boomwolf
2009-10-08, 06:40 AM
Well, I'll admit this is aiming for a little "Assassin's Creed" feel, but its slightly more DnD balanced, and makes for one fine monk PrC. I'll play a monk if I'm allowed to get this baby later on. also made high wisdom quite devastating in his hands, lessens the need for MAD if you are a monk.
Nizari
Masters of martial skills and mobility, a Nizari is one who follows the path of shadow in order to bring the light, he acts behind the law in order to uphold it and he does it all without ever turning to the realm of the impure magics, but with wits and agility. blending into the crowd and attacking without warning, then disappearing just as quickly, abusing the aid of the crowd in the urban environment to their advantage, usually without the crowd even aware of them.
Most Nizari have turned from the path of true monkhood as they see how they fail at keeping up with the armored world, and that in direct combat they rarely prevail, but on the other hand striking form the shadows, and being always on the run allows them to pick off unsuspecting opponents one by one, and quickly escape before anyone manages to come to the aid of the victim of such an attack.
Adaptation: While this class is mostly intended for monk advancement, there are other ways to obtain it's entry requirements, effectively gaining some of a 10th level monk abilities without actually being one. Turning the flavor of this class to "Acrobatic Assassin" or "Material Assassin" can turn it into something that does not sound that law-like. also you may want to remove the lawful requirement, maybe placing another instead, in order to make this class available to the "bad" side of stealthy assassinations.
Requirements:
Alignment: Any lawful.
BAB: +4.
Skills: Jump 8 ranks, Tumble 8 ranks, Disguise 6 ranks,
Class Abilities: Slow fall 20 ft. or more.
Hit Die: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+2|Assassinate 1d6, Monk Abilities
2nd|
+1|
+3|
+3|
+3|Leap of Faith
3rd|
+2|
+3|
+3|
+3|Assassinate 2d6
4th|
+3|
+4|
+4|
+4|Fast Acrobatics, Blend in the Crowd
5th|
+3|
+5|
+5|
+5|Assassinate 3d6
6th|
+4|
+5|
+5|
+5|Wise Strike
7th|
+5|
+5|
+5|
+5|Assassinate 4d6
8th|
+6|
+6|
+6|
+6|Destined Death
9th|
+6|
+6|
+6|
+6|Assassinate 5d6
10th|
+7|
+7|
+7|
+7|Touch of Fate[/table]
Class Skills (6+int modifier for level) Balance, Bluff, Climb, Diplomacy, Disable Device Disguise, Escape Artist, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight Of Hand, Spot, Tumble.
Weapon and Armor Proficiency
The Ascetic Assassin is proficient with the kukri, rapier and dagger, they also count as special monk weapons for him.
Assassinate (Ex)
When a Nizari attacks an opponent that is flat footed or when he makes a confirmed critical strike he deals 1d6 extra damage, this improves by an additional 1d6 damage at every odd level. in the case of a confirmed critical strike against a flat footed opponent the damage from the Assassinate ability is multiplied as if it was a part of the weapon's natural damage.
Creatures immune to critical strikes does not receive this extra damage.
Monk Abilities
Levels of Nizari stack with monk levels (if any) for determining the distance of slow fall, speed bonus, AC bonus when unarmored and flurry of blows efficiency. if the Nizari has no levels as a monk he receives these abilities as a monk of his level.
Leap of Faith (Ex)
A second level Nizari gains the bonus of the Slow Fall class feature even if not within arm's reach of a wall.
Fast Acrobatics (Ex)
A forth level Nizari can avoid the normal penalties for accelerated movement while using his acrobatic talents. He ignores the normal –5 penalty when making a Balance check while moving at her full normal speed. He can climb at half her speed as a move action without taking a –5 penalty on his Climb check. Finally, he can tumble at her full speed without taking the normal –10 penalty on his Tumble check.
Blend in the Crowd (Ex)
A forth level Nizari learns to observe the movements of a crowd, and take advantage of this seemingly random movement pattern, he may use a Disguise check as a move action to blend in the crowd, gaining a +1 bonus to each living creature that shares a creature type (humanoid, goblinoid, etc.) that is within 30 ft. and be indistinguishable from any other member of the crowd unless the observes makes in a Spot check opposed to the result of the Disguise check.
While blended in the crowd all opponents are considered flat footed against him, however any time he enters within 10 ft. of an opponent actively searching for him that opponent need to make a check equal to only half the result of the disguise check. making any obviously suspicious action (attacking someone, going where a random civilian would not, moving at a quicker speed then a single move action a turn, etc) with an opponent searching for you witnessing blows your cover as well.
One must also remember that a crowd of innocents is likely to enter a panic and run away if you kill anyone, usually blowing your cover quickly.
Blend in the Crowd is used under the same restriction of the Hide skill if being observed. (AKA-a bluff can grant you distraction to pull it off, and having "hide in plain sight" allows you to do so while being watched, etc.)
Wise Strike (Ex)
A sixth level Nizari uses his senses to direct his attacks to the best possible impact, he may use his wisdom modifier instead of his strength modifier for bonus damage on melee attacks, he also gains the ability to add bonus damage to ranged or thrown attacks made this way.
Destined Death (Su)
The attacks of an 8th level Nizari are truly devastating the wounds from the Assassinate class feature are considered coursed and cannot be healed by any means until a "Remove Curse" spell or a similar effect as been used on them, even then they provide a danger, as the victim of the assassinate takes that much damage once more if the curse is removed.
Touch of Fate (Su)
Once per day, as a standard action the tenth level Nizari can use a Touch of Fate as a part of an attack.
A subject struck by a Touch of Fate must make a will save (DC 20+double Wisdom modifier) or be immediately slain, without the possibility of being returned to life by anything short of a Wish or Miracle.
If the targets makes the will save, he is takes damage as normal, and is affected by any relevant abilities as if the Nizari used a normal attack.
The use of this ability must be declared before rolling attack, a missed attack wastes the daily attempt.
Nizari
Masters of martial skills and mobility, a Nizari is one who follows the path of shadow in order to bring the light, he acts behind the law in order to uphold it and he does it all without ever turning to the realm of the impure magics, but with wits and agility. blending into the crowd and attacking without warning, then disappearing just as quickly, abusing the aid of the crowd in the urban environment to their advantage, usually without the crowd even aware of them.
Most Nizari have turned from the path of true monkhood as they see how they fail at keeping up with the armored world, and that in direct combat they rarely prevail, but on the other hand striking form the shadows, and being always on the run allows them to pick off unsuspecting opponents one by one, and quickly escape before anyone manages to come to the aid of the victim of such an attack.
Adaptation: While this class is mostly intended for monk advancement, there are other ways to obtain it's entry requirements, effectively gaining some of a 10th level monk abilities without actually being one. Turning the flavor of this class to "Acrobatic Assassin" or "Material Assassin" can turn it into something that does not sound that law-like. also you may want to remove the lawful requirement, maybe placing another instead, in order to make this class available to the "bad" side of stealthy assassinations.
Requirements:
Alignment: Any lawful.
BAB: +4.
Skills: Jump 8 ranks, Tumble 8 ranks, Disguise 6 ranks,
Class Abilities: Slow fall 20 ft. or more.
Hit Die: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+2|Assassinate 1d6, Monk Abilities
2nd|
+1|
+3|
+3|
+3|Leap of Faith
3rd|
+2|
+3|
+3|
+3|Assassinate 2d6
4th|
+3|
+4|
+4|
+4|Fast Acrobatics, Blend in the Crowd
5th|
+3|
+5|
+5|
+5|Assassinate 3d6
6th|
+4|
+5|
+5|
+5|Wise Strike
7th|
+5|
+5|
+5|
+5|Assassinate 4d6
8th|
+6|
+6|
+6|
+6|Destined Death
9th|
+6|
+6|
+6|
+6|Assassinate 5d6
10th|
+7|
+7|
+7|
+7|Touch of Fate[/table]
Class Skills (6+int modifier for level) Balance, Bluff, Climb, Diplomacy, Disable Device Disguise, Escape Artist, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight Of Hand, Spot, Tumble.
Weapon and Armor Proficiency
The Ascetic Assassin is proficient with the kukri, rapier and dagger, they also count as special monk weapons for him.
Assassinate (Ex)
When a Nizari attacks an opponent that is flat footed or when he makes a confirmed critical strike he deals 1d6 extra damage, this improves by an additional 1d6 damage at every odd level. in the case of a confirmed critical strike against a flat footed opponent the damage from the Assassinate ability is multiplied as if it was a part of the weapon's natural damage.
Creatures immune to critical strikes does not receive this extra damage.
Monk Abilities
Levels of Nizari stack with monk levels (if any) for determining the distance of slow fall, speed bonus, AC bonus when unarmored and flurry of blows efficiency. if the Nizari has no levels as a monk he receives these abilities as a monk of his level.
Leap of Faith (Ex)
A second level Nizari gains the bonus of the Slow Fall class feature even if not within arm's reach of a wall.
Fast Acrobatics (Ex)
A forth level Nizari can avoid the normal penalties for accelerated movement while using his acrobatic talents. He ignores the normal –5 penalty when making a Balance check while moving at her full normal speed. He can climb at half her speed as a move action without taking a –5 penalty on his Climb check. Finally, he can tumble at her full speed without taking the normal –10 penalty on his Tumble check.
Blend in the Crowd (Ex)
A forth level Nizari learns to observe the movements of a crowd, and take advantage of this seemingly random movement pattern, he may use a Disguise check as a move action to blend in the crowd, gaining a +1 bonus to each living creature that shares a creature type (humanoid, goblinoid, etc.) that is within 30 ft. and be indistinguishable from any other member of the crowd unless the observes makes in a Spot check opposed to the result of the Disguise check.
While blended in the crowd all opponents are considered flat footed against him, however any time he enters within 10 ft. of an opponent actively searching for him that opponent need to make a check equal to only half the result of the disguise check. making any obviously suspicious action (attacking someone, going where a random civilian would not, moving at a quicker speed then a single move action a turn, etc) with an opponent searching for you witnessing blows your cover as well.
One must also remember that a crowd of innocents is likely to enter a panic and run away if you kill anyone, usually blowing your cover quickly.
Blend in the Crowd is used under the same restriction of the Hide skill if being observed. (AKA-a bluff can grant you distraction to pull it off, and having "hide in plain sight" allows you to do so while being watched, etc.)
Wise Strike (Ex)
A sixth level Nizari uses his senses to direct his attacks to the best possible impact, he may use his wisdom modifier instead of his strength modifier for bonus damage on melee attacks, he also gains the ability to add bonus damage to ranged or thrown attacks made this way.
Destined Death (Su)
The attacks of an 8th level Nizari are truly devastating the wounds from the Assassinate class feature are considered coursed and cannot be healed by any means until a "Remove Curse" spell or a similar effect as been used on them, even then they provide a danger, as the victim of the assassinate takes that much damage once more if the curse is removed.
Touch of Fate (Su)
Once per day, as a standard action the tenth level Nizari can use a Touch of Fate as a part of an attack.
A subject struck by a Touch of Fate must make a will save (DC 20+double Wisdom modifier) or be immediately slain, without the possibility of being returned to life by anything short of a Wish or Miracle.
If the targets makes the will save, he is takes damage as normal, and is affected by any relevant abilities as if the Nizari used a normal attack.
The use of this ability must be declared before rolling attack, a missed attack wastes the daily attempt.