darkness, invisibility, silence (DC 16), suggestion (DC 17)
1st (6/day)—cure light wounds, lesser confusion (DC 16), remove fear, silent image (DC 15), sleep (DC 16)
0 (at will)—daze (DC 15), ghost sound (DC 14), lullaby (DC 15), mage hand, message, open/close
Tactics
Before Combat The shadowdancer casts see invisibility.
During Combat Keeping to the shadows at the edge of battle, the shadowdancer supports allies and uses crossbow shots and debilitating spells against enemies.
Base Statistics Without see invisibility, the shadowdancer's statistics are Senses darkvision 90 ft.
Statistics
Str 14, Dex 14, Con 10, Int 15, Wis 8, Cha 18
Base Atk +9; CMB +11; CMD 25
Feats Combat Casting, Combat Reflexes, Dodge, Iron Will, Lightning Reflexes, Mobility, Spell Focus (enchantment)
Skills Acrobatics +15, Climb +10, Disable Device +12, Disguise +10, Intimidate +6, Knowledge (dungeoneering) +19, Knowledge (local) +14, Perception +15, Perform (act) +15, Perform (dance) +14, Sleight of Hand +10, Stealth +23, Swim +7, Use Magic Device +17
Languages Common, Goblin, Orc
SQ bardic knowledge +4, hide in plain sight, lore master 1/day, orc blood, rogue talent (fast stealth), shadow jump (40 feet/day), summon shadow, versatile performance (act, dance), weapon familiarity
Combat Gear +1 human-bane bolts (5), +1 undead-bane bolts (5); Other Gear +3 leather armor, +1 dagger, +1 light crossbow with 20 bolts, dagger, amulet of natural armor +1, cloak of elvenkind, headband of alluring charisma +2, ring of protection +1, 1,038 gp
These bards grant support though a subtle dance of shadows.
Mellak sees life as a dance and death as its finale. A performer at heart, he makes each death he deals an act in his play of mortality, often using a dancing flourish to make it as artistic as possible. He expounds upon his philosophy of a beautiful death to his victims, explaining that they are lucky to receive an elegant death rather than the ugly end of sickness and infirmity.
Black Ice CR 16
XP 76,800
Gnome illusionist 10
Shadowdancer 7
NE Small humanoid (gnome)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +20
Defense
AC 23, touch 17, flat-footed 20 (+4 armor, +3 deflection, +2 Dex, +1 dodge, +2 natural, +1 size)
hp 147 (10d6+7d8+78)
Fort +12, Ref +15, Will +15; +2 vs. illusions
Defensive Abilities defensive roll, defensive training (+4 dodge bonus to AC vs. giants), evasion, greater invisibility, improved uncanny dodge, slippery mind; DR 10/adamantine (100 points)
Offense
Speed 30 ft.
Melee staff of frost +10/+5 (1d4–2)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids
Gnome Spell-Like Abilities (CL 17th; concentration +19)
1/day—dancing lights, ghost sound, prestidigitation, speak with animals
Arcane School Spell-Like Abilities (CL 10th; concentration +15)
At will—invisibility field (10 rounds/day)
8/day—blinding ray
Shadowdancer Spell-Like Abilities (CL 7th; concentration +9)
3/day—shadow illusion (DC 13)
2/day—shadow call (DC 16)
Illusionist Spells Prepared (CL 10th; concentration +15)
5th—feeblemind (DC 20), nightmare (DC 23), shadow evocation (DC 23), teleport
4th—charm monster (DC 19), greater invisibility, phantasmal killer (DC 22), solid fog, stoneskin
3rd—blink, displacement, fly, major image (DC 21), slow (DC 18)
2nd—acid arrow, darkness, hypnotic pattern (DC 20), invisibility (2), resist energy
1st—charm person (DC 16), color spray (DC 19), feather fall, mage armor, magic missile (2), shield
0 (at will)—daze (DC 15), ghost sound (DC 18), mage hand, ray of frost
Opposition Schools divination, necromancy
Tactics
Before Combat The shadowdancer casts mage armor and stoneskin.
During Combat The shadowdancer casts greater invisibility and shield, then harries his foes with phantasmal killer, hypnotic pattern, and spells from his staff of frost.
Base Statistics Without mage armor and stoneskin, the shadowdancer's statistics are AC 19, touch 17, flat-footed 16; DR none.
Statistics
Str 6, Dex 14, Con 16, Int 20, Wis 10, Cha 14
Base Atk +10; CMB +7; CMD 23
Feats Combat Casting, Combat Reflexes, Dodge, Fleet (2), Greater Spell Focus (illusion), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Scribe Scroll, Spell Focus (illusion), Toughness
Skills Acrobatics +20, Bluff +20, Craft (alchemy) +7, Diplomacy +20, Fly +17, Knowledge (arcana) +23, Knowledge (dungeoneering, geography) +13, Knowledge (planes) +23, Perception +20, Perform (dance) +8, Spellcraft +23, Stealth +24, Swim +2
Languages Aklo, Common, Draconic, Gnome, Sylvan
SQ arcane bond (staff of frost), extended illusions (+5 rounds), hide in plain sight, rogue talents (combat trick, fast stealth), shadow jump (80 feet/day), summon shadow
Combat Gear restorative ointment (5 applications), staff of frost (10 charges); Other Gear amulet of natural armor +2, cloak of resistance +4, headband of vast intelligence +2, ring of protection +3, diamond dust (worth 500 gp), 3,800 gp
These evasive spellcasters make frustrating enemies.
Gnomes love pranks and practical jokes, but few are as dark, devious, and deadly as those of Scal Wistalvak. The entire time he uses illusions and ice magic to bring about psychological torture and chilling death, he stays out of sight, laughing maniacally.
Darkstar CR 19
XP 204,800
Halfling rogue 10
Shadowdancer 10
N Small humanoid (halfling)
Init +12; Senses darkvision 60 ft.; Perception +27
Defense
AC 31, touch 21, flat-footed 24 (+7 armor, +3 deflection, +6 Dex, +1 dodge, +3 natural, +1 size)
hp 143 (10d8+10d8+50)
Fort +13, Ref +25, Will +15; +2 vs. fear
Defensive Abilities defensive roll, improved evasion, improved uncanny dodge, slippery mind, trap sense +3
Offense
Speed 20 ft.
Melee +1 flaming short sword +25/+20/+15 (1d4+1/19–20 plus 1d6 fire)
Ranged +1 sling +24/+19/+14 (1d3+1)
Special Attacks sneak attack +5d6
Shadowdancer Spell-Like Abilities (CL 10th; concentration +10)
5/day—shadow illusion (DC 11)
4/day—shadow call (DC 14)
2/day—shadow power (DC 15)
Tactics
During Combat The shadowdancer drinks his potion of invisibility, summons a shadow to flank with him, and focuses on dropping foes one at a time.
Statistics
Str 11, Dex 26, Con 14, Int 10, Wis 14, Cha 10
Base Atk +14; CMB +13; CMD 35
Feats Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility, Point-Blank Shot, Spring Attack, Stand Still, Two-Weapon Fighting, Vital Strike, Weapon Finesse, Weapon Focus (short sword)
Skills Acrobatics +28 (+24 when jumping), Climb +10, Disable Device +31, Escape Artist +16, Heal +7, Intimidate +8, Knowledge (arcana, engineering, planes) +5, Knowledge (dungeoneering, local) +8, Perception +27, Perform (dance) +8, Sleight of Hand +16, Stealth +35, Swim +8, Use Magic Device +8
Languages Common, Halfling
SQ rogue talents (combat trick, defensive roll, fast stealth, finesse rogue, opportunist, stand up, surprise attack, trap spotter), shadow jump (320 feet/day), shadow master, summon shadow, trapfinding +5
Combat Gear +1 demon-bane bullets (5), +1 human-bane bullets (5), potions of cure serious wounds (2), potions of invisibility (2); Other Gear +5 leather armor, +1 flaming short sword, +1 sling with 20 bullets, amulet of natural armor +3, bag of holding (type I), belt of incredible dexterity +6, boots of speed, cloak of resistance +4, glove of storing, ring of protection +3, rope of climbing, 3,969 gp
Short but deadly, a darkstar skirts the shadows with his shadow companion.
A thief and a liar, Filagan is more interested in filling his coin purse and enjoying the good life than he is in carnage or murder. Though deadly in combat, he avoids it whenever possible. He employs dirty tricks when cornered, knowing his small size is a disadvantage in a straight physical fight. Once he gets the best of his opponent, he escapes to a nearby tavern or gambling hall to lose himself in the crowd and relax.
Combat Encounters:A daring thief, Filagan knows adventurers are typically lucrative marks. This often causes him to take too big of risks and get himself into trouble stealing from them. Filagan rarely travels with allies, but might jump into a larger battle if doing so means there's less risk to him personally.
Roleplaying Suggestions:Jovial and fun-loving, Filagan is the life of the party, buying drinks and telling good-natured and self-deprecating jokes. He doesn't let on that he's an experienced killer—at least not until someone threatens one of his drinking buddies.