Empedocles
2013-04-04, 03:14 PM
I'm a little rusty on my homebrew, so this might be kind of rough, but I'm giving it my best shot! :smalltongue: It's an assassin base class, inspired by the Assassin's Creed video games (not a faithful recreation of the characters within). Enjoy, and please evaluate and critique honestly!
*fluff to be added*
The Assassin
http://images.wikia.com/reddeadredemption/images/d/d4/Assassins-creed-20060921105332117.jpg
The Assassin
{table=head]Level|BAB|Fort|Ref|Will|Special|AC Bonus|Speed Bonus
1st|+0|+0|+2|+2|Sneak Attack +1d6, Weapon Finesse|+0|+0 ft.
2nd|+1|+0|+3|+3|Evasion, Critical Strike|+0|+0 ft.
3rd|+2|+1|+3|+3|Sneak Attack +2d6, Counterattack, Shadow Weapon|+0|+10 ft.
4th|+3|+1|+4|+4|Across the Rooftops, Uncanny Dodge|+0|+10 ft.
5th|+3|+1|+4|+4|Sneak Attack +3d6, Blend In|+1|+10 ft.
6th|+4|+2|+5|+5|Master of Disguise, Break Defense|+1|+20 ft.
7th|+5|+2|+5|+5|Sneak Attack +4d6, Trapfinding|+1|+20 ft.
8th|+6/+1|+2|+6|+6|Improved Uncanny Dodge|+1|+20 ft.
9th|+6/+1|+3|+6|+6|Sneak Attack +5d6, Shadow Strike|+1|+30 ft.
10th|+7/+2|+3|+7|+7|Death Attack|+2|+30 ft.
11th|+8/+3|+3|+7|+7|Sneak Attack +6d6|+2|+30 ft.
12th|+9/+4|+4|+8|+8|Improved Counterattack|+2|+40 ft.
13th|+9/+4|+4|+8|+8|Sneak Attack +7d6|+2|+40 ft.
14th|+10/+5|+4|+9|+9|Improved Evasion|+2|+40 ft.
15th|+11/+6/+1|+5|+9|+9|Sneak Attack +8d6, Improved Death Attack|+3|+50 ft.
16th|+12/+7/+2|+5|+10|+10|Opportunist|+3|+50 ft.
17th|+12/+7/+2|+5|+10|+10|Sneak Attack +9d6|+3|+50 ft.
18th|+13/+8/+3|+6|+11|+11|Improved Critical Strike|+3|+60 ft.
19th|+14/+9/+4|+6|+11|+11|Sneak Attack +10d6|+3|+60 ft.
20th|+15/+10/+5|+6|+12|+12||+4|+60 ft.
[/table]
Alignment: Any
Hit Die: 1d8
Class Skills:
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Weapon and Armor Proficiencies: Assassin's are proficient with all simple weapons, light armor, and any three martial or exotic weapons of their choice.
AC Bonus: When wearing light or no armor, the assassin adds her Wisdom bonus (if any) to her AC. In addition, an assassin gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five assassin levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the assassin is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Sneak Attack: This functions as the rogue ability of the same name.
Weapon Finesse: The assassin gains Weapon Finesse as a bonus feat.
Critical Strike: As a full-round action the assassin can make one attack, made at her highest base attack bonus, but taking a -2 penalty on her attack roll. If the attack hits, it deals double damage (as does any other attack you make before your next turn). This ability can be used in conjunction with her Death Attack ability, and if it is, increase the save DC of the Death Attack by 2. At 5th level the penalty on the attack roll is reduced to 1, and at 9th level it disappears. At 11th level you can make two attacks when using this class feature, though only directed at a single creature. Both are made at your highest base attack bonus. At 18th level, the damage multiplier from this ability is increased to x3.
Evasion: At 2nd level and higher, an assasin can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless assassin does not gain the benefit of evasion.
Counterattack: If an assassin takes a full-round action to ready an action, the next time she is attacked, she gains a +2 bonus to AC. In addition, if she is attacked while the action is readied, she can, as an immediate action, make a single attack roll at the assassin's highest base attack bonus and treat the attack roll as her AC against that attack if higher. If the attack misses, then the assassin may make a single melee attack against that opponent as a free action and treat the opponent as flat-footed for the attack. At 12th level the assassin can use her Critical Strike ability in conjunction with a counterattack and the bonus to AC increases to +4. At 20th level, an Assassin need not ready an action to counterattack but can make a counterattack as an immediate action regardless of whether an action is readied, though the bonus to AC is only gained if an action is readied. In addition, the bonus to AC increases to +6 when an action is readied.
Shadow Weapon: Starting at 3rd level, the assassin can choose to add his dexterity modifier to damage dealt by weapons instead of his strength modifier.
Uncanny Dodge: Starting at 4th level, an assassin 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 an assassin already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Across the Rooftops: The assassin can move up, down, and across any surfaces he wishes, such as running across water or up walls or trees. However, he must end his turn on a surface he could normally stand on, or else he suffers consequences as appropriate, such as falling if running up a vertical surface or sinking if on the water.
Blend In: The assassin can use a crowd of four or more people as cover/concealment for a Hide check.
Master of Disguise: An assassin can take 10 on a Disguise check as a full round action instead of the usual 1d3x10 minutes of work.
Break Defense: When an assassin successfully hits with either a Sneak Attack or a Critical Strike, she can forego half of the damage from the attack in order to reduce the target's AC in half until the end of the assassin's next turn. This ability does not stack with itself.
Trapfinding: An assassin can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
An assassin can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
An assassin who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Improved Uncanny Dodge: An assassin of 8th level or higher can no longer be flanked.
This defense denies another assassins or rogues the ability to sneak attack the character by flanking her, unless the attacker has at least four more assassin or 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.
Death Attack: If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Improved Evasion: This ability works like evasion, except that while the assassin still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless assassin does not gain the benefit of improved evasion.
Improved Death Attack: Starting at 15th level, the assassin can make a Death Attack without studying his enemy for 3 rounds first.
Opportunist: Once per round, the assassin can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the assassin’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Well, that's all I've got so far. I definitely need more unique abilities to separate this from the rogue, because right now I feel like it's just a "more tier-4" version of the rogue. Tier 3 would be cool...but this is more of a tier 4 concept, realistically.
*fluff to be added*
The Assassin
http://images.wikia.com/reddeadredemption/images/d/d4/Assassins-creed-20060921105332117.jpg
The Assassin
{table=head]Level|BAB|Fort|Ref|Will|Special|AC Bonus|Speed Bonus
1st|+0|+0|+2|+2|Sneak Attack +1d6, Weapon Finesse|+0|+0 ft.
2nd|+1|+0|+3|+3|Evasion, Critical Strike|+0|+0 ft.
3rd|+2|+1|+3|+3|Sneak Attack +2d6, Counterattack, Shadow Weapon|+0|+10 ft.
4th|+3|+1|+4|+4|Across the Rooftops, Uncanny Dodge|+0|+10 ft.
5th|+3|+1|+4|+4|Sneak Attack +3d6, Blend In|+1|+10 ft.
6th|+4|+2|+5|+5|Master of Disguise, Break Defense|+1|+20 ft.
7th|+5|+2|+5|+5|Sneak Attack +4d6, Trapfinding|+1|+20 ft.
8th|+6/+1|+2|+6|+6|Improved Uncanny Dodge|+1|+20 ft.
9th|+6/+1|+3|+6|+6|Sneak Attack +5d6, Shadow Strike|+1|+30 ft.
10th|+7/+2|+3|+7|+7|Death Attack|+2|+30 ft.
11th|+8/+3|+3|+7|+7|Sneak Attack +6d6|+2|+30 ft.
12th|+9/+4|+4|+8|+8|Improved Counterattack|+2|+40 ft.
13th|+9/+4|+4|+8|+8|Sneak Attack +7d6|+2|+40 ft.
14th|+10/+5|+4|+9|+9|Improved Evasion|+2|+40 ft.
15th|+11/+6/+1|+5|+9|+9|Sneak Attack +8d6, Improved Death Attack|+3|+50 ft.
16th|+12/+7/+2|+5|+10|+10|Opportunist|+3|+50 ft.
17th|+12/+7/+2|+5|+10|+10|Sneak Attack +9d6|+3|+50 ft.
18th|+13/+8/+3|+6|+11|+11|Improved Critical Strike|+3|+60 ft.
19th|+14/+9/+4|+6|+11|+11|Sneak Attack +10d6|+3|+60 ft.
20th|+15/+10/+5|+6|+12|+12||+4|+60 ft.
[/table]
Alignment: Any
Hit Die: 1d8
Class Skills:
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Weapon and Armor Proficiencies: Assassin's are proficient with all simple weapons, light armor, and any three martial or exotic weapons of their choice.
AC Bonus: When wearing light or no armor, the assassin adds her Wisdom bonus (if any) to her AC. In addition, an assassin gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five assassin levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the assassin is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Sneak Attack: This functions as the rogue ability of the same name.
Weapon Finesse: The assassin gains Weapon Finesse as a bonus feat.
Critical Strike: As a full-round action the assassin can make one attack, made at her highest base attack bonus, but taking a -2 penalty on her attack roll. If the attack hits, it deals double damage (as does any other attack you make before your next turn). This ability can be used in conjunction with her Death Attack ability, and if it is, increase the save DC of the Death Attack by 2. At 5th level the penalty on the attack roll is reduced to 1, and at 9th level it disappears. At 11th level you can make two attacks when using this class feature, though only directed at a single creature. Both are made at your highest base attack bonus. At 18th level, the damage multiplier from this ability is increased to x3.
Evasion: At 2nd level and higher, an assasin can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless assassin does not gain the benefit of evasion.
Counterattack: If an assassin takes a full-round action to ready an action, the next time she is attacked, she gains a +2 bonus to AC. In addition, if she is attacked while the action is readied, she can, as an immediate action, make a single attack roll at the assassin's highest base attack bonus and treat the attack roll as her AC against that attack if higher. If the attack misses, then the assassin may make a single melee attack against that opponent as a free action and treat the opponent as flat-footed for the attack. At 12th level the assassin can use her Critical Strike ability in conjunction with a counterattack and the bonus to AC increases to +4. At 20th level, an Assassin need not ready an action to counterattack but can make a counterattack as an immediate action regardless of whether an action is readied, though the bonus to AC is only gained if an action is readied. In addition, the bonus to AC increases to +6 when an action is readied.
Shadow Weapon: Starting at 3rd level, the assassin can choose to add his dexterity modifier to damage dealt by weapons instead of his strength modifier.
Uncanny Dodge: Starting at 4th level, an assassin 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 an assassin already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Across the Rooftops: The assassin can move up, down, and across any surfaces he wishes, such as running across water or up walls or trees. However, he must end his turn on a surface he could normally stand on, or else he suffers consequences as appropriate, such as falling if running up a vertical surface or sinking if on the water.
Blend In: The assassin can use a crowd of four or more people as cover/concealment for a Hide check.
Master of Disguise: An assassin can take 10 on a Disguise check as a full round action instead of the usual 1d3x10 minutes of work.
Break Defense: When an assassin successfully hits with either a Sneak Attack or a Critical Strike, she can forego half of the damage from the attack in order to reduce the target's AC in half until the end of the assassin's next turn. This ability does not stack with itself.
Trapfinding: An assassin can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
An assassin can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
An assassin who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Improved Uncanny Dodge: An assassin of 8th level or higher can no longer be flanked.
This defense denies another assassins or rogues the ability to sneak attack the character by flanking her, unless the attacker has at least four more assassin or 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.
Death Attack: If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Improved Evasion: This ability works like evasion, except that while the assassin still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless assassin does not gain the benefit of improved evasion.
Improved Death Attack: Starting at 15th level, the assassin can make a Death Attack without studying his enemy for 3 rounds first.
Opportunist: Once per round, the assassin can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the assassin’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Well, that's all I've got so far. I definitely need more unique abilities to separate this from the rogue, because right now I feel like it's just a "more tier-4" version of the rogue. Tier 3 would be cool...but this is more of a tier 4 concept, realistically.