ThreadOfFate
2009-11-22, 04:55 PM
So I've been playing a lot of Assassin's Creed recently, due to the new one being released.
My friend and I realized that you could make Altair (or any member of the Assassins) through several combinations of existing classes, but none of them quite fully matched the version you see in the games.
With that in mind, we set out to make a playable video game-to-tabletop conversion of a member of the Hashshashins.
We figured Altair was somewhere between levels 15 and 20 in AC, so we had to scale it down a bit and think more of how he would be back at early levels.
To clarify: We didn't make this to fit any specific role, nor to replace one. We made it because we wanted to see if we could accurately translate game mechanics while keeping it balanced.
Anyway, it's below, as much as we have. Thoughts and feedback would be very greatly appreciated.
The White Clad
Nothing is true. Everything is permitted.
Requisite fluff
Adventures
The Order of the White Clad is an organization devoted to peace. This, however, often requires violence. If one man must be killed for the sake of one thousand, the Order will see it is done. They have extensive political knowledge of the land, and they use this knowledge to decide who they must kill. They fight on behalf of those who are oppressed, who need to be freed from the chains wrapped around them by political oppressors. Each white clad gets their orders from the leader of the Order, which is passed to them through the local guild contact.
From there on, it is the white clad's responsibility to carry out the assigned task. They work within the city, gathering information about their target through a variety of means - eavesdropping, intercepting communication, bribery, interrogation
Characteristics
A white clad stalks through shadows and difficult urban terrain, searching for his targets and finding ways to gather information inconspicuously. She fairs extremely well with blending into normal city life; therefore, she avoids detection by simply pretending she is a normal citizen. Her strikes are quick and deadly, and she takes a lot of time to plan her attacks, living amongst the people and observing the city. Finally, her code of conduct governs her actions. She focuses on subtlety when moving through the city and dealing with foes who are not her targets; otherwise, her actions may attract too much attention.
For a white clad, the kill does not mean whatever is necessary to assassinate the target - they kill with honor. Every kill is performed with her weapons, by herself, out in the open (so that word can spread). This keeps the enemies of the Order well aware that the Order exists, and are willing to bring justice and a swift death to those who deserve it - no sin goes unpunished. A well-planned, well-executed kill is their trademark, using the crowd as their cover to both get within range and escape once the deed is done.
Above all, white clads know the true value of human life. They understand and respect it, even when they know it must be taken for the sake of a greater ideal. Assassinations are therefore done with great deliberation and a respect for the target - no poisons, no torture, no rough or uncivilized kills (i.e. strangulation), no thrown knives from the shadows or bows from a distant rooftop. The opponent is stabbed with a blade, then the white clad gently lays the body down and closes their eyes before making their escape.
Religion
The Order is specifically devoted to eliminating those who would threaten peace; this is most often a religious leader. Because of this, the Order has no official religious affiliation, but the members are free to choose whichever religion they wish. They are told, though, to keep their eyes open, and to never forget that the Order comes before their beliefs. It does not matter if a priest claims he is serving a good-aligned deity - his actions will tell the truth.
That being said, if a white clad does pick a deity, it is likely a Good or Neutral deity.
Background
The white clad will most often raise one of their members from birth, indoctrinating them. In rare occasions, an outsider will be accepted by demonstrating an exceptional display of skill.
Most white clad are chosen while they are at their physical and wizened peaks. They ascend through ranks by proving their skills in stealth and judgment. Since wisdom seldom inhabits the minds of the young, youths are generally not selected knowingly until they attain the wisdom of the temple. At a point in which the organization deems an individual as worthy of being a white clad, she is given controlled trials in order to measure her competence.
White clad of the same guild usually recognize each other by appearance; however, white clad of different guilds may only recognize each other through contacts or through signals. Quite often, however, the white clad only concern themselves with individuals that further their progress with missions. This does not mean they are adverse to working with partners or in a team - it just means that most of their work is done solo, for other people may be a liability to their assignment.
Races
Humans prominently join the ranks of the white clad because their race’s diversity fluctuates from extreme virtue to unrelenting malevolence. As such, conflict often arises between sects of humanity. Half-elves, too, sometimes join the white clad because they relate so closely to their human halves. Elves are also good candidates, focusing on wisdom through learned experiences. Other races may also consider the life of a white clad if they feel in-line with the white clad's ideas.
Among the savage humanoids, white clad are all but unheard of.
Other Classes
White clad are in several ways set apart from others. They seldom work in groups while on missions; although, they nearly always use teamwork by means of networks, check points, and split groups. Inconspicuous cooperation between members is what is valued most by the white clad while in teams.
White clad frown upon evil acts by their companions, and cannot abide with evil-aligned companions. The white clad will not kill them unless they become a serious threat to peace or she is ordered to do so, but the companion cannot expect the white clad's full support, and the white clad may attempt to hand her companion to the proper authorities.
Role
White clad perform trickery, scouting, and stealth extremely well for groups, often replacing the role of a scout or rogue for these positions. They lack trapfinding, but are excellent for quick, deadly first strikes.
Game Rule Information
White Clad have the following game statistics:
Abilities
Intelligence determines the white clad's knowledge of her surroundings. Dexterity provides an avid defense against her enemies as well as mobility when moving through difficult terrain. Wisdom governs her judgment and insight in battle and movement. Charisma enhances her ability to gather information about her targets and interrogate her subjects.
Alignment
The white clad are a diverse bunch. They run the full law/chaos spectrum - though they are devoted to ridding their world of oppressive systems and encourage freedom, they have a strict set of rules they must act by and are an established organization with severe consequences for disobeying and a very set hierarchy.
Therefore, a white clad is lawful not towards the local law, but to the white clad law. In most cases, this does mesh rather well with the local laws, but the white clad is not afraid to disagree or break the local law in favor of their Creed.
The most common white clad alignment is usually Neutral Good. Chaotic Good and Lawful Good are also widespread.
True Neutral and Chaotic Neutral can also work, but it is a strained relationship due to their Creed and emphasized lack of personal profit/notoriety. Lawful Neutral is a fitting alignment as well.
Very, very few white clad are evil - smart evil types can disguise their intentions, but the organization is beholden to a higher ideal than personal greed and motivation for power. This tends to weed out those who would use the white clad techniques and skills for personal gain.
Starting Gold
6d4x10 (150g)
Hit Die
d8
Class Skills
Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Sense Motive (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
The White Clad
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|
Special|
Rank|Fast Movement
1st|
+0|
+0|
+2|
+1|White Creed, Blend 16, Sneak Attack +1d6, AC Bonus|
Initiate|
+0 ft
2nd|
+1|
+0|
+3|
+2|Uncanny Dodge|
Novice|
+0 ft
3rd|
+2|
+1|
+3|
+2|Sneak Attack +2d6, Eagle's Instinct||
+0 ft
4th|
+3|
+1|
+4|
+3|Sidestep 1/enc, Agile (+2)|
Apprentice|
+0 ft
5th|
+3|
+1|
+4|
+3|Sneak Attack +3d6, Blend 12||
+10 ft
6th|
+4|
+2|
+5|
+3|Eagle Vision|
Skilled|
+10 ft
7th|
+5|
+2|
+5|
+4|Sneak Attack +4d6, Deadly Strike||
+10 ft
8th|
+6/+1|
+2|
+6|
+4|Sidestep 2/enc, Counter, Agile (+4)|
Experienced|
+10 ft
9th|
+6/+1|
+3|
+6|
+5|Sneak Attack +5d6||
+10 ft
10th|
+7/+2|
+3|
+7|
+5|Blend 8, Blend Augmentation|
Adept|
+20 ft
11th|
+8/+3|
+3|
+7|
+5|Sneak Attack +6d6, Imp. Uncanny Dodge||
+20 ft
12th|
+9/+4|
+4|
+8|
+6|Sidestep 3/enc, Agile (+6)||
+20 ft
13th|
+9/+4|
+4|
+8|
+6|Sneak Attack +7d6|
Shadow|
+20 ft
14th|
+10/+5|
+4|
+9|
+7|Defense Break||
+20 ft
15th|
+11/+6/+1|
+5|
+9|
+7|Blend 6, Sneak Attack +8d6||
+30 ft
16th|
+12/+7/+2|
+5|
+10|
+7|Sidestep 4/enc, Counter Kill, Agile (+8)|
Master|
+30 ft
17th|
+12/+7/+2|
+5|
+10|
+8|Sneak Attack +9d6||
+30 ft
18th|
+13/+8/+3|
+6|
+11|
+8|||
+30 ft
19th|
+14/+9/+4|
+6|
+11|
+9|Sneak Attack +10d6||
+30 ft
20th|
+15/+10/+5|
+6|
+12|
+9|Blend 3, Sidestep 5/enc, Agile (+10)|
Grandmaster|
+40 ft[/table]
Weapon and Armor Proficiencies - A white clad is proficient in all simple weapons, plus the short sword, long sword, short bow, and hidden blade. She is proficient with light armor, but not shields.
Note: If at any point you gain a feat for free and you already possess that feat, you may pick any other feat for which you meet the prerequisites.
AC Bonus (Ex) - A white clad adds her WIS modifier to her AC as long as she is wearing light or no armor, is unencumbered, and is not using a shield. This AC bonus applies to touch attacks and when the white clad is flat-footed. She loses this bonus if she is immobilized or helpless.
Blend (Ex) - The white clad has an uncanny ability to blend in with crowds and vanish into them, appearing as one of the ordinary people. When in or near a crowd of creatures (defined as 15 or more people within 10 feet of the white clad), the white clad can make a Hide check to melt away into the crowd and make their escape.
The general attitude of the crowd can help or harm the white clad, as determined below. The number modifier applies to the white clad's Hide Check:
{table=head]Crowd Attitude|Bonus/Drawback
Helpful|+2, can wield a weapon
Friendly|+2
Indifferent|+0
Unfriendly|-5
Hostile|Cannot Blend[/table]
The white clad cannot Blend if she is wielding a weapon, unless the crowd is Helpful.
This hide check is opposed by the Sense Motive check (instead of a Spot check) of any who wish to see/find her inside the crowd.
The amount of people needed to Blend is based on the number of class levels the white clad has. See the table below:
{table=head]Level|# Needed
1|16
5|12
10|8
15|6
20|3[/table]
(Thanks, Temotei!)
Sneak Attack (Ex)
If a white clad can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, any time the white clad’s target would be denied his Dexterity bonus to AC (whether he actually has a Dexterity bonus or not), or when the white clad flanks the target, the white clad’s attack deals extra damage. The extra damage is +1d6 at 1st level and an addition 1d6 every two levels thereafter. Should the white clad score a critical hit with a sneak attack, this extra damage is not multiplied. (See Table 8-8: Attack Roll Modifiers, page 132, in the Player’s Handbook for combat situations in which the white clad flanks an opponent or the opponent loses his Dexterity bonus to AC).
Ranged Attacks can count as sneak attacks only if the target is within 30 feet. The white clad can’t strike with deadly accuracy from beyond that range.
With a sap (blackjack) or an unarmed strike, the white clad can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty, because she must make optimal use of her weapon in order to execute a sneak attack. (See Subdual Damage, page 134, Player’s Handbook).
A white clad can only sneak attack a living creature with a discernible anatomy—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. The white clad must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. The white clad cannot sneak attack while striking a creature with concealment (see table 8-10: Concealment, page 133, Player’s Handbook) or striking the limbs of a creature whose vitals are beyond reach.
White Creed
The white clad follow a personal code, which consists of three tenets:
Never kill or bring excessive harm to an innocent.
Hide in plain sight
Never compromise the brotherhood.
All white clads must follow this code if they wish to remain in the order. Tenets #1 and #3 must be followed at all times - if you break them, you can no longer gain levels as a white clad until you have atoned and they accept you back into their ranks. Tenet #2 is more about not advertising your presence to your target, so if a white clad is seen before her attack, there is no consequence - unless she intentionally drew attention to herself, in which case it is as though she broke #1 or #3.
If a white clad breaks one or more tenets as described above, and no one observes her doing so (or lives to tell the tale), she is not punished - the Order does not know what happened. However, the Order prides itself on obtaining information from many sources, of many types. Word will eventually filter back about what she has done, unless she has done it in total secrecy.
In addition, as part of being in the order, the white clad is presented with a wrist blade custom-made for her. This blade straps to the underside of either wrist via a bracer (traditionally her left) and is uses the weapon statistics of a dagger (only with a range increment of -, as it cannot effectively be thrown). She cannot be disarmed of this weapon. Drawing this weapon is a free action, as is sheathing it.
Rank
Note: If you wish to lower the power of the white clad, removing the character benefits of the rank system is the easiest and best way to do so. This also has the benefit of placing the white clad out of their time period or area, such as if the organization has vanished and they are just learning the teachings or lessons of the Order.
In other words, if you want to make the class less powerful, go ahead and remove the rank system entirely, or fiddle with it to your heart's content. Obviously, putting more work into designing and using the Order will make these benefits less arbitrary and more realistic. It is always, however, up to the DM.
Throughout the career of a white clad, she will be ranked based on her abilities. In order to do so, she will be presented with tasks in which she may choose to complete at any time. Completing these tasks will grant bonus abilities as shown on the table below.
A white clad must meet all prerequisites for a task in order to undertake and complete it. If a white clad completes a task before that task is available, it does not count toward her rank.
If a white clad fails a rank task, she may try again a full day later (the next night, if it is night, or the next day, if it is day).
{table=head]Rank|Prerequisite|Task|Benefit
Initiate|White Clad level 1|-|Dodge
Novice|White Clad level 2, Initiate|Track|Urban Tracking
Apprentice|White Clad level 4, Novice|Rooftop Race|Roofwalker
Skilled|White Clad level 6, Apprentice|Escape|Animal Companion, Grab Break
Experienced |White Clad level 8, Skilled|Pursuit|Improved Overrun
Adept |White Clad level 10, Experienced|Stealth Kill|Last Words
Shadow|White Clad level 13, Adept|Obstacle|Roof-Jumper
Master|White Clad level 16, Shadow|Assassination|Wrong Target
Grandmaster|White Clad level 20, Master|Destabilize Region|Deadly Strike 3/enc., Defense Break (-3)[/table]
Initiate Assassin - The white clad has been officially initiated into the Order, her training completed. She gains the Dodge feat for free.
Novice Assassin - The white clad must successfully track a hiding subject down however she wishes (DC 14 Gather Information check, 3 hours required). Should she succeed, she advances another rank and gains the Urban Tracker ability (detailed below).
Apprentice Assassin - The white clad must win in a race across city rooftops against another white clad equal to her level (pass over half of 1d4 Climb, 1d2 Balance, 1d4+1 Jump, and 1 Tumble check, all DC 15). Should she succeed, she gets the Roofwalker feat for free, even if she does not meet the prerequisites.
Skilled Assassin - The white clad must escape imprisonment. This involves escaping rope bindings (DC 20 Escape Artist), finding a lockpick (DC 15 Search), opening the jail cell lock (break or DC 20 Open Lock), sneaking past 1d6 guards (Opposed Spot/Listen vs. the white clad's Hide/Move Silently, the guards have a +5 total modifier), and escaping the actual premises (if the holding place is a place with high walls and/or other obstacles). If she is not willing or able to be imprisoned by local authorities, the Order provides an opportunity for this rank test. Should she succeed, she gains an eagle companion, as detailed below.
Experienced Assassin - The white clad must successfully pursue a target running through the city streets and capture them by whatever means she wishes. She gains the Improved Overrun feat for free, even if she does not meet the prerequisites. In addition, she gets Grab Break, as detailed below.
Adept Assassin - The white clad must successfully track and assassinate a guild-assigned target without alerting the target to their presence. Should she succeed, she gains the ability Last Words, as detailed below.
Shadow Assassin - The white clad must complete a physically challenging obstacle course on the rooftops of a city (as the Apprentice Assassin trial, only the DCs are increased by 10). Should she succeed, she gains the Roof-Jumper feat for free, even if she does not meet the prerequisites.
Master Assassin - The white clad must perform a public, high-profile assassination against a well-known figure or noble who is oppressing those less fortunate. Should she succeed, she gains the ability Wrong Target, as detailed below.
Grandmaster Assassin - The white clad must cause a political upheaval of some kind. This includes, but is not limited to, causing a revolution, inciting mass riots, assassinating the entire established political structure, and/or establishing a major branch of the Order. Should she succeed, the white clad advances to her final rank. She is a true master of the arts of the white clad. The AC penalty from her Defense Break increases to -3 and she can use Deadly Strike up 3 times in a encounter.
Urban Tracker (Ex) - The white clad can track down the location of missing persons or wanted individuals within communities.
To find out information about an individual or group, such as their location and/or actions, the white clad makes a Gather Information check. The DC of the check is calculated using the tables below, and the check time takes 1d4 hours.
Succeeding on a single check gives her the target's approximate location (within 60 feet) at that time. If she beats the DC by 5 or more, she can know where the target will be (within 60 feet) anytime within the next 6 hours. Succeeding on two additional checks makes your knowledge of that target "Familiar". These two additional checks take 1d6 hours each.
If you fail a Gather Information check, you can retry after 1 hour. If you fail by 5 or more, the target knows someone is asking about them, and the target is now "lying low", if they weren't already. The DM should consider the appropriate consequences for the target becoming aware that someone is looking for them.
{table=head]Community Size(1)|DC
Thorp, hamlet, or village|5
Small or large town|10
Small or large city|15
Metropolis|20[/table]
(1)See page 137 of the Dungeon Master’s Guide.
{table=head]Conditions|DC Modifier
Every three creatures in the group being sought|-1
Every 24 hours party has been missing/sought(1)|+1
Tracked party “lies low”|+5
Tracked party matches community’s primary racial demographic(2)|+2
Tracked party does not match community’s primary or secondary racial demographic|-2
No knowledge of the target (never heard of them)|+5
Secondhand knowledge (heard of them and/or target is a noble)(3)|+2
Firsthand knowledge (have met them and/or high-ranking public official)|+0
Familiar (know them well and/or studied them extensively|+2[/table]
(1)This modifier does not apply to a guild assassination assignment.
(2)See Racial Demographics, page 139 of the Dungeon Master’s Guide.
(3)This is the usual modifier for a guild assassination assignment.
You can cut the time in half (1d2 hours, or 1d3 hours for Familiarity checks), but you take a -5 to the check, and you may receive inaccurate information (if you fail the DC by 5 or more).
Animal Companion (Ex) - The white clad gains an eagle animal companion when she achieves Skilled rank, and her effective druid level is 3rd. It knows the following tricks: Come, Fetch, Seek, Stay, Deliver, Receive, Attack, Down. Deliver and Receive allow the eagle to send and receive messages and packages (up to 29 lbs) to a destination of the white clad's choice that the eagle has been to before. This eagle can fly up to 64 miles in a day while carrying a message/package.
Grab Break (Ex) - The white clad becomes particularly adept at escaping from grabs. She gets a +4 bonus to checks made to escape a grapple (including Escape Artist checks).
Last Words (Ex) - The white clad that has achieved Adept rank gains the ability to preserve their opponent's life for a small amount of time after the killing blow has been struck. If a white clad succeeds on a death attack against an opponent or brings her opponent to between 0 and -10 HP, she can choose to instead instantly stabilize the opponent and allow them to speak as though conscious. The opponent can perform no other actions.
At any point past this, the white clad can perform a coup-de-grace as a standard action on the opponent.
Wrong Target (Ex) - Everyone makes mistakes, but a white clad that has achieved Master rank knows how to undo her own. If a white clad succeeds on a death attack against an opponent or brings them to below 0 HP, she can undo her attack as a standard action on her next turn. The opponent is restored to their state exactly as it was before the white clad's attack, including HP, conditions (i.e. blindness), and position, but the opponent knows they were attacked and came within an inch of death.
Uncanny Dodge (Ex) - Starting at 2nd level, a white clad 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.
If the white clad already has uncanny dodge from another class, she instead gains Improved Uncanny Dodge.
Eagle's Instinct (Ex) - A white clad of 3rd level or higher can adapt to her surroundings with almost unbelievable fluidity. She adds a +1 bonus to Balance, Climb, Jump, Move Silently, and Tumble. This bonus increases by +1 every three levels (6, 9, 12, and 15) to a maximum of +5 at 15th level or her INT modifier, whichever is lower (minimum 1).
Sidestep (Ex) - At 4th level, a white clad has learned enough to anticipate some enemy attacks. During her turn, the white clad replaces her standard action with a preparation - this involves positioning her weapon, studying the enemy, and calling her defensive maneuvers into mind. She cannot attack and prepare during the same turn. Her other actions remain unaffected. Until the beginning of her next turn, when an opponent makes a melee attack against the white clad, she makes a Reflex Save vs the opponent's melee attack roll (from here on, this particular Reflex Save will be called a Sidestep check). If she succeeds this check, she takes an immediate 5-foot step and the attack misses. If she fails this check, she is hit and takes damage as normal, and a use of Sidestep is expended.
If no one attacks her until her next turn, the use of Sidestep is not expended.
A white clad can use this ability once per encounter at 4th level and then an additional time per encounter every 4 levels after (8, 12, 16, 20). She can only use this once per round.
Agile (Ex) - At 4th level, the white clad becomes very quick on her feet. She gains a +2 bonus to all Sidestep checks. This bonus increases by 2 at every 4 levels thereafter (8, 12, 16, 20).
Fast Movement (Ex) - At 5th level, the white clad gains a bonus to her land movement speed. This bonus increases at 10th level and every 5 levels thereafter. The White Clad loses this benefit when wearing medium or heavy armor, when carrying a medium or heavy load, or when moving while hidden.
Eagle Vision (Sp) - A white clad has a sixth sense about who her friends, enemies, and targets are. At 6th level, she can activate this ability to make a single Sense Motive check as a free action on every person within line of sight (DC = opponent's hit dice + CHA modifier). Succeeding on this check against a person means she knows their attitude towards her.
If she is actively seeking a target, and she succeeds on her check against him, this ability allows her to positively identify her target.
She can use this ability Wis modifier + 1/2 white clad levels times per day.
Deadly Strike (Ex) - At 7th level, the white clad has learned to capitalize on the element of surprise, striking opponents quickly and aiming for one-hit kills.
Once per encounter, if an opponent is flat-footed and the white clad succeeds on a melee attack against her opponent, she can make a check: 1d20 + the white clad's INT modifier + her white clad class levels vs. 10 + the opponent's hit dice. If the opponent has more hit dice than the white clad, the DC for this check increases by 4. If she succeeds, the attack is considered a Death Attack (If the victim of such an attack fails a Fortitude save [DC 10 + ½ her white clad class levels + the white clad's INT modifier] against the kill effect, he dies. If the victim’s saving throw succeeds, the attack is just a normal sneak attack).
If you use this ability against an opponent who is not flat-footed, before your attack, you can make an immediate feint attempt as a free action. If this attempt succeeds, the opponent is considered flat-footed, and you follow the rules as above.
Against non-humanoid targets, the white clad must succeed on a relevant DC 15 Knowledge check to remember or discern vital points in their anatomy to make the class check and subsequent Death Attack. If the white clad is unable to make this check because they are not trained in the relevant Knowledge, anyone trained in that skill can make the check and inform the white clad in lieu of the white clad's own check as a free action, even if it is not their turn.
Counter (Ex) - At 8th level, a white clad has learned enough to block and strike back at opponents. When a white clad succeeds on a Sidestep check, she can choose to counter-attack instead of making a 5-foot step. She can make a single melee attack as an immediate action to interrupt an attack from the opponent. If her attack succeeds, the opponent is hit with her counter-attack, takes damage as normal, and can take no more standard actions (including attack actions) that turn, even if he took a full-attack action that turn.
Blend Augmentation (Ex) - At 10th level, the white clad has learned to move quickly, yet remain unnoticed. Her Blend ability is augmented: she can now move her full speed without suffering the -5 penalty to Hide checks, nor does she suffer the -10 penalty for hiding during a brief distraction.
Improved Uncanny Dodge (Ex) - A white clad of 11th level or higher can no longer be flanked.
This defense denies a rogue/white clad the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
For the purposes of determining rogue levels required to flank the character, the enemy's white clad class levels stack with rogue levels (if the enemy has them).
Defense Break (Ex) - At 14th level, a white clad's attacks become almost overwhelming. When a white clad attacks an opponent with a melee or ranged attack, if she attacked that same opponent during her previous round, that opponent take a -1 penalty to their AC against her attack. This effect is not cumulative - an opponent can only lose a maximum of 1 AC to this ability. This ability can apply to up to her Dex modifier in opponents (minimum of 1).
Counter Kill (Ex) - At 16th level, the white clad has mastered the art of countering. Whenever you pass a Sidestep check, she can forgo the 5-foot step and the single melee attack and instead pick one of the following options:
If she is currently wielding a long sword, she makes a single melee attack and can make an immediate trip attempt as if she had the Improved Trip feat. This counts as tripping with a weapon.
If she is currently wielding a short sword, she makes a single melee attack as a free action. The opponent is considered flat-footed for this attack. Then, she makes a Tumble check (DC 15). If she passes the Tumble check, she tumbles around the opponent, ending in a different square than she started in (moving a total of less than her base land speed, even if she already moved this round), and makes another free melee attack. The opponent is considered flat-footed for this second attack.
If she is using the hidden blade, she makes a Sleight of Hand check vs. her opponents Sense Motive check. If she succeeds on the Sleight of Hand check, her attack is considered a Death Attack (see Deadly Strike, above). If her check fails, the opponent is considered flat-footed for her melee attack.
If she is wielding a ranged weapon, she can make an immediate ranged attack against the opponent. This attack does not provoke attacks of opportunity. This attack is considered a ranged touch attack, and the opponent is also considered flat-footed for this attack.
If she is unarmed, she makes an immediate unarmed attack. This attack does not provoke attacks of opportunity and the opponent is considered flat-footed for this attack. This attack is considered a Death Attack, with a modification: If the opponent fails their Fortitude Save vs her Death Attack, the opponent does not die - instead, the opponent is unconscious for 1d4 hours.
If she is wielding any other weapon, her opponent is considered flat-footed for the counter attack.
If she is wielding any two of the weapons described above at the same time, she follows the rules for whichever weapon is in her main hand.
My friend and I realized that you could make Altair (or any member of the Assassins) through several combinations of existing classes, but none of them quite fully matched the version you see in the games.
With that in mind, we set out to make a playable video game-to-tabletop conversion of a member of the Hashshashins.
We figured Altair was somewhere between levels 15 and 20 in AC, so we had to scale it down a bit and think more of how he would be back at early levels.
To clarify: We didn't make this to fit any specific role, nor to replace one. We made it because we wanted to see if we could accurately translate game mechanics while keeping it balanced.
Anyway, it's below, as much as we have. Thoughts and feedback would be very greatly appreciated.
The White Clad
Nothing is true. Everything is permitted.
Requisite fluff
Adventures
The Order of the White Clad is an organization devoted to peace. This, however, often requires violence. If one man must be killed for the sake of one thousand, the Order will see it is done. They have extensive political knowledge of the land, and they use this knowledge to decide who they must kill. They fight on behalf of those who are oppressed, who need to be freed from the chains wrapped around them by political oppressors. Each white clad gets their orders from the leader of the Order, which is passed to them through the local guild contact.
From there on, it is the white clad's responsibility to carry out the assigned task. They work within the city, gathering information about their target through a variety of means - eavesdropping, intercepting communication, bribery, interrogation
Characteristics
A white clad stalks through shadows and difficult urban terrain, searching for his targets and finding ways to gather information inconspicuously. She fairs extremely well with blending into normal city life; therefore, she avoids detection by simply pretending she is a normal citizen. Her strikes are quick and deadly, and she takes a lot of time to plan her attacks, living amongst the people and observing the city. Finally, her code of conduct governs her actions. She focuses on subtlety when moving through the city and dealing with foes who are not her targets; otherwise, her actions may attract too much attention.
For a white clad, the kill does not mean whatever is necessary to assassinate the target - they kill with honor. Every kill is performed with her weapons, by herself, out in the open (so that word can spread). This keeps the enemies of the Order well aware that the Order exists, and are willing to bring justice and a swift death to those who deserve it - no sin goes unpunished. A well-planned, well-executed kill is their trademark, using the crowd as their cover to both get within range and escape once the deed is done.
Above all, white clads know the true value of human life. They understand and respect it, even when they know it must be taken for the sake of a greater ideal. Assassinations are therefore done with great deliberation and a respect for the target - no poisons, no torture, no rough or uncivilized kills (i.e. strangulation), no thrown knives from the shadows or bows from a distant rooftop. The opponent is stabbed with a blade, then the white clad gently lays the body down and closes their eyes before making their escape.
Religion
The Order is specifically devoted to eliminating those who would threaten peace; this is most often a religious leader. Because of this, the Order has no official religious affiliation, but the members are free to choose whichever religion they wish. They are told, though, to keep their eyes open, and to never forget that the Order comes before their beliefs. It does not matter if a priest claims he is serving a good-aligned deity - his actions will tell the truth.
That being said, if a white clad does pick a deity, it is likely a Good or Neutral deity.
Background
The white clad will most often raise one of their members from birth, indoctrinating them. In rare occasions, an outsider will be accepted by demonstrating an exceptional display of skill.
Most white clad are chosen while they are at their physical and wizened peaks. They ascend through ranks by proving their skills in stealth and judgment. Since wisdom seldom inhabits the minds of the young, youths are generally not selected knowingly until they attain the wisdom of the temple. At a point in which the organization deems an individual as worthy of being a white clad, she is given controlled trials in order to measure her competence.
White clad of the same guild usually recognize each other by appearance; however, white clad of different guilds may only recognize each other through contacts or through signals. Quite often, however, the white clad only concern themselves with individuals that further their progress with missions. This does not mean they are adverse to working with partners or in a team - it just means that most of their work is done solo, for other people may be a liability to their assignment.
Races
Humans prominently join the ranks of the white clad because their race’s diversity fluctuates from extreme virtue to unrelenting malevolence. As such, conflict often arises between sects of humanity. Half-elves, too, sometimes join the white clad because they relate so closely to their human halves. Elves are also good candidates, focusing on wisdom through learned experiences. Other races may also consider the life of a white clad if they feel in-line with the white clad's ideas.
Among the savage humanoids, white clad are all but unheard of.
Other Classes
White clad are in several ways set apart from others. They seldom work in groups while on missions; although, they nearly always use teamwork by means of networks, check points, and split groups. Inconspicuous cooperation between members is what is valued most by the white clad while in teams.
White clad frown upon evil acts by their companions, and cannot abide with evil-aligned companions. The white clad will not kill them unless they become a serious threat to peace or she is ordered to do so, but the companion cannot expect the white clad's full support, and the white clad may attempt to hand her companion to the proper authorities.
Role
White clad perform trickery, scouting, and stealth extremely well for groups, often replacing the role of a scout or rogue for these positions. They lack trapfinding, but are excellent for quick, deadly first strikes.
Game Rule Information
White Clad have the following game statistics:
Abilities
Intelligence determines the white clad's knowledge of her surroundings. Dexterity provides an avid defense against her enemies as well as mobility when moving through difficult terrain. Wisdom governs her judgment and insight in battle and movement. Charisma enhances her ability to gather information about her targets and interrogate her subjects.
Alignment
The white clad are a diverse bunch. They run the full law/chaos spectrum - though they are devoted to ridding their world of oppressive systems and encourage freedom, they have a strict set of rules they must act by and are an established organization with severe consequences for disobeying and a very set hierarchy.
Therefore, a white clad is lawful not towards the local law, but to the white clad law. In most cases, this does mesh rather well with the local laws, but the white clad is not afraid to disagree or break the local law in favor of their Creed.
The most common white clad alignment is usually Neutral Good. Chaotic Good and Lawful Good are also widespread.
True Neutral and Chaotic Neutral can also work, but it is a strained relationship due to their Creed and emphasized lack of personal profit/notoriety. Lawful Neutral is a fitting alignment as well.
Very, very few white clad are evil - smart evil types can disguise their intentions, but the organization is beholden to a higher ideal than personal greed and motivation for power. This tends to weed out those who would use the white clad techniques and skills for personal gain.
Starting Gold
6d4x10 (150g)
Hit Die
d8
Class Skills
Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Sense Motive (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
The White Clad
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|
Special|
Rank|Fast Movement
1st|
+0|
+0|
+2|
+1|White Creed, Blend 16, Sneak Attack +1d6, AC Bonus|
Initiate|
+0 ft
2nd|
+1|
+0|
+3|
+2|Uncanny Dodge|
Novice|
+0 ft
3rd|
+2|
+1|
+3|
+2|Sneak Attack +2d6, Eagle's Instinct||
+0 ft
4th|
+3|
+1|
+4|
+3|Sidestep 1/enc, Agile (+2)|
Apprentice|
+0 ft
5th|
+3|
+1|
+4|
+3|Sneak Attack +3d6, Blend 12||
+10 ft
6th|
+4|
+2|
+5|
+3|Eagle Vision|
Skilled|
+10 ft
7th|
+5|
+2|
+5|
+4|Sneak Attack +4d6, Deadly Strike||
+10 ft
8th|
+6/+1|
+2|
+6|
+4|Sidestep 2/enc, Counter, Agile (+4)|
Experienced|
+10 ft
9th|
+6/+1|
+3|
+6|
+5|Sneak Attack +5d6||
+10 ft
10th|
+7/+2|
+3|
+7|
+5|Blend 8, Blend Augmentation|
Adept|
+20 ft
11th|
+8/+3|
+3|
+7|
+5|Sneak Attack +6d6, Imp. Uncanny Dodge||
+20 ft
12th|
+9/+4|
+4|
+8|
+6|Sidestep 3/enc, Agile (+6)||
+20 ft
13th|
+9/+4|
+4|
+8|
+6|Sneak Attack +7d6|
Shadow|
+20 ft
14th|
+10/+5|
+4|
+9|
+7|Defense Break||
+20 ft
15th|
+11/+6/+1|
+5|
+9|
+7|Blend 6, Sneak Attack +8d6||
+30 ft
16th|
+12/+7/+2|
+5|
+10|
+7|Sidestep 4/enc, Counter Kill, Agile (+8)|
Master|
+30 ft
17th|
+12/+7/+2|
+5|
+10|
+8|Sneak Attack +9d6||
+30 ft
18th|
+13/+8/+3|
+6|
+11|
+8|||
+30 ft
19th|
+14/+9/+4|
+6|
+11|
+9|Sneak Attack +10d6||
+30 ft
20th|
+15/+10/+5|
+6|
+12|
+9|Blend 3, Sidestep 5/enc, Agile (+10)|
Grandmaster|
+40 ft[/table]
Weapon and Armor Proficiencies - A white clad is proficient in all simple weapons, plus the short sword, long sword, short bow, and hidden blade. She is proficient with light armor, but not shields.
Note: If at any point you gain a feat for free and you already possess that feat, you may pick any other feat for which you meet the prerequisites.
AC Bonus (Ex) - A white clad adds her WIS modifier to her AC as long as she is wearing light or no armor, is unencumbered, and is not using a shield. This AC bonus applies to touch attacks and when the white clad is flat-footed. She loses this bonus if she is immobilized or helpless.
Blend (Ex) - The white clad has an uncanny ability to blend in with crowds and vanish into them, appearing as one of the ordinary people. When in or near a crowd of creatures (defined as 15 or more people within 10 feet of the white clad), the white clad can make a Hide check to melt away into the crowd and make their escape.
The general attitude of the crowd can help or harm the white clad, as determined below. The number modifier applies to the white clad's Hide Check:
{table=head]Crowd Attitude|Bonus/Drawback
Helpful|+2, can wield a weapon
Friendly|+2
Indifferent|+0
Unfriendly|-5
Hostile|Cannot Blend[/table]
The white clad cannot Blend if she is wielding a weapon, unless the crowd is Helpful.
This hide check is opposed by the Sense Motive check (instead of a Spot check) of any who wish to see/find her inside the crowd.
The amount of people needed to Blend is based on the number of class levels the white clad has. See the table below:
{table=head]Level|# Needed
1|16
5|12
10|8
15|6
20|3[/table]
(Thanks, Temotei!)
Sneak Attack (Ex)
If a white clad can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, any time the white clad’s target would be denied his Dexterity bonus to AC (whether he actually has a Dexterity bonus or not), or when the white clad flanks the target, the white clad’s attack deals extra damage. The extra damage is +1d6 at 1st level and an addition 1d6 every two levels thereafter. Should the white clad score a critical hit with a sneak attack, this extra damage is not multiplied. (See Table 8-8: Attack Roll Modifiers, page 132, in the Player’s Handbook for combat situations in which the white clad flanks an opponent or the opponent loses his Dexterity bonus to AC).
Ranged Attacks can count as sneak attacks only if the target is within 30 feet. The white clad can’t strike with deadly accuracy from beyond that range.
With a sap (blackjack) or an unarmed strike, the white clad can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty, because she must make optimal use of her weapon in order to execute a sneak attack. (See Subdual Damage, page 134, Player’s Handbook).
A white clad can only sneak attack a living creature with a discernible anatomy—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. The white clad must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. The white clad cannot sneak attack while striking a creature with concealment (see table 8-10: Concealment, page 133, Player’s Handbook) or striking the limbs of a creature whose vitals are beyond reach.
White Creed
The white clad follow a personal code, which consists of three tenets:
Never kill or bring excessive harm to an innocent.
Hide in plain sight
Never compromise the brotherhood.
All white clads must follow this code if they wish to remain in the order. Tenets #1 and #3 must be followed at all times - if you break them, you can no longer gain levels as a white clad until you have atoned and they accept you back into their ranks. Tenet #2 is more about not advertising your presence to your target, so if a white clad is seen before her attack, there is no consequence - unless she intentionally drew attention to herself, in which case it is as though she broke #1 or #3.
If a white clad breaks one or more tenets as described above, and no one observes her doing so (or lives to tell the tale), she is not punished - the Order does not know what happened. However, the Order prides itself on obtaining information from many sources, of many types. Word will eventually filter back about what she has done, unless she has done it in total secrecy.
In addition, as part of being in the order, the white clad is presented with a wrist blade custom-made for her. This blade straps to the underside of either wrist via a bracer (traditionally her left) and is uses the weapon statistics of a dagger (only with a range increment of -, as it cannot effectively be thrown). She cannot be disarmed of this weapon. Drawing this weapon is a free action, as is sheathing it.
Rank
Note: If you wish to lower the power of the white clad, removing the character benefits of the rank system is the easiest and best way to do so. This also has the benefit of placing the white clad out of their time period or area, such as if the organization has vanished and they are just learning the teachings or lessons of the Order.
In other words, if you want to make the class less powerful, go ahead and remove the rank system entirely, or fiddle with it to your heart's content. Obviously, putting more work into designing and using the Order will make these benefits less arbitrary and more realistic. It is always, however, up to the DM.
Throughout the career of a white clad, she will be ranked based on her abilities. In order to do so, she will be presented with tasks in which she may choose to complete at any time. Completing these tasks will grant bonus abilities as shown on the table below.
A white clad must meet all prerequisites for a task in order to undertake and complete it. If a white clad completes a task before that task is available, it does not count toward her rank.
If a white clad fails a rank task, she may try again a full day later (the next night, if it is night, or the next day, if it is day).
{table=head]Rank|Prerequisite|Task|Benefit
Initiate|White Clad level 1|-|Dodge
Novice|White Clad level 2, Initiate|Track|Urban Tracking
Apprentice|White Clad level 4, Novice|Rooftop Race|Roofwalker
Skilled|White Clad level 6, Apprentice|Escape|Animal Companion, Grab Break
Experienced |White Clad level 8, Skilled|Pursuit|Improved Overrun
Adept |White Clad level 10, Experienced|Stealth Kill|Last Words
Shadow|White Clad level 13, Adept|Obstacle|Roof-Jumper
Master|White Clad level 16, Shadow|Assassination|Wrong Target
Grandmaster|White Clad level 20, Master|Destabilize Region|Deadly Strike 3/enc., Defense Break (-3)[/table]
Initiate Assassin - The white clad has been officially initiated into the Order, her training completed. She gains the Dodge feat for free.
Novice Assassin - The white clad must successfully track a hiding subject down however she wishes (DC 14 Gather Information check, 3 hours required). Should she succeed, she advances another rank and gains the Urban Tracker ability (detailed below).
Apprentice Assassin - The white clad must win in a race across city rooftops against another white clad equal to her level (pass over half of 1d4 Climb, 1d2 Balance, 1d4+1 Jump, and 1 Tumble check, all DC 15). Should she succeed, she gets the Roofwalker feat for free, even if she does not meet the prerequisites.
Skilled Assassin - The white clad must escape imprisonment. This involves escaping rope bindings (DC 20 Escape Artist), finding a lockpick (DC 15 Search), opening the jail cell lock (break or DC 20 Open Lock), sneaking past 1d6 guards (Opposed Spot/Listen vs. the white clad's Hide/Move Silently, the guards have a +5 total modifier), and escaping the actual premises (if the holding place is a place with high walls and/or other obstacles). If she is not willing or able to be imprisoned by local authorities, the Order provides an opportunity for this rank test. Should she succeed, she gains an eagle companion, as detailed below.
Experienced Assassin - The white clad must successfully pursue a target running through the city streets and capture them by whatever means she wishes. She gains the Improved Overrun feat for free, even if she does not meet the prerequisites. In addition, she gets Grab Break, as detailed below.
Adept Assassin - The white clad must successfully track and assassinate a guild-assigned target without alerting the target to their presence. Should she succeed, she gains the ability Last Words, as detailed below.
Shadow Assassin - The white clad must complete a physically challenging obstacle course on the rooftops of a city (as the Apprentice Assassin trial, only the DCs are increased by 10). Should she succeed, she gains the Roof-Jumper feat for free, even if she does not meet the prerequisites.
Master Assassin - The white clad must perform a public, high-profile assassination against a well-known figure or noble who is oppressing those less fortunate. Should she succeed, she gains the ability Wrong Target, as detailed below.
Grandmaster Assassin - The white clad must cause a political upheaval of some kind. This includes, but is not limited to, causing a revolution, inciting mass riots, assassinating the entire established political structure, and/or establishing a major branch of the Order. Should she succeed, the white clad advances to her final rank. She is a true master of the arts of the white clad. The AC penalty from her Defense Break increases to -3 and she can use Deadly Strike up 3 times in a encounter.
Urban Tracker (Ex) - The white clad can track down the location of missing persons or wanted individuals within communities.
To find out information about an individual or group, such as their location and/or actions, the white clad makes a Gather Information check. The DC of the check is calculated using the tables below, and the check time takes 1d4 hours.
Succeeding on a single check gives her the target's approximate location (within 60 feet) at that time. If she beats the DC by 5 or more, she can know where the target will be (within 60 feet) anytime within the next 6 hours. Succeeding on two additional checks makes your knowledge of that target "Familiar". These two additional checks take 1d6 hours each.
If you fail a Gather Information check, you can retry after 1 hour. If you fail by 5 or more, the target knows someone is asking about them, and the target is now "lying low", if they weren't already. The DM should consider the appropriate consequences for the target becoming aware that someone is looking for them.
{table=head]Community Size(1)|DC
Thorp, hamlet, or village|5
Small or large town|10
Small or large city|15
Metropolis|20[/table]
(1)See page 137 of the Dungeon Master’s Guide.
{table=head]Conditions|DC Modifier
Every three creatures in the group being sought|-1
Every 24 hours party has been missing/sought(1)|+1
Tracked party “lies low”|+5
Tracked party matches community’s primary racial demographic(2)|+2
Tracked party does not match community’s primary or secondary racial demographic|-2
No knowledge of the target (never heard of them)|+5
Secondhand knowledge (heard of them and/or target is a noble)(3)|+2
Firsthand knowledge (have met them and/or high-ranking public official)|+0
Familiar (know them well and/or studied them extensively|+2[/table]
(1)This modifier does not apply to a guild assassination assignment.
(2)See Racial Demographics, page 139 of the Dungeon Master’s Guide.
(3)This is the usual modifier for a guild assassination assignment.
You can cut the time in half (1d2 hours, or 1d3 hours for Familiarity checks), but you take a -5 to the check, and you may receive inaccurate information (if you fail the DC by 5 or more).
Animal Companion (Ex) - The white clad gains an eagle animal companion when she achieves Skilled rank, and her effective druid level is 3rd. It knows the following tricks: Come, Fetch, Seek, Stay, Deliver, Receive, Attack, Down. Deliver and Receive allow the eagle to send and receive messages and packages (up to 29 lbs) to a destination of the white clad's choice that the eagle has been to before. This eagle can fly up to 64 miles in a day while carrying a message/package.
Grab Break (Ex) - The white clad becomes particularly adept at escaping from grabs. She gets a +4 bonus to checks made to escape a grapple (including Escape Artist checks).
Last Words (Ex) - The white clad that has achieved Adept rank gains the ability to preserve their opponent's life for a small amount of time after the killing blow has been struck. If a white clad succeeds on a death attack against an opponent or brings her opponent to between 0 and -10 HP, she can choose to instead instantly stabilize the opponent and allow them to speak as though conscious. The opponent can perform no other actions.
At any point past this, the white clad can perform a coup-de-grace as a standard action on the opponent.
Wrong Target (Ex) - Everyone makes mistakes, but a white clad that has achieved Master rank knows how to undo her own. If a white clad succeeds on a death attack against an opponent or brings them to below 0 HP, she can undo her attack as a standard action on her next turn. The opponent is restored to their state exactly as it was before the white clad's attack, including HP, conditions (i.e. blindness), and position, but the opponent knows they were attacked and came within an inch of death.
Uncanny Dodge (Ex) - Starting at 2nd level, a white clad 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.
If the white clad already has uncanny dodge from another class, she instead gains Improved Uncanny Dodge.
Eagle's Instinct (Ex) - A white clad of 3rd level or higher can adapt to her surroundings with almost unbelievable fluidity. She adds a +1 bonus to Balance, Climb, Jump, Move Silently, and Tumble. This bonus increases by +1 every three levels (6, 9, 12, and 15) to a maximum of +5 at 15th level or her INT modifier, whichever is lower (minimum 1).
Sidestep (Ex) - At 4th level, a white clad has learned enough to anticipate some enemy attacks. During her turn, the white clad replaces her standard action with a preparation - this involves positioning her weapon, studying the enemy, and calling her defensive maneuvers into mind. She cannot attack and prepare during the same turn. Her other actions remain unaffected. Until the beginning of her next turn, when an opponent makes a melee attack against the white clad, she makes a Reflex Save vs the opponent's melee attack roll (from here on, this particular Reflex Save will be called a Sidestep check). If she succeeds this check, she takes an immediate 5-foot step and the attack misses. If she fails this check, she is hit and takes damage as normal, and a use of Sidestep is expended.
If no one attacks her until her next turn, the use of Sidestep is not expended.
A white clad can use this ability once per encounter at 4th level and then an additional time per encounter every 4 levels after (8, 12, 16, 20). She can only use this once per round.
Agile (Ex) - At 4th level, the white clad becomes very quick on her feet. She gains a +2 bonus to all Sidestep checks. This bonus increases by 2 at every 4 levels thereafter (8, 12, 16, 20).
Fast Movement (Ex) - At 5th level, the white clad gains a bonus to her land movement speed. This bonus increases at 10th level and every 5 levels thereafter. The White Clad loses this benefit when wearing medium or heavy armor, when carrying a medium or heavy load, or when moving while hidden.
Eagle Vision (Sp) - A white clad has a sixth sense about who her friends, enemies, and targets are. At 6th level, she can activate this ability to make a single Sense Motive check as a free action on every person within line of sight (DC = opponent's hit dice + CHA modifier). Succeeding on this check against a person means she knows their attitude towards her.
If she is actively seeking a target, and she succeeds on her check against him, this ability allows her to positively identify her target.
She can use this ability Wis modifier + 1/2 white clad levels times per day.
Deadly Strike (Ex) - At 7th level, the white clad has learned to capitalize on the element of surprise, striking opponents quickly and aiming for one-hit kills.
Once per encounter, if an opponent is flat-footed and the white clad succeeds on a melee attack against her opponent, she can make a check: 1d20 + the white clad's INT modifier + her white clad class levels vs. 10 + the opponent's hit dice. If the opponent has more hit dice than the white clad, the DC for this check increases by 4. If she succeeds, the attack is considered a Death Attack (If the victim of such an attack fails a Fortitude save [DC 10 + ½ her white clad class levels + the white clad's INT modifier] against the kill effect, he dies. If the victim’s saving throw succeeds, the attack is just a normal sneak attack).
If you use this ability against an opponent who is not flat-footed, before your attack, you can make an immediate feint attempt as a free action. If this attempt succeeds, the opponent is considered flat-footed, and you follow the rules as above.
Against non-humanoid targets, the white clad must succeed on a relevant DC 15 Knowledge check to remember or discern vital points in their anatomy to make the class check and subsequent Death Attack. If the white clad is unable to make this check because they are not trained in the relevant Knowledge, anyone trained in that skill can make the check and inform the white clad in lieu of the white clad's own check as a free action, even if it is not their turn.
Counter (Ex) - At 8th level, a white clad has learned enough to block and strike back at opponents. When a white clad succeeds on a Sidestep check, she can choose to counter-attack instead of making a 5-foot step. She can make a single melee attack as an immediate action to interrupt an attack from the opponent. If her attack succeeds, the opponent is hit with her counter-attack, takes damage as normal, and can take no more standard actions (including attack actions) that turn, even if he took a full-attack action that turn.
Blend Augmentation (Ex) - At 10th level, the white clad has learned to move quickly, yet remain unnoticed. Her Blend ability is augmented: she can now move her full speed without suffering the -5 penalty to Hide checks, nor does she suffer the -10 penalty for hiding during a brief distraction.
Improved Uncanny Dodge (Ex) - A white clad of 11th level or higher can no longer be flanked.
This defense denies a rogue/white clad the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
For the purposes of determining rogue levels required to flank the character, the enemy's white clad class levels stack with rogue levels (if the enemy has them).
Defense Break (Ex) - At 14th level, a white clad's attacks become almost overwhelming. When a white clad attacks an opponent with a melee or ranged attack, if she attacked that same opponent during her previous round, that opponent take a -1 penalty to their AC against her attack. This effect is not cumulative - an opponent can only lose a maximum of 1 AC to this ability. This ability can apply to up to her Dex modifier in opponents (minimum of 1).
Counter Kill (Ex) - At 16th level, the white clad has mastered the art of countering. Whenever you pass a Sidestep check, she can forgo the 5-foot step and the single melee attack and instead pick one of the following options:
If she is currently wielding a long sword, she makes a single melee attack and can make an immediate trip attempt as if she had the Improved Trip feat. This counts as tripping with a weapon.
If she is currently wielding a short sword, she makes a single melee attack as a free action. The opponent is considered flat-footed for this attack. Then, she makes a Tumble check (DC 15). If she passes the Tumble check, she tumbles around the opponent, ending in a different square than she started in (moving a total of less than her base land speed, even if she already moved this round), and makes another free melee attack. The opponent is considered flat-footed for this second attack.
If she is using the hidden blade, she makes a Sleight of Hand check vs. her opponents Sense Motive check. If she succeeds on the Sleight of Hand check, her attack is considered a Death Attack (see Deadly Strike, above). If her check fails, the opponent is considered flat-footed for her melee attack.
If she is wielding a ranged weapon, she can make an immediate ranged attack against the opponent. This attack does not provoke attacks of opportunity. This attack is considered a ranged touch attack, and the opponent is also considered flat-footed for this attack.
If she is unarmed, she makes an immediate unarmed attack. This attack does not provoke attacks of opportunity and the opponent is considered flat-footed for this attack. This attack is considered a Death Attack, with a modification: If the opponent fails their Fortitude Save vs her Death Attack, the opponent does not die - instead, the opponent is unconscious for 1d4 hours.
If she is wielding any other weapon, her opponent is considered flat-footed for the counter attack.
If she is wielding any two of the weapons described above at the same time, she follows the rules for whichever weapon is in her main hand.