Orq Lesser Assassin (3.5e NPC)

This bonus applies to both touch and flatfooted AC, and is lost if the shinobi is rendered helpless.

 : At 2nd level and higher, a shinobi can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the shinobi is wearing light armor or no armor. A helpless shinobi does not gain the benefit of evasion.

If an shinobi studies her 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 (shinobi's choice). While studying the victim, the shinobi can undertake other actions so long as his attention stays focused on the target and the target does not detect the shinobi or recognize the shinobi as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + 1/2 HD + Wis) against the kill effect, they die. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the shinobi. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the shinobi 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 their save) or if the shinobi 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.

Ferocity : Once per day, if an orq is reduced to -1 hp or lower they immediately can take a standard action before suffering from the effects of hit point loss.

Light Sensitivity : Orqs work as dusk and dawn, at night, or within the shadows of caves. Orqs are dazzled in bright sunlight or within the radius of a daylight spell.

However, the orq lesser assassin's sundark goggles negate this weakness.



 : At 4th level a shinobi can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Houserule Traits: The orq lesser assassin is using the Tome of Prowess, New Level-Dependent Benefits, and Better Hit Points rules. They also get an extra feat at first level.

Item Notes: The following are specific notes about items.
 * Large Scorpion Venom (Injury DC 18, 1d6 Str/1d6 Str).
 * The Masterwork Potion Belt holds 6 potions, which may be drawn as a free action.
 * Death Ward armor makes the user immune to one death effect, energy drain, or negative energy effect once per day.

Kuji-in Seals
Kuji-in seals consume ki from the ki pool equal to their level. 1st level kuri-ins use 1 ki point, 4th level kuri-ins use 4 ki points, and so forth. Though many produce effects which defy logic, kuri-in seals are extraordinary by default unless marked otherwise. When you gain access to a new level of kuri-in seals, you know and are able to use all of them at will, ki points provided. The saving throw for all kuri-ins is DC 10 + 1/2 HD + an ability score (usually wisdom).

1st Kuri-in
 : As a swift action you can turn any improvise weapon or object in your hand into a capable weapon. It gains the statistics of the closest weapon you are proficient in (pool cues become quarterstaves, broken bottles are daggers, and so forth). In your hand it is as dangerous as a real dagger and you take no penalty for its use.

 : As a standard action you imbue your body with unnatural spring, granting your class level + 10 competence bonus on jump checks and you're always treated as having a running start.

 : As a swift action, gain a +10 foot bonus to speed for 1 round. At 4th level and every three levels beyond, the bonus rises by another +10 feet.

 : As a swift action you become invisible as the spell and your rendered completely silent as if affected by a personal silence spell for 1 round.

 : As a standard action you produce a smoke bomb which produces a 10 foot cube of smoke similar to a fog cloud spell. At 4th level and every four levels beyond, the cube grows by +10 feet (20 ft cube, 30 foot cube, etc). The smoke lingers in the air for 5 rounds before dispersing. You can always choose to smoke a smaller area than your level allows.

2nd Kuri-in
 : As a move action you can make a bluff check to feint the enemy. At 10th level, you can perform this as a swift action.

 : As a standard action duplicate the effect of shadow jauntToB, teleporting 50 feet away. At level 8 this can be done as a move action, and at level 16 it can be done as a swift action.

 : As a full round action you gain the benefits of disguise self, which lasts until you change disguises or dismiss the effect. This is a result of clever use of makeup and minor facial positioning, and so is not detected by true seeing.

 : As a swift action just before making a death attack, you focus your mind on the kill granting +2 to the DC of the death attack and an extra +1 point of damage per class level.

 : As a standard action you blend into the background you stand against, granting you concealment (20% miss chance). If you stand still, you become impossible to make out as if you were under the effect of invisibility. This ability lasts for 1 minute.

 : As a swift action you gain the benefits of spider climb for 1 minute.