ngilop
2013-02-10, 09:47 PM
Hello everybody, I was looking for a particualr rogue/fighter Prc that fits the concept fo a in your face kill you dead assassin which i posted here (http://www.giantitp.com/forums/showthread.php?p=14687180#post14687180) and though the base core of the ghost faced killer and Dread Commando were indeed what I would like, I didn;t want the supernatural aspect of the GFK nor the team focused abilities of the DC so I made the Warrior Assassin, I also plan on making a Hidden Assassin that is more along the lines of a not so much spellc aster but supernatural assassin VERy similar to the GFK! anyways take a look and let me know if you like it and what, if anything, I cna do to make it better or round out the concept
Warrior Assassin
\n\n\t
[tr]
Level
BAB
Fort
Ref
Will
Special
[td]1st
+1
+2
+2
+0
Move With ease, Bonus Feat
2nd
+2
+3
+3
+0
Sneak Attack +1d6
3rd
+3
+3
+3
+1
Bonus Feat
4th
+4
+4
+4
+1
Improved Uncanny Dodge, Combat Grace
5th
+5
+4
+4
+1
Sneak Attack +2d6
6th
+6
+5
+5
+2
Final Stroke, Bonus Feat
7th
+7
+5
+5
+2
Inescapable Death
8th
+8
+6
+6
+2
Sneak Attack +3d6
9th
+9
+6
+6
+3
Bonus Feat
10th
+10
+7
+7
+3
Coup de Main
Alignment: Any Evil
Hit Die: 1d8
Class Skills:
Class Skills: The warrior assassin’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier
Requirements
Base Attack Bonus +4
Sneak Attack +2d6
Class abilities
Move with Ease {Ex}: A warrior assassin epitomizes agility and athleticism. He gains a +1 competence bonus on all Climb and Jump checks, this increases by 1 at every 3rd level thereafter. In addition, warrior assassins reduce the armor check penalty of any armor with which you are proficient by 1 (to a minimum of 0). At 5th level, this reduction increases to 2 points (to a minimum of 0)., And again at 9th level, this reduction increases to 3 points (to a minimum of 0).
Sneak Attack {Ex}: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at 2nd level every third level there after (2nd, 5th, and 8th). If a warrior assassin gets a sneak attack bonus from another source the bonuses on damage stack.
Final Stroke {Ex}: A warrior assassin may choose to deliver a sneak attack to paralyze an opponent. The victim of the final stroke must make a Fortitude saving throw (DC 10 + the warrior assassin’s class level +Intelligence modifier). Failing this saving throw results in paralysis, which renders the victim helpless and unable to act for 1d6 rounds plus 1 round per class level of the warrior assassin . If the victim succeeds at the saving throw, the attack is just like a normal sneak attack. The warrior assassin may deliver a final stroke any time he could normally make a sneak attack.
Combat Grace {Ex}: A warrior assassin gains a +2 perfection bonus to initiative checks this increases by 1 at 7th and 10th level. Additionally the warrior assassin gains a dodge bonus to armor class equal to this number.
Inescapable Death {Ex}: When a warrior assassin sets out to end a life, almost nothing can deter the shadow of death from falling over the chosen victim. When the warrior assassin selects his next victim, he gains a +1 perfection bonus per sneak attack die to attack rolls, skill checks, and AC against that opponent until his victim is slain. Until that target is slain, the warrior assassin may not select another victim for the shadow of death. If the warrior assassin fights another enemy while his chosen victim still lives, his unfinished assassination acts as a distraction and he suffers a –1 penalty per sneak attack die to attack rolls.
Coup de Main {Ex}: The warrior assassin moves with a decisive suddenness that can take opponents off-guard and give him the advantage in a confrontation. During a standard attack or a full attack the warrior assassin gains one addition attack at their highest base attack bonus -5. This extra attack only adds half the normal sneak attack dice.
Bonus Feat: A warrior assassin can select a fighter bonus feats he has the prerequisites for.
Levels in warrior assassin stack with levels in fighter to determine prerequisites for feats and progression of other abilities.
Warrior Assassin
\n\n\t
[tr]
Level
BAB
Fort
Ref
Will
Special
[td]1st
+1
+2
+2
+0
Move With ease, Bonus Feat
2nd
+2
+3
+3
+0
Sneak Attack +1d6
3rd
+3
+3
+3
+1
Bonus Feat
4th
+4
+4
+4
+1
Improved Uncanny Dodge, Combat Grace
5th
+5
+4
+4
+1
Sneak Attack +2d6
6th
+6
+5
+5
+2
Final Stroke, Bonus Feat
7th
+7
+5
+5
+2
Inescapable Death
8th
+8
+6
+6
+2
Sneak Attack +3d6
9th
+9
+6
+6
+3
Bonus Feat
10th
+10
+7
+7
+3
Coup de Main
Alignment: Any Evil
Hit Die: 1d8
Class Skills:
Class Skills: The warrior assassin’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier
Requirements
Base Attack Bonus +4
Sneak Attack +2d6
Class abilities
Move with Ease {Ex}: A warrior assassin epitomizes agility and athleticism. He gains a +1 competence bonus on all Climb and Jump checks, this increases by 1 at every 3rd level thereafter. In addition, warrior assassins reduce the armor check penalty of any armor with which you are proficient by 1 (to a minimum of 0). At 5th level, this reduction increases to 2 points (to a minimum of 0)., And again at 9th level, this reduction increases to 3 points (to a minimum of 0).
Sneak Attack {Ex}: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at 2nd level every third level there after (2nd, 5th, and 8th). If a warrior assassin gets a sneak attack bonus from another source the bonuses on damage stack.
Final Stroke {Ex}: A warrior assassin may choose to deliver a sneak attack to paralyze an opponent. The victim of the final stroke must make a Fortitude saving throw (DC 10 + the warrior assassin’s class level +Intelligence modifier). Failing this saving throw results in paralysis, which renders the victim helpless and unable to act for 1d6 rounds plus 1 round per class level of the warrior assassin . If the victim succeeds at the saving throw, the attack is just like a normal sneak attack. The warrior assassin may deliver a final stroke any time he could normally make a sneak attack.
Combat Grace {Ex}: A warrior assassin gains a +2 perfection bonus to initiative checks this increases by 1 at 7th and 10th level. Additionally the warrior assassin gains a dodge bonus to armor class equal to this number.
Inescapable Death {Ex}: When a warrior assassin sets out to end a life, almost nothing can deter the shadow of death from falling over the chosen victim. When the warrior assassin selects his next victim, he gains a +1 perfection bonus per sneak attack die to attack rolls, skill checks, and AC against that opponent until his victim is slain. Until that target is slain, the warrior assassin may not select another victim for the shadow of death. If the warrior assassin fights another enemy while his chosen victim still lives, his unfinished assassination acts as a distraction and he suffers a –1 penalty per sneak attack die to attack rolls.
Coup de Main {Ex}: The warrior assassin moves with a decisive suddenness that can take opponents off-guard and give him the advantage in a confrontation. During a standard attack or a full attack the warrior assassin gains one addition attack at their highest base attack bonus -5. This extra attack only adds half the normal sneak attack dice.
Bonus Feat: A warrior assassin can select a fighter bonus feats he has the prerequisites for.
Levels in warrior assassin stack with levels in fighter to determine prerequisites for feats and progression of other abilities.