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Sacred Killer

Sacred Killer CR 8

Source NPC Codex pg. 208
XP 4,800
Half-orc cleric of Norgorber 1/rogue 6/assassin 2
NE Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +13

Defense

AC 20, touch 16, flat-footed 14 (+4 armor, +5 Dex, +1 dodge)
hp 68 (1d8+6d8+2d8+24)
Fort +7, Ref +11, Will +6; +1 vs. poison
Defensive Abilities evasion, improved uncanny dodge, orc ferocity, trap sense +2

Offense

Speed 30 ft.
Melee +1 short sword +12 (1d6+1/19–20 plus poison)
Ranged mwk dagger +11 (1d4/19–20 plus poison)
Special Attacks channel negative energy 2/day (DC 9, 1d6), death attack (DC 14), sneak attack +4d6
Spell-Like Abilities (CL 1st; concentration +2)
4/day—bleeding touch, copycat
Cleric Spells Prepared (CL 1st; concentration +2)
1st—bless, disguise selfD, divine favor
0 (at will)—bleed (DC 11), detect poison, guidance
D Domain spell; Domains Death, Trickery

Tactics

Before Combat The assassin attempts to cast his scroll of invisibility and coats his short sword with greenblood oil.
During Combat The assassin begins combat by studying his foe for a death attack. When making this attack, he uses Channel Smite and Vital Strike to do as much damage as possible.

Statistics

Str 10, Dex 20, Con 14, Int 14, Wis 12, Cha 8
Base Atk +5; CMB +5; CMD 21
Feats Channel Smite, Dodge, Step Up, Vital Strike, Weapon Finesse, Weapon Focus (short sword)
Skills Bluff +11, Climb +8, Disguise +7, Intimidate +9, Knowledge (local, nobility, religion) +10, Perception +13, Sense Motive +13, Sleight of Hand +13, Spellcraft +10, Stealth +17
Languages Common, Dwarven, Orc
SQ aura, orc blood, poison use, rogue talents (bleeding attack +4, finesse rogue, surprise attack), trapfinding +3, weapon familiarity
Combat Gear potion of cure serious wounds, scroll of invisibility, black adder venom (2), giant wasp poison (2), greenblood oil (2); Other Gear +1 studded leather, +1 short sword, masterwork dagger, belt of incredible dexterity +2, 303 gp

Most evil temples and cults use sacred killers to enforce their twisted will or to eliminate annoying enemies.

Dulg Goldeneyes

When living on the streets as a young orphan, Dulg was abducted by a cult of the god of murder, who originally planned on using him as a test subject for new poisons they were creating. Intrigued by the young half-orc’s spirit, resilience, and intelligence, however, the cult decided to cultivate him instead. They groomed him as an unholy assassin, and the half-orc has been an unquestioning killer for the cult ever since. Truly enjoying his murderous trade, Dulg leaves a grim calling card with each kill. Once his victim is dead, Dulg gouges out the eyes and leaves two polished golden coins in the sockets.

Combat Encounters:If Dulg comes calling, it typically means his marks have somehow crossed his cult, but this is not always the case. Sometimes he murders just to hone his craft and increase his grim renown.

Roleplaying Suggestions:Often silent and sullen, Dulg tends to see people only as potential targets of his foul art. He takes few freelance assignments, doing so only if he believes it can enhance his already fearsome reputation.