PDA

View Full Version : Nothing is True. Everything is Permitted: 3.5 Base Class



Ninjadeadbeard
2013-04-05, 02:13 AM
Laa shay'a waqi'un mutlaq bale kouloun moumkin

Nothing is True. Everything is Permitted

We work in the dark, to serve the light

We Are Assassins

"To say that Nothing is True is to realize that the foundations of society are fragile, and that we must be the shepherds of our own civilization. To say that Everything is Permitted, is to understand that we are the architects of our actions, and that we must live with their consequences, whether glorious or tragic."
--Ezio Auditore da Firenze, Il Mentor of the Assassins

An Assassin is a member of a Brotherhood whose history stretches to before recorded history. They fight an endless war, striking down all who would oppress the masses and stifle freedom and free will. They hunt their targets with religious devotion.


http://rocketdock.com/images/screenshots/Assassin-s-Creed-Logo-1.png

Assassin
{table=head]Level|BAB|Fort|Ref|Will|Special |
AC Bonus|
Speed Bonus

1st|+0|+0|+2|+2|Death Strike 1d6|
+0|
+0 ft

2nd|+1|+0|+3|+3|Incognito, Evasion|
+0|
+10 ft

3rd|+2|+1|+3|+3|Eagle Vision, Death Strike 2d6|
+1|
+10 ft

4th|+3|+1|+4|+4|Uncanny Dodge|
+1|
+20 ft

5th|+3|+1|+4|+4|Death Strike 3d6|
+2|
+20 ft

6th|+4|+2|+5|+5|Counter-Kill|
+2|
+20 ft

7th|+5|+2|+5|+5|Death Strike 4d6|
+3|
+30 ft

8th|+6/+1|+2|+6|+6|Improved Uncanny Dodge|
+3|
+30 ft

9th|+6/+1|+3|+6|+6|Death Strike 5d6|
+4|
+30 ft

10th|+7/+2|+3|+7|+7|Improved Evasion|
+4|
+40 ft

11th|+8/+3|+3|+7|+7|Death Strike 6d6|
+5|
+40 ft

12th|+9/+4|+4|+8|+8|Urban Tracker|
+5|
+40 ft

13th|+9/+4|+4|+8|+8|Death Strike 7d6|
+6|
+50 ft

14th|+10/+5|+4|+9|+9||
+6|
+50 ft

15th|+11/+6/+1|+5|+9|+9|Parkour, Death Strike 8d6|
+7|
+50 ft

16th|+12/+7/+2|+5|+10|+10||
+7|
+60 ft

17th|+12/+7/+2|+5|+10|+10|Death Strike 9d6|
+8|
+60 ft

18th|+13/+8/+3|+6|+11|+11|Heritage|
+8|
+60 ft

19th|+14/+9/+4|+6|+11|+11|Death Strike 10d6|
+9|
+70 ft

20th|+15/+10/+5|+6|+12|+12|Nothing is True|
+9|
+70 ft

[/table]

Alignment: The Creed (Any non-evil)
The Assassin Brotherhood hold to a particular creed which they follow to the exclusion of all others. It's three tenets reads:
1) Never Harm the Innocent
2) Never Reveal Yourself Before you Strike
3) Never Bring Harm Upon the Brotherhood

Hit Die: 1d8

Class Skills:
Balance, Bluff, Climb, Craft, Decipher Script, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (All), Listen, Move Silently, Open Lock, Perform, Ride, Search, Spot, Sense Motive, Sleight of Hand, Survival, Swim, Tumble, Use Rope
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier

Weapon and Armor Proficiency: The Assassin is Proficient with all Simple and Martial Weapons, Light and Medium Armor, but not shields. The Assassin is also Proficient with a number of exotic weapons equal to their Intelligence Modifier, including the Hidden Weapons.

Hidden Blade and Variant: The Hidden Blade has seen thousands of years of use and service in the Brotherhood. It is practically synonymous with the Assassins. All Hidden Blades add the wielder's highest BAB to Sleight of Hand checks to conceal it, and it may be "drawn" as a Free Action. Whenever a Hidden Blade successfully hits a target in melee who is unaware of the attacker or otherwise denied their dexterity bonus to AC, the Hidden Blade deals damage as if it scored a Critical Hit. The Hidden Blade automatically confirms critical hits.

The Poison Blade shares all the benefits of the Hidden Blade, and will also double any Poison Damage dealt with it. Two Poison Blades' poison damage does not stack.

A Hook Blade grants a +5 bonus to all grapple checks using the same hand as the blade is attached to. It also adds the wielder's BAB to Climb checks. Grapple and Climb bonuses do not stack with other Hook Blades.

Detachable Blades may be wielded as either a Hidden Blade or a Dagger, as the blade itself is a Dagger in a spring-loaded sheath attached to the wielder's arm. The Detachable Blade may be thrown like a dagger, and is considered a Simple Weapon for Weapons Proficiency.

The Bolt/Slug Thrower or Hidden Gun, allows a canny Assassin to attack at a distance, either using a crossbow bolt or small lead round fired via gunpowder. Reloading takes a Standard Action. This modification can be added to any Hidden Blade or Variant, and benefits from the bonus to Sleight of Hand.

And the Dart Thrower allows an Assassin to deliver Poison at a distance. This modification can be added to any Hidden Blade or Variant, and benefits from the bonus to Sleight of Hand.


Hidden Blade
{table=head]Name | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight | Type
Standard Blade | 10 gp | 1d4 | 1d6 | x3 | - | 1lb | Piercing or Slashing
Poison Blade | 15 gp | 1d3 | 1d4 | x3 | - | 1lb | Piercing
Hook Blade | 15gp | 1d4 | 1d6 | x3 | - | 1lb | Piercing or Slashing
Detachable Blade | 12 gp | 1d3 | 1d4 | x3 | 10 ft | 2lb | Piercing or Slashing
Bolt/Slug Thrower (mod) | 30 gp | 1d6 | 1d8 | x3 | 80 ft | 1lb | Piercing
Dart Thrower (mod) | 25 gp | 1d3 | 1d4 | x3 | 20 ft | 1lb | Piercing
[/table]

Death Strike (Ex): The Assassin's bread and butter. As a Standard or Full Attack Action, the Assassin delivers a Death Strike to an opponent. This attack deals Sneak Attack damage as though the Assassin were a Rogue of the same level, but does not require the target be unaware or flatfooted. A Death Strike is strenuous, however, and thus takes 1d4 rounds before the ability may be used again.

Incognito: Do Not Reveal Yourself Before You Strike! Using careful application of stealth the Assassin may avoid detection by the authorities. But if his cover is blown, the Assassin has ways of making good his escape.

The Assassin may add his/her Wisdom Modifier to all Hide, Bluff, Intimidate, Disguise and Gather Information checks. In addition, so long as the Assassin remains within 10 ft of 4 people, he may use the Hide skill even while observed. All attacks the Assassin makes in a surprise round are considered Touch Attacks for purposes of bypassing armor.

If the Assassin fails a Hide or Move Silently Check against an enemy, he is considered to have a BAB equal to a Fighter's of equal level against the enemy who spotted him, as well as a number of enemies equal to the Assassin's Wisdom Modifier. This benefit cannot be gained again for 1d6 hours after use.

Evasion: Assassins are exceptionally slippery combatants. If subjected to an attack that allows a Reflex save for half damage, an Assassin takes no damage on a successful save. As with a Reflex save for any creature, an Assassin must have room to move in order to evade. A bound Assassin or one squeezing through an area cannot use evasion. As with a Reflex save for any creature, evasion is a reflexive ability. The Assassin need not know that the attack is coming to use evasion.

Improved Evasion: Improved evasion is like evasion, except that even on a failed saving throw the character takes only half damage.

Eagle Vision: Few beings possess the perceptive power of Eagle Vision, a power which allows an Assassin to read his environment like a book, or discern even faint body language in others. The Assassin gains Blind-Fight as a bonus feat, and may add his class level to all Spot, Search and Sense Motive checks.

Uncanny Dodge: Starting at 4th level, an Assassin can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

If an Assassin already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge: An Assassin of 8th level or higher can no longer be flanked.
This defense denies another creature the ability to sneak attack the Assassin by flanking him, unless the attacker has at least four more rogue levels than the target does.

If an Assassin already has uncanny dodge from a different class he 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.

Counter Kill: The Assassin learns quickly that the best Defense is Offense. Whenever the Assassin is attacked, if he is not flatfooted he may use one of his Attacks of Opportunity to make an opposed Attack roll against his attacker. If the Assassin rolls higher than his opponent, or the Assassin threatens with a Critical, he wins the roll and his damage goes through.

If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability an unlimited number of times per round.

Urban Tracker: The Assassin most often finds himself in the city, necessitating the learning of certain skills. The Assassin gains Track as a bonus feat, but may use Gather Information in place of Survival. He may use this ability to track targets through an urban environment.

Parkour: Running across rooftops, scaling buildings, leaping from deadly ledges and devastating heights. These tasks are the lifeblood of the Brotherhood, and all require a fair amount of perception and swift thinking to survive. The Assassin adds his Wisdom Modifier to all Balance, Climb, Escape Artist, Jump and Swim checks. In addition, if the Assassin takes Falling Damage, he may make a Reflex save against the damage dealt. A successful save negates all falling damage, while a failed save halves the damage taken.

Heritage: Assassins are all from long lineages of Assassins, and all share in a sacred heritage. An Assassin of this level is considered a Native Outsider, but can still be raised from the dead as they were before.

Nothing is True: Everything is Permitted. The Assassin's sense of self, his sense of Brotherhood, and his sheer willpower combine to grant the Assassin his most terrible power. Once per day, a 20th level Assassin may cast Limited Wish as the spell, altering the world around him as he sees fit.

--------------------------------------------------------------------------

:smallsmile: So, thoughts? :smallsmile:

Shyftir
2013-04-05, 02:58 AM
http://www.giantitp.com/forums/showthread.php?t=168122

Check this out. It's very similar thematically. I don't have time to really dissect your work here right now, but I hope Realms of Chaos' work is helpful to you.