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View Full Version : Executioner/Assassin PrC [PF, PEACH]



Skjaldbakka
2012-02-06, 11:41 PM
Nulngolian Assassin

This class is a member of the assassins/executioners guild for a custom setting. This guild is essentially the private secret service/kill squad of the god-empress of one of the major empires in the setting. In a sense, they are the capital punishment branch of the government, their members ranking from the guy who pulls the lever at the gallows, to the man in the black hood with the axe, to the man who walks into a the home of a powerful noble deemed a traitor by the empress and kills everyone inside. Members of the actual prestige class are more towards the latter group, as they are essentially very martial oriented assassins/bounty hunters.

But that is enough flavor text to explain the lame name which will be improved to something pretentious and elven sounding eventually. The empire is Tir Nulngolia, hence Nulngolian Assassin (for now).

HD: d10
BAB: Full
Good Saves: Fort, Will
Bad Saves: Reflex
Skills: 4+Int

Class Skills:
Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge (Politics), Perception, Sense Motive, Stealth, Sleight of Hand, Survival, Swim

1st Draft:


Prereqs:
Death Blow, Endure Pain, Survival 5 ranks, Stealth 5 ranks, Bluff 2 ranks, Diplomacy 2 ranks, Knowledge (Politics) 2 ranks, survive being tortured 10 or more times, setting-specific RP requirements

Class Features:
1: Executioner, Frightful Strike
2: Skilled Defender, Combat Intuition
3: Parting Blow, No Hiding Place, Sneak Attack +1d6
4: Critical Focus
5: Bounty Hunter
6: No Escape, Sneak Attack +2d6
7: Paralyzing Strike
8: Deadly Finish
9: Sneak Attack +3d6
10: Vital Strike

Executioner (Ex) - The NA's critical hit multiplier is increased by one anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). Additionally, the NA can perform a coup de grace with a ranged weapon without being adjacent to their foe. Both benefits require the NA be within 30ft of their target.

Frightful Strike (Su) - Whenever a NA confirms a critical hit, his target must make a will save or be shaken for 1d4 rounds. The DC for this save is 10+class level+intelligence modifier.

Skilled Defender (Ex) - The NA may add his intelligence modifier to his CMD as an insight bonus.

Combat Intuition (Ex) - The NA gains Combat Reflexes as a bonus feat. Additionally, the NA may choose to use his intelligence in place of his dexterity for the purpose of determining how many attacks of opportunity he can make per turn.

Parting Blow (Ex) - The NA may take an attack of opportunity against a foe that attempts to withdraw from their threatened area.

No Hiding Place (Su) - The NA can see invisible creatures, as the spell See Invisibility, for 2 rounds per class level per day. These rounds need not be consecutive. It is a swift action to begin or end this effect. Additionally, the NA gains a +4 bonus to perception checks to spot any creature he was able to see in the previous round (such as an opponent that used bluff to create a diversion to hide, or that has the ability to hide in plain sight).

Critical Focus (Ex) - The NA gains Critical Focus as a bonus feat. If the NA already possesses this feat, they may instead take any feat with Critical Focus as a prerequisite, or Improved Critical.

Bounty Hunter (Ex) - The NA adds his intelligence modifier as an insight bonus to Survival checks made to track a target, and to Diplomacy checks made to gather information about a target.

No Escape (Sp) - The NA can cast Dimensional Anchor as a spell-like ability, as an immediate action. This ability is usable a number of times per day equal to the NA's intelligence modifier (minimum 1/day).

Paralyzing Strike (Su) - Whenever the NA confirms a critical hit, he may choose to forgo the additional damage, and instead paralyze the target. The subject must succeed at a Fortitude save DC 10+class level+Int modifier or be paralyzed. They may attempt another save as a full round action each turn. This paralysis lasts until the subject is able to pass the save.

Deadly Finish (Ex) - The NA gains Deadly Finish as a bonus feat. The NA need not meet the prereqs for this feat. If the NA already has this feat, he may select any other combat feat instead (which he must meet the prereqs for normally).

Vital Strike (Ex) - Whenever the NA confirms a critical hit against a creature that is denied their dexterity bonus to AC, that attack is treated as a coup de grace.