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Gypht Veleno
Female human ranger 6/assassin 4: CR10; Medium humanoid; Hit Dice 6d8+4d6+10 (54); Init +7; Spd 30 ft. (6 squares); AC 19 (5 armor, 3 Dex, 1 deflection), touch 14, flat-footed 16; BAB/Grapple +9/+9; Atk +10 melee (1d8+1/19-20, +1 longsword) or +10 melee (1d4/19-20, masterwork dagger) or +14 ranged (1d8+1/x3, +1 composite longbow) or +10 ranged (1d8+1/x3, +1 composite longbow) and +10 ranged (1d8+1/x3, +1 composite longbow); Full atk +10 melee (1d8+1/19-20, +1 longsword) and +5 melee (1d8+1/19-20, +1 longsword) or +10 melee (1d4/19-20, masterwork dagger) and +5 melee (1d4/19-20, masterwork dagger) or +14 ranged (1d8+1/x3, +1 composite longbow) and +9 ranged (1d8+1/x3, +1 composite longbow) or +12 ranged (1d8+1/x3, +1 composite longbow) and +12 ranged (1d8+1/x3, +1 composite longbow) and +7 ranged (1d8+1/x3, +1 composite longbow); SA death attack (DC 14), favored enemy, poison use, sneak attack +2d6, spells; SQ animal companion, uncanny dodge, wild empathy; AL NE; SV Fort +7 (+9 vs. poison), Reflex +12, Will +5; Str 10, Dex 16, Con 12, Int 14, Wis 14, Cha 8.
Skills & Feats: Craft (bowyer) +3 (1 class, 2 Int), Craft (poison) +15 (13 class, 2 Int), Disguise +3 (4 cross-class, -1 Cha), Handle Animal +8 (9 class, -1 Cha), Hide +23 (13 class, 3 Dex, 5 competence, 2 feat), Knowledge (geography) +11 (9 class, 2 Int), Knowledge (nature) +11 (9 class, 2 Int), Listen +15 (13 class, 2 Wis), Move Silently +23 (13 class, 3 Dex, 5 competence, 2 feat), Spot +15 (13 class, 2 Wis), Survival +11 (9 class, 2 Wis), Tumble +11 (8 class, 3 Dex); Endurance, Farshot, Improved Initiative, Manyshot, Point Blank Shot, Rapid Shot, Stealthy, Track, Weapon Focus (longbow).
Combat Style (Ex): Gypht Veleno has selected archery combat. She gains the Manyshot and Rapid Shot feats.
Favored Enemy (Ex): Gypht Veleno gains a +4 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans. She gets the same bonus on weapon damage rolls against humans. She gains a +2 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against elves. She gets the same bonus on weapon damage rolls against elves.
Wild Empathy (Ex): Gypht Veleno can improve the attitude of an animal in the same way a Diplomacy check can improve the attitude of a sentient being. She rolls 1d20+5, or 1d20+1 if attempting to influence a magical beast with an Intelligence score of 1 or 2.
Typical Ranger Spells Prepared (Save DC 12 + spell level): 1stentangle, longstrider
Assassin Spells Known (4/2; DC 13 + spell level): 1st-- obscuring mist, true strike, disguise self, ghost sound; 2nd--darkness, invisibility, pass without trace.
Languages: Common, elven, sylvan.
Possessions: Arrows (20), boots of elvenkind, cloak of elvenkind, +1 composite longbow, dagger (masterwork), explorer’s outfit, giant wasp poison (4), inkpen, journal, large scorpion venom (4), +1 longsword, +1 mithral shirt, ring of protection +1, 30gp.
Fang, her Animal Companion
Male Medium Viper: 4d8 (18 hp); Init +4; Spd 20 ft. (4 squares), climb 20 ft., swim 20 ft.; AC 19 (+4 Dex, +5 natural), touch 14, flat-footed 15; BAB/Grapple +3/+2; Atk bite +7 melee (1d4-1, poison); Full Atk bite +7 melee (1d4-1, poison); Space/Reach 5 ft./5 ft.; SA Poison (DC14, 1d6/1d6 Con); SQ scent, link, share spells, evasion; SV Fort +4, Reflex +8, Will +2; Abilities Str 9, Dex 18, Con 11, Int 1, Wis 12, Cha 2.
Skills & Feats: Balance +12, Climb +12, Hide +14, Listen +5, Spot +5, Swim +7; Ability Focus (Poison), Weapon Finesse.
Tricks Known: attack, down, heel, stay, track.
Description
Gypht Veleno stands just a little over 5 feet in height and has a lithe build. Her dark brown hair is cut short and simple to keep it out of her way. Gypht’s eyes are a piercing steel blue. Her exposed skin is well tanned. Gypht is usually dressed in browns and greens or whites and other light tones, depending on the season. The fine longbow on her back seems out of place given the rather simple and plain construction of her outfit. More disturbing is the viper curled around her arms and shoulders.
Personality & Background
Gypht is an accomplished, dedicated assassin, consumed with her work and the study of potent toxins and their effect on the human form. She takes careful notes of every contract filled: how the subject fared against her poisons, unexpected reactions from mixed doses of toxins, how long it took the subject to perish, etc. Of particular note was her first mission for the Bloody Hands guild: to neutralize a paladin of the Order of the White Tiger Knights, Sir Jaysen Millian. Although Millian was a seasoned veteran of many campaigns, and had successfully thwarted previous attempts on his life, he was no match for Gypht’s stealth and woodcraft.
The Bloody Hands were quite pleased with Gypht’s performance and saw the need for a wilderness assassin. She was offered a position in the guild as a “Hand” (the name given to the actual assassins). Gypht accepted the offer. As an assassin she was given full access to the guild’s records and materials related to poisons, and she was given the opportunity to observe the effects of the toxins on her targets. At her appointment she was given the distinctive Hand’s Dagger as a sign of her membership in the guild.
Unfortunately, Sir Jaysen Millian’s order, the White Tiger Knights, is now actively hunting her. However, they only have a basic description of Gypht from their divinations and no name. They are not even aware of her ties to The Bloody hand at this moment.
Gypht Veleno is not interested in fortune or prestige. Most of what she earns from her contracts funds new equipment or goes toward acquiring new and exotic toxins. Gypht also isn’t too proud to rob the dead. She has taken up the occupation of assassin to indulge her academic curiosity in the application and effects of poison; thus, even though she only uses lethal force against those with prices on their heads, she is always in the market for new test subjects. Still, unless hired to dispatch an opponent, if the victim is incapacitated the fight is over and Gypht moves on.
Tactics
Gypht’s tactics vary on whether she is hunting or being hunted. Either way, Gypht will avoid a stand up fight. She starts every day by reapplying poison to a green fletched “lucky” arrow, just in case. Basic poisons she makes herself at her home base and stashes in caches throughout her hunting grounds along with arrows, food, and other provisions.
If forced to fight, Gypht will generally use her ranger spells (entangle and longstrider) to control the battlefield. Failing that, her highest level assassin spells work in conjunction to help ensure her escape. If she has the chance to prepare for a fight, she will take the time to poison more arrows and set up an ambush. Gypht prefers to place Fang in a position where he can drop down and strike the target, confusing and hopefully poisoning him/her before Gypht attacks.
If stalking a particular target she will cast longstrider and invisibility before attempting a death attack, her sword coated in poison. If the attempt fails to kill or drop an opponent, Gypht will fall back, cast entangle, and pelt the target with arrows, retreating if things go sour. She is not above running away to lick her wounds and wait for another chance to strike.
Except for the ambush tactic noted above, Fang is generally not an active participant in the fighting. To Gypht, Fang is a very real and close friend. If he were to fall in combat she would become enraged and do very stupid things in the name of revenge. If she does manage to wise up and retreat, whoever killed Fang and anyone traveling with him/her would certainly be added to her hit list.
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