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Death Initiate

Death Initiate CR 12

Source NPC Codex pg. 209
XP 19,200
Human monk 9/assassin 4
LE Medium humanoid (human)
Init +5; Senses Perception +18

Defense

AC 25, touch 21, flat-footed 19 (+2 armor, +1 deflection, +5 Dex, +1 dodge, +2 monk, +2 natural, +2 Wis)
hp 88 (9d8+4d8+22)
Fort +9, Ref +14, Will +10; +2 vs. enchantments or poison
Defensive Abilities improved evasion, uncanny dodge; Immune disease

Offense

Speed 60 ft.
Melee unarmed strike +15/+10 (1d10+1 plus 1d6 electricity) or mwk quarterstaff +11/+6 (1d6+1) or flurry of blows (unarmed strike) +16/+16/+11/+11/+6 (1d10+1 plus 1d6 electricity)
Ranged +1 shuriken +16/+11 (1d2+2) or flurry of blows (+1 shuriken) +17/+17/+12/+12/+7 (1d2+1)
Special Attacks death attack (DC 16), flurry of blows, sneak attack +2d6, stunning fist (10/day, DC 18), true death (DC 19)

Tactics

Before Combat The assassin drinks her potion of barkskin, attempts to study her victim for 3 rounds, and drinks her potion of haste.
During Combat Disguised as a modest pilgrim, the assassin sidles up to her mark and makes her death attack with a Stunning Fist attack. She then retreats to throw flurries of shuriken.
Base Statistics Without barkskin, the assassin’s statistics are AC 23, touch 21, flat-footed 17.

Statistics

Str 12, Dex 21, Con 12, Int 14, Wis 14, Cha 8
Base Atk +9; CMB +13; CMD 31
Feats Deadly Aim, Deflect Arrows, Dodge, Extra Ki, Improved Unarmed Strike, Nimble Moves, Point-Blank Shot, Step Up, Stunning Fist, Weapon Finesse, Weapon Focus (shuriken, unarmed strike)
Skills Acrobatics +21 (+42 when jumping), Bluff +6, Climb +11, Diplomacy +2, Disguise +6, Intimidate +7, Knowledge (geography, local, nature) +5, Knowledge (history) +8, Knowledge (religion) +6, Perception +18, Sense Motive +12, Stealth +21, Swim +7
Languages Auran, Common, Infernal
SQ fast movement, hidden weapons, high jump, ki pool (8 points, magic), maneuver training, poison use, slow fall 40 ft., wholeness of body
Combat Gear potion of barkskin, potion of cure serious wounds, potion of haste; Other Gear +1 human-bane shuriken (5), +1 shuriken (20), adamantine shuriken (10), cold iron shuriken (10), masterwork quarterstaff, belt of physical might +2 (Str, Dex), bracers of armor +2, cloak of resistance +1, ring of protection +1, shock amulet of mighty fists, 235 gp

These monks deal swift and dispassionate death to those who threaten or cross their monastery.

Kel Sal Koth

Little is know about Kel Sal Koth’s background or origins, even to her. Her first memories involve the monastery’s early lessons about the deadly discipline she was chosen to follow. Kel’s philosophy is simple, but her commitment to it is deep. She believes that only in suppressing emotion can one find true harmony with the universe—and the true test of such suppression is dispassionately taking other intelligent creatures’ lives.

Combat Encounters:Kel prefers to work alone, but if a target is too strong, she handpicks other members of her monastery to cause diversions or run interference.

Roleplaying Suggestions:To call Kel unfeeling is an understatement. She only apes emotion as a ploy to get closer to her prey.