VESPARIAN LAFANEL (“VESPER”), MASTER OF THE GUILD OF
ASSASSINS CR 18
Male elf rogue 5/wizard 5/arcane trickster 4/assassin 4
N Medium humanoid (elf)
Init +5; Senses low-light vision; Listen +5 (+7 within arm’s reach of familiar), Spot +5 (+7 within arm’s reach of familiar)
Languages Common, Draconic, Dwarven, Elven, Orc, empathic link
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AC 23 (+5 Dex, +5 armor, +3 deflection), touch 18, flat-footed 18; improved uncanny dodge
hp 110 (18 HD)
Immune magic sleep effects
Resist evasion, +2 against enchantments, +2 against poison, trap sense +1
Fort +7, Ref +18, Will +9
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Speed 30 ft. (6 squares)
Melee +2 keen adamantine rapier +20/+15/+10 (1d6+3/15-20) and dagger of venom +18 (1d4+1/19-20)
Ranged +1 shortbow +20/+15/+10 (1d6+1/x3)
Base Atk +11; Grp +12
Atk Options Combat Expertise, death attack (Fort DC 17), impromptu sneak attack, sneak attack +7d6
Combat Gear dagger of venom, 2 potions of cure serious wounds, ring of feather falling, wand of magic missiles (CL 9th, 41 charges), crystal ball with see invisibility, 2 doses of carrion crawler brain juice (contact, Fort DC 13, paralysis/0), 2 doses of oil of taggit (ingested, Fort DC 15, 0/unconsciousness), 2 doses of purple worm poison (injury, Fort DC 24, 1d6 Str/2d6 Str)
Assassin Spells Known (CL 4th):
2nd (2/day) -- darkness, pass without trace, spider climb
1st (5/day) -- detect poison, disguise self, sleep (DC 16), true strike
Wizard Spells Prepared (CL 13th):
5th -- teleport x2
4th -- charm monster (DC 19), dimensional anchor (+19 ranged touch), greater invisibility
3rd -- fly, hold person (DC 18), protection from energy, slow (DC 18)
2nd -- darkvision, knock, Melf’s acid arrow (+19 ranged touch), see invisibility, web
1st -- comprehend languages, mount, ray of enfeeblement (+19 ranged touch) x2, shield
0 -- detect magic, light,
mage hand, read magic
Spellbook spells prepared plus all cantrips; 1st -- alarm, burning hands, expeditious retreat, identify, mage armor, magic missile, sleep, true strike; 2nd -- bull’s strength, cat’s grace, fog cloud, glitterdust, invisibility, locate object; 3rd -- dispel magic, fireball, haste, lightning bolt, nondetection;
4th -- confusion, phantasmal killer, stoneskin; 5th -- dominate person
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Abilities Str 12, Dex 27, Con 16, Int 21, Wis 7, Cha 15
SQ elf traits, poison use, ranged legerdemain 1/day, share spells, summon familiar (cat), trapfinding
Feats Combat Casting, Combat Expertise, Force of Personality (CAd), Practiced Spellcaster (wizard) (CAr), Two-Weapon Fighting, Weapon Finesse, Weapon Focus (rapier)
Skills Appraise +10 (+12 with poisons), Balance +15, Bluff +7, Climb +7, Concentration +14 (+18 casting defensively), Craft (poisonmaking) +10, Decipher Script +12, Diplomacy +11, Disable Device +12, Disguise +10 (+12 acting), Escape Artist +15, Gather Information +9, Hide +21, Intimidate +9, Jump +12, Knowledge (arcana) +12, Knowledge (local) +10, Listen +5, Move Silently +16 (+19 within 1 mile of familiar), Open Lock +11, Search +10, Sense Motive +6, Sleight of Hand +15, Spellcraft +14, Spot +5, Swim +4, Tumble +15
Possessions combat gear plus +2 keen adamantine rapier, +1 shortbow, 10 adamantine arrows, 10 cold iron arrows, ring of protection +3, amulet of proof against detection and location, boots of speed, bracers of armor +5, cloak of elvenkind, gloves of dexterity +6, headband of intellect +4, mwk thieves’ tools
Source: Greyhawk: The Adventure Begins; Greyhawk: Folk, Feuds, and Factions.