8bit_thief
2006-02-10, 05:08 PM
Just to clarify, THIS CLASS IS NOT MINE, I DID NOT WRITE IT, my DM found it somewhere on the net, but I would like to use it sometime, but before I ask another DM if it is a feasible class, I would like to find out what you guys think. Again, the class isn't mine, and I give whoever wrote it complete credit, I am just trying to find out how balanced it is.
Darkstar Assassin
We are the ones our masters don’t talk about. They feel shame that they need us. But need us they do. From the mightiest king, to the lowliest peasant, from the most vile, to the most innocent… regardless of who they are, there are some people… who, regrettably or not, – must die.
The Darkstar School of Assassins is an institution that can trace its roots back to the beginning of civilization. They do what others have no stomach to do, following an odd code of honor and right set forth by their patron Deity, Dey, even while insisting on proper payment for their actions.
The Darkstar Assassin
Hit Die: d6
Requirements
To qualify to become an Darkstar Assassin, a character must fulfill all the following criteria.
Skills: Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks.
Base Attack Bonus: +5
Special: Sneak attack +2d6
Class Skills
The Darkstar Assassin’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Disguise (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
Table 1-1: The Darkstar Assassin
Level BAB Fort Ref Will Special
1 +0 +0 +2 +0 Sneak Attack +1d6, Poison Use, Spells
2 +1 +0 +3 +0 Assassination 1/day
3 +2 +1 +3 +1 Sneak Attack +2d6
4 +3 +1 +4 +1 Darkstar Secret
5 +3 +1 +4 +1 Sneak Attack +3d6, Assassination 2/day
6 +4 +2 +5 +2 Darkstar Secret
7 +5 +2 +5 +2 Sneak Attack +4d6
8 +6/+1 +2 +6 +2 Assassination 3/day, Darkstar Secret
9 +6/+1 +3 +6 +3 Sneak Attack +5d6
10 +7/+2 +3 +7 +3 Final End
Table 1-2: Spells Known
Level Spells Known
1st 2nd 3rd 4th
1st 2 — — —
2nd 3 — — —
3rd 3 2 — —
4th 4 3 — —
5th 4 3 2 —
6th 4 4 3 —
7th 4 4 3 2
8th 4 4 4 3
9th 4 4 4 3
10th 4 4 4 4
Table 1-3: Spells Per Day
Level Spells Per Day
1st 2nd 3rd 4th
1st 0 — — —
2nd 1 — — —
3rd 2 0 — —
4th 3 1 — —
5th 3 2 0 —
6th 3 3 1 —
7th 3 3 2 0
8th 3 3 3 1
9th 3 3 3 2
10th 3 3 3 3
Class Features:
All of the following are Class Features of the Darkstar Assassin prestige class:
Weapon and Armor Proficiencies: Darkstar Assassins gain no additional weapon or armor proficiencies.
Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). If a darkstar assassin gets a sneak attack bonus from another source the bonuses on damage stack.
Poison Use (Ex): Darkstar Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Spells (Sp): Beginning at 1st level, an darkstar assassin gains the ability to cast a number of arcane spells. To cast a spell, an darkstar assassin must have an Intelligence score of at least 10 + the spell’s level, so an darkstar assassin with an Intelligence of 10 or lower cannot cast these spells. Darkstar assassin bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the darkstar assassin’s Intelligence bonus. When the darkstar assassin gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
The darkstar assassin’s spell list appears below. An darkstar assassin casts spells just as a bard does.
Upon reaching 4th level, at every even-numbered level after that (8th and 10th), an darkstar assassin can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level darkstar assassin spell the darkstar assassin can cast. A darkstar assassin may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.
Assassination (Ex): Once per day at second level and an additional time per day every three levels thereafter, the darkstar assassin may make a coup de gras on a single creature that is unaware of him as if that creature were helpless. The darkstar assassin may choose to have all the damage dealt in the assassination attempt be subdual and that the failed fortitude save result in the target being paralyzed instead of dead.
Darkstar Secret (Su): Starting at 4th level, the darkstar assassin may begin learning the ancient secrets of the Darkstar Assassin’s School. He may choose to learn any one of the following secrets:
Necrotic Strike: The Assassin learns the weaknesses of the undead. His sneak attacks deal normal damage to undead and he may attempt Assassinations on undead creatures.
Deconstruction: The Assassin learns the weaknesses of constructs. His sneak attacks deal normal damage to constructs and he may attempt Assassinations on constructs.
Improved Assassination: The fortitude save DC of the assassin’s assassination attack increases by 2. This secret can be learned more than once, its effects stack.
Overcome Immortality: The assassin’s Assassination attack becomes supernatural. It overcomes the Immortality special monster quality.
Overcome Regeneration: The assassin’s Assassination Attack becomes supernatural. It deals lethal damage to creatures with regeneration.
Final End (Su): At tenth level, the darkstar assassin learns the final darkstar secret. His Assassination ability becomes supernatural, and creature killed by his assassination ability cannot be resurrected except by direct intervention of a deity.
Darkstar Assassin Spell List
Darkstar Assassins choose their spells from the following list:
1st Level
disguise self, detect poison, feather fall, ghost sound, jump, obscuring mist, sleep, true strike.
2nd Level
alter self, cat’s grace, darkness, fox’s cunning, illusory script, invisibility, pass without trace, spider climb.
3rd Level
deep slumber, deeper darkness, false life, misdirection, nondetection.
4th Level
clairaudience/clairvoyance, dimension door, freedom of movement, glibness, greater invisibility, locate creature, modify memory, poison.
Code of the Darkstar School
Upon these bonds, we do swear, that if we break them, our brethren shall fall upon us and end our betrayal:
- Those who have helped us shall be safe from our contracts.
- Those who make a contract with us shall be safe from our contracts for a year and a day.
- We do not contract for free.
- No trace of our presence shall be left at a kill.
- None shall die by our hand who do not have to.
Darkstar Assassin
We are the ones our masters don’t talk about. They feel shame that they need us. But need us they do. From the mightiest king, to the lowliest peasant, from the most vile, to the most innocent… regardless of who they are, there are some people… who, regrettably or not, – must die.
The Darkstar School of Assassins is an institution that can trace its roots back to the beginning of civilization. They do what others have no stomach to do, following an odd code of honor and right set forth by their patron Deity, Dey, even while insisting on proper payment for their actions.
The Darkstar Assassin
Hit Die: d6
Requirements
To qualify to become an Darkstar Assassin, a character must fulfill all the following criteria.
Skills: Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks.
Base Attack Bonus: +5
Special: Sneak attack +2d6
Class Skills
The Darkstar Assassin’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Disguise (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
Table 1-1: The Darkstar Assassin
Level BAB Fort Ref Will Special
1 +0 +0 +2 +0 Sneak Attack +1d6, Poison Use, Spells
2 +1 +0 +3 +0 Assassination 1/day
3 +2 +1 +3 +1 Sneak Attack +2d6
4 +3 +1 +4 +1 Darkstar Secret
5 +3 +1 +4 +1 Sneak Attack +3d6, Assassination 2/day
6 +4 +2 +5 +2 Darkstar Secret
7 +5 +2 +5 +2 Sneak Attack +4d6
8 +6/+1 +2 +6 +2 Assassination 3/day, Darkstar Secret
9 +6/+1 +3 +6 +3 Sneak Attack +5d6
10 +7/+2 +3 +7 +3 Final End
Table 1-2: Spells Known
Level Spells Known
1st 2nd 3rd 4th
1st 2 — — —
2nd 3 — — —
3rd 3 2 — —
4th 4 3 — —
5th 4 3 2 —
6th 4 4 3 —
7th 4 4 3 2
8th 4 4 4 3
9th 4 4 4 3
10th 4 4 4 4
Table 1-3: Spells Per Day
Level Spells Per Day
1st 2nd 3rd 4th
1st 0 — — —
2nd 1 — — —
3rd 2 0 — —
4th 3 1 — —
5th 3 2 0 —
6th 3 3 1 —
7th 3 3 2 0
8th 3 3 3 1
9th 3 3 3 2
10th 3 3 3 3
Class Features:
All of the following are Class Features of the Darkstar Assassin prestige class:
Weapon and Armor Proficiencies: Darkstar Assassins gain no additional weapon or armor proficiencies.
Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). If a darkstar assassin gets a sneak attack bonus from another source the bonuses on damage stack.
Poison Use (Ex): Darkstar Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Spells (Sp): Beginning at 1st level, an darkstar assassin gains the ability to cast a number of arcane spells. To cast a spell, an darkstar assassin must have an Intelligence score of at least 10 + the spell’s level, so an darkstar assassin with an Intelligence of 10 or lower cannot cast these spells. Darkstar assassin bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the darkstar assassin’s Intelligence bonus. When the darkstar assassin gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
The darkstar assassin’s spell list appears below. An darkstar assassin casts spells just as a bard does.
Upon reaching 4th level, at every even-numbered level after that (8th and 10th), an darkstar assassin can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level darkstar assassin spell the darkstar assassin can cast. A darkstar assassin may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.
Assassination (Ex): Once per day at second level and an additional time per day every three levels thereafter, the darkstar assassin may make a coup de gras on a single creature that is unaware of him as if that creature were helpless. The darkstar assassin may choose to have all the damage dealt in the assassination attempt be subdual and that the failed fortitude save result in the target being paralyzed instead of dead.
Darkstar Secret (Su): Starting at 4th level, the darkstar assassin may begin learning the ancient secrets of the Darkstar Assassin’s School. He may choose to learn any one of the following secrets:
Necrotic Strike: The Assassin learns the weaknesses of the undead. His sneak attacks deal normal damage to undead and he may attempt Assassinations on undead creatures.
Deconstruction: The Assassin learns the weaknesses of constructs. His sneak attacks deal normal damage to constructs and he may attempt Assassinations on constructs.
Improved Assassination: The fortitude save DC of the assassin’s assassination attack increases by 2. This secret can be learned more than once, its effects stack.
Overcome Immortality: The assassin’s Assassination attack becomes supernatural. It overcomes the Immortality special monster quality.
Overcome Regeneration: The assassin’s Assassination Attack becomes supernatural. It deals lethal damage to creatures with regeneration.
Final End (Su): At tenth level, the darkstar assassin learns the final darkstar secret. His Assassination ability becomes supernatural, and creature killed by his assassination ability cannot be resurrected except by direct intervention of a deity.
Darkstar Assassin Spell List
Darkstar Assassins choose their spells from the following list:
1st Level
disguise self, detect poison, feather fall, ghost sound, jump, obscuring mist, sleep, true strike.
2nd Level
alter self, cat’s grace, darkness, fox’s cunning, illusory script, invisibility, pass without trace, spider climb.
3rd Level
deep slumber, deeper darkness, false life, misdirection, nondetection.
4th Level
clairaudience/clairvoyance, dimension door, freedom of movement, glibness, greater invisibility, locate creature, modify memory, poison.
Code of the Darkstar School
Upon these bonds, we do swear, that if we break them, our brethren shall fall upon us and end our betrayal:
- Those who have helped us shall be safe from our contracts.
- Those who make a contract with us shall be safe from our contracts for a year and a day.
- We do not contract for free.
- No trace of our presence shall be left at a kill.
- None shall die by our hand who do not have to.