Welcome to Creative Characters. This is where I indulge myself a bit and create an unusual character, based on a concept, idea, theme, feat or whatever else catches my fancy. These characters are NOT supposed to be optimized, but they ARE supposed to be INTERESTING. For the sake of reference, and consistency, all characters here are created with the Elite stat array (15, 14, 13, 12, 10, 8) and all hit points are rolled as averages (and rounded down). They are also written so that they can be used as either NPCs or PCs as the reader chooses, and are written with all special abilities typed out, so as to ensure a minimum amount of book-flipping throughout your game.
This is a recurring series, and you should be seeing installments of it each week. Should you wish to see a particular build or idea featured here, then please don’t hesitate to comment
This time around, I create Tiktik, the Maroon Murderer, a professional duelist who uses underhanded means to slow down and kill his opponents in “seemingly” honest combat.
Tiktik, the Maroon Murderer CR 5
Before Combat Tiktik attempts to scout his target for the use of a Death Attack and takes the time to coat his weapon in poison (normally the greenblood oil, but the large scorpion venom for particularly difficult opponents).
During Combat If possible, Tiktik will flank with his allies, but otherwise, he will use the feint maneuver (with the Improved Feint feat) and use this Sneak Attack whenever possible. Should it be needed, Tiktik will usually attempt to close on his opponents but will throw his chakram if needed.
Str 11 (13-2 race), Dex 18 (14+2 race+2 magic item), Con 11, Int 20 (15+2 race +1 level+2 magic item), Wis 10, Cha 8
Base Atk +3 CMB +2; CMD 16
Feats Combat Expertise, Improved Feint, Improved Initiative, Light Armor Proficiency, Simple Weapon Proficiency, Weapon Finesse (rapier), Weapon Focus (rapier), Weapon Proficiency (chakram)
Skills Acrobatics +12, Bluff +8, Craft (alchemy) +16, Diplomacy +8, Disguise +8, Intimidate +8, Knowledge (local) +14, Knowledge (nobility) +11, Perception +11, Sense Motive +9, Sleight of Hand +13, Stealth +17, Use Magic Device +10
Languages Common, Draconic, Goblin, Orc, Undercommon
Gear belt of incredible dexterity (+2), +1 chain shirt, +1 chakram, cloak of resistance (+1), headband of vast intelligence (+2, Use Magic Device), +1 rapier, backpack (masterwork), greenblood oil (5 doses), large scorpion venom (1 dose), noble’s outfit (2 – in maroon colors), portable alchemist’s lab, signet ring, 100 gp worth of jewelry; Coins 49 gp (these remaining coins can be spent at the GM or player’s discretion before the start of the game session).
Tiktik fights viciously when cut off from friends and allies. Whenever he is reduced to half or fewer of his hit points and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class.
Death Attack (Ex)
If Tiktik studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (tiktik’s choice). Studying the victim is a standard action. The death attack fails if the target detects Tiktik or recognizes Tiktik as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + the Tiktik class level + the Tiktik Int modifier (i.e. normally DC 16)) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once Tiktik has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Tiktik can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if Tiktik is wearing light armor or no armor. A helpless Tiktik does not gain the benefit of evasion.
Martial Training (Ex)
Tiktik is trained in the use of poison and cannot accidentally poison himself when applying poison to a blade
If Tiktik can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.
His attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or Tiktik flanks his target. This extra damage is 4d6. Should Tiktik score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), Tiktik can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
Uncanny Dodge (Ex)
Tiktik can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. He can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
Tiktik is nothing but a killer for hire. Unlike many of his kin, however, he prefers not to stick to the shadows (though he’s fully capable of doing so), and instead, he dressed flamboyantly, challenging his opponents over matters of honor (or so he pretends), only to use a poisoned blade, to ensure victory in those duels. In this way, he has slain many nobles, always for coin, and always with an out where he can pretend that his honor has been impinged. To this end he studies the local laws and nobility intently, waiting for the right moment to offer his services to willing nobles, and removing any obstacles.
Now, he has moved on to new pastures and is looking for his next payday, as his previous hunting grounds had grown wise to his methods and started avoiding him.