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Assassin
Description-The Assassin is a master of dealing quick leathal blows.Assassins also excel in infiltration and disguise.Assassins often function as Spies,Informents,Killers for Hire or agents of vengence.their training in anotomy,posions,stealth and the dark arts allow them to prefom missions of death with terrorfieing proficency.Rouges,Monks and abardic assassins make for the skulking assassin in the shadows carrying the blade of certain death.Fighters,ex-paladins,rangers,druids and barbarians function as warrior assassins with as much skill to kill in combat as from the shadows.Sorcerers,clerics and wizards may be the most terrafiying assassins of all with thier spells they can infiltrait and slay with terrafiying skill. Hit Die: d6. Requirements:Alignment: Any evil,Move Silently:
8 ranks,Hide: 8 ranks,Disguise: 4 ranks,Special:
In addition, he must kill someone for no other reason than to join the assassins.
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Class |
Attack Bonus -------- +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 |
Fort Save ------ +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 |
Reflex Save ------- +2 +2 +3 +4 +4 +5 +5 +6 +6 +7 |
Will |
| Class Level ------- 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th |
Special ------- Sneak attack +1d6, death attack, poison use +1 save vs. poison, uncanny odge (Dex bonus to AC) Sneak attack +2d6 +2 save vs. poison Sneak attack +3d6, uncanny dodge (cant be flanked) +3 save vs. poison+3 Sneak attack +4d6 +4 save vs. poison Sneak attack +5d6 +5 save vs. poison, uncanny dodge (+1 vs. traps) |
| Class Level ------- 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th |
1st ---- 0 1 1 1 1 1 2 2 2 2 |
2nd ---- - - 0 1 1 1 1 1 2 2 |
3rd ---- - - - - 0 1 1 1 1 2 |
4th ---- - - - - - - 0 1 1 1 |
Class Features
Sneak Attack: Any time the assassins
target would be denied her Dexterity bonus to AC (whether she actually has
a Dexterity bonus or not), the assassins attack deals +1d6 points of
damage. This extra damage increases by +1d6 points every other level (+2d6
at 3rd level, +3d6 at 5th level, and so on). Should the assassin score a critical
hit with a sneak attack, this extra damage is not multiplied.
It takes precision and penetration to hit a vital spot, so ranged attacks
can only count as sneak attacks if the target is 30 feet away or less.
With a sap or an unarmed strike, the assassin can make a sneak attack that
deals subdual damage instead of normal damage. He cannot use a weapon that
deals normal damage to deal subdual damage in a sneak attack, not even with
the usual -4 penalty, because he must make optimal use of his weapon in order
to execute the sneak attack.
An assassin can only sneak attack living creatures with discernible anatomies-undead,
constructs, oozes, plants, and incorporeal creatures lack vital areas to attack.
Additionally, any creature immune to critical hits is similarly immune to
sneak attacks. Also, the assassin must also be able to see the target well
enough to pick out a vital spot and must be able to reach a vital spot. The
assassin cannot sneak attack while striking at a creature with concealment
or by striking the limbs of a creature whose vitals are beyond reach.
If an assassin gets a sneak attack bonus from another source (such as rogue
levels), the bonuses to damage stack.
Death Attack: If the assassin 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 (assassins choice). While studying
the victim, the assassin can undertake other actions so long as his attention
stays focused on the target and the target does not detect the assassin or
recognize the assassin as an enemy. If the victim of such an attack fails
her Fortitude saving throw (DC 10 + the assassins class level + the
assassins Intelligence modifier) against the kill effect, she dies.
If the saving throw fails against the paralysis effect, the victims
mind and body become enervated, rendering her completely helpless and unable
to act for 1d6 rounds plus 1 round per level of the assassin. If the victims
saving throw succeeds, the attack is just a normal sneak attack. Once the
assassin 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.
Poison Use: Assassins are trained in the use of poison and never risk accidentally
poisoning themselves when applying poison to a blade.
Spells: Beginning at 1st level, an assassin
gains the ability to cast a small number of arcane spells. To cast a spell,
the assassin must have an Intelligence score of at least 10 + the spells
level, so an assassin with an Intelligence of 10 or lower cannot cast these
spells. Assassin bonus spells are based on Intelligence, and saving throws
against these spells have a DC of 10 + spell level + the assassins Intelligence
modifier (if any). When the assassin gets 0 spells of a given level, such
as 0 1st-level spells at 1st level, the assassin gets only bonus spells. An
assassin without a bonus spell for that level cannot yet cast a spell of that
level. The assassins spell list appears below. An assassin prepares
and casts spells just as a wizard does.
Saving Throw Bonus vs. Poison: Assassins train with poisons of all types and
slowly grow more and more resistant to their effects. This is reflected by
a natural saving throw bonus to all poisons gained at 2nd level that increases
by +1 for every two levels the assassin gains (+1 at 2nd level, +2 at 4th
level, +3 at6th level, and so on).
Uncanny Dodge: At 3rd level and above, the
Assassin retains a Dexterity bonus to AC (if any) if caught flat-footed or
struck by an invisible attacker.
At 6th level , the Assassin can no longer be flanked. A Rogue at least four
levels higher can still flank.
Assassins choose their spells from the following
list:
1st level-change self, detect poison, ghost sound, obscuring mist, spider
climb.
2nd level-alter self, darkness, pass without
trace, undetectable alignment.
3rd level-deeper darkness, invisibility,
misdirection, nondetection.
4th level-dimension door, freedom of movement,
improved invisibility, poison.
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