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alex90lilb
2013-11-27, 09:48 AM
I really don't like the Assassin in Pathfinder. This class is intended to fulfill the role I typically associate with fantasy-world assassins. Hope you like the flavor. I don't think it's at all overpowered when compared to the other PF base classes. I use the Ranger as a template in some ways, but mostly it's pure dps/def/debuff contrasted to the other classes at equivalent levels.

The 'Assassinate' move is the classes way of counterbalancing its relative lack of raw damage when compared to other strikers. In combat, I expect the assassin to be something of an off-tank or melee caster, depending on deathcraft/feat selection.

Would love to hear your thoughts!

Assassin


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In every culture, in every age, across every people, the assassin has carved a place into society. Be they self-taught or rigorously trained, whether they go about their business with visceral passion, fanatical fervor or cold-blooded resolve, every assassin has trained for one thing above all others: The kill. True, anyone who kills for money can be called an assassin, but then again, anyone who builds a fire can be called a ranger, and anyone who can sing, a bard. True assassins are masters of gruesome combat and ancient, hidden techniques. Cerebral individuals who rely as much on their cunning as brawn, Assassins are always dangerous. Either lurking in shadows, hiding in plain sight, or pouncing like a predator into the fray, the Assassin will always make his presence felt… When its too late to stop them.

Role: Just as even the strongest castle has a loadstone, so too does every opponent have weaknesses to be exploited. Assassins are adept at dispatching vulnerable targets quickly, and keeping more threatening foes at bay with their their vicious, eclectic repertoire of tricks.

Races: Assassins are more common in urban areas since many assassins sell their deadly art to the highest bidder. Thus, most assassins are of human, elven, or halfling descent. However it's not uncommon for assassins to make their homes in savage and barbarous lands. Any race sufficiently motivated can become an assassin.

Religion: Being in such proximity to murder, you'd be hard-pressed to meet an assassins without at least a passing respect for the gods of death and repose. Many non-evil assassins see themselves as bringers of balance or deliverers of justice, and may venerate entities of those natures. Although some see religion as wasteful and morality as bothersome, even more assassins are devote, even fanatical worshipers of death; indeed, some assassins see their craft as a the truest way of honoring the god or goddess of murder.

Other Classes: Assassins rarely work alone. Even the most unfettered assassins see the value of magic spells and heavily-armored allies. Assassins get along best with wizards, alchemists, monks and magi, who put their minds and (sometimes) bodies selflessly into their work. Rangers are also a good choice for companions, since you may share philosophies when it comes to the hunt. The rogue is a wild card: handy when you need them, but usually not to be trusted. If you're lawful neutral, your party's paladin may learn to respect you, even value you as an ally. (or at the very least, stop trying to turn you in to the proper authorities)

Alignment: Any non-good. Though not all assassins are evil, the murderous mindset of the assassin, along with the gruesome nature of their techniques, alienates those of good alignment.

Hit Die: d10

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills

The Assassin 's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha) Heal (Wis), Knowledge (local) (Int), Knowledge (nobility & royalty) (Int), ( Linguistics (Int), Perception (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str)

Skill Ranks per Level: 6 + Int modifier.


Level|BaB|Fort|Ref|Will|Deathcrafts known|Special
1st|+1|+2|+2|+0|2|Assassin’s Gaze +1, Deathcrafts (Orthodox), Improved Unarmed Strike
2nd|+2|+3|+3|+0|3|Dreams in Darkness (Blind fight)
3rd|+3|+3|+3|+1|3|Lethality
4th|+4|+4|+4|+1|4|Assassin’s Gaze +2, Way of the Closed Fist
5th|+5|+4|+4|+1|5|Deathcrafts (Apocryphal), Evasion
6th|+6|+5|+5|+2|6|Retinue, Signature Kill
7th|+7|+5|+5|+2|6|Killer Instinct (Hunter)
8th|+8|+6|+6|+2|7|Assassin’s Gaze +3
9th|+9|+6|+6|+3|7|Dreams in Darkenss (Blindsense)
10th|+10|+7|+7|+3|8|Killer Instinct (Predator)
11th|+11|+7|+7|+3|9|Deathcrafts (Occult)
12th|+12|+8|+8|+4|10|Assassin’s Gaze +4, Improved Evasion
13th|+13|+8|+8|+4|10|Dreams in Darkness (Darkvision)
14th|+14|+9|+9|+4|11|Gaze Focus
15th|+15|+9|+9|+5|11|Killer Instinct (Primal)
16th|+16|+10|+10|+5|13|Assassin’s Gaze +5
17th|+17|+10|+10|+5|14|Deathcrafts (Master)
18th|+18|+11|+11|+6|15|Dreams in Darkeness (Blindsight)
19th|+19|+11|+11|+6|15|Killer Instinct (Supreme)
20th|+20|+12|+12|+6|16|Assassin’s Gaze +6, Angel of Death


LevelBaBFortRefWillDeathcraftsSpecial1st+1+2+2+02A ssassin’s Gaze +1, Deathcrafts (Orthodox), Improved Unarmed Strike 2nd+2+3+3+03Dreams in Darkness (Blind fight)3rd+3+3+3+13Lethality4th+4+4+4+14Assassin’s Gaze +2, Way of the Closed Fist5th+5+4+4+15Deathcrafts (Apocryphal), Evasion6th+6/+1+5+5+26Retinue, Signature Kill7th+7/+2+5+5+26Killer Instinct (Hunter)8th+8/+3+6+6+27Assassin’s Gaze +39th+9/+4+6+6+37Dreams in Darkenss (Blindsense)10th+10/+5+7+7+38Killer Instinct (Predator)11th+11/+6/+1+7+7+39Deathcrafts (Occult) 12th+12/+7/+2+8+8+410Assassin’s Gaze +4, Improved Evasion13th+13/+8/+3+8+8+410Dreams in Darkness (Darkvision)14th+14/+9/+4+9+9+411Gaze Focus15th+15/+10/+5+9+9+511Killer Instinct (Primal)16th+16/+11/+6/+1+10+10+513Assassin’s Gaze +517th+17/+12/+7/+2+10+10+514Deathcrafts (Master)18th+18/+13/+8/+3+11+11+615Dreams in Darkeness (Blindsight)19th+19/+14/+9/+4+11+11+615Killer Instinct (Supreme)20th+20/+15/+10/+5+12+12+616Assassin’s Gaze +6, Angel of Death

Class Features

All of the following are class features of the Assassin .
Weapon and Armor Proficiency

An Assassin is proficient with all simple and weapons as well as the blade boot, garrote, hand crossbow, lasso, net, katar, kukri, rapier, scizore, scorpion whip, shortbow, short sword, switchblade, sword cane, syringe spear, whip, with light armor but not with shields.

Assassin’s gaze

All assassins learn the deadly art of studying a foe and learning their weaknesses. In order to study a target, an assassin must study the target for a minimum of one round as standard action. At eighth level, you may begin studying your target as a swift action.

An assassin can also choose to study a target for a prolonged period of time it requires at least a few hours of study every day, at least three days a week (if you continue your study past a full day)

Once the Assassin attacks her target, the study ends. His gaze bonuses linger until the assassin either chooses a new target, the target is dead, or the target escapes the Assassin’s clutches.

If an Assassin would leave a prolonged study of a target and wish to return to their study at a later date, they must make an intelligence check DC= 5 + number of days without observing the target, or lose their progress and have to start all over again. If the assassin is slain and brought back to life, she must always start from the beginning.

One Round- The Assassin gains a +1 on all attack rolls, damage rolls and combat maneuver checks against the target. This bonus increases as the Assassin advances in levels.

One Day - As above. In addition, the Assassin gains her level as a bonus on all rolls to confirm critical hits against the target.

One Week As above. In addition, if the first attack against the opponent hits, it automatically threatens a critical hit.

One Month- As above. In addition, the opponent is always considered flat-footed (denying him his dexterity bonus, among other things) when attacked by the assassin.

One Year- As above. In addition, each time the assassin damages her target, they must make a fortitude save (DC equal to damage dealt) or die.

At 14th level, you gain one of the following bonuses each time you select a new target for you Assassin’s gaze.
1- Add your Assassin’s Gaze bonus as a deflection bonus to AC against the target.
2- Add your Assassin’s Gaze bonus on saving throws made against the spells and abilities of the target,
3- You may set your gaze on one additional target per point of intelligence modifier. (minimum 1)


Improved Unarmed Strike

At first level, an assassin gains improved unarmed strike as a bonus feat.

At 4th level, You may treat your unarmed strike damage as if you were a monk of your level -3. This does not allow you to perform the monk’s flurry of blows, nor be treated as a monk for any other special ability to which that class might be privy to. (Items that ameliorate a monk’s unarmed strike damage still take effect on you)

Lethality

An assassin uses her extensive knowledge of anatomy to inflict gruesome wounds. At 3rd Level, an assassin adds her intelligence modifier on all damage rolls (but not attack rolls) against any opponents not immune to critical hits. This ability does not function while wearing medium or heavy armor.

Evasion

At 5th level, you gain Evasion as per the rogue ability of the same name. At 12th level, you gain Improved Evasion

Deathcrafts

Through her bloody work, an assassin acquires and hones a deadly, distinctive set of skills. These skills are discreetly (and sometimes lovingly) referred to as ‘Deathcrafts.’ Some of these techniques have been passed down through generations of assassins, others are self-taught through grisly experimentation. Regardless of their origin, they are used to perfect the assassin’s terrifying art.

Unless otherwise noted, performing a deathcraft is a standard action that does not provoke an attack of opportunity. The DC to resist a deathcraft is 10+the assassin’s intelligence modifier + ½ their assassin level. These executions must be performed on creatures who are not immune to critical hits. Executions are extraordinary abilities unless specified otherwise.

Some deathcrafts are called Executions. These special attacks call for an assassin to have at least one hand free to execute, and for them to hit with either a weapon or unarmed strike (unless otherwise specified).

If an assassin is using a two handed weapon, she must drop or fully put the weapon away before she can use the deathcraft.

All Assassins begin play knowing one execution ‘Assassinate’, and another deathcraft of her choice per positive point point of intelligence modifier (minimum 0). An assassin learns new deathcrafts as she advances in level. An assassin may learns another assassin's deathcraft by spending one week in training with her, or by secretly observing her for three weeks. After this time, the assassin makes special intelligence check to which she adds her assassin level. The DC of this check is equal to 10+Teacher's assassin level. If she succeeds, she learns the deathcraft. If she fails, she must start over again. An assassin may not learn a deathcraft if she would not high enough level to learn normally.

Dreams in Darkness

Assassins live and breathe in darkness. Doing so makes them gradually more adept at using their other senses. At 3rd level you gain Blind-Fight as a bonus feat. At 9th level, you gain Improved Blind Fight. At 13th level, you also gain 20 foot blindsense. At 18th level, your blindsense improves to perfect blindsight out to 20 feet.

Retinue

Beginning at sixth level, an assassin chooses to intimately familiarize themselves with a network of contacts. This can take the form of a city, or a specific group of people (such as an adventuring party, family, guild, etc).

If the Assassin chooses a specific city, they can make knowledge checks as if they were a Bard with the Baric Knowledge ability (using their assassin level), while in that city, provided they have enough time to ask around. The Assassin gains an additional +2 bonus on Knowledge (local), checks bluff, intimidate, and diplomacy checks while interacting with denizens of the city and +2 dodge bonus to AC and reflex saves while fighting in that city. They may treat the city as one settlement type larger than normal for determining city modifiers, qualities, buying limits, etc. An assassin may change his chosen city once selected, but doing so takes 6 months, +/- one month per that city’s size modifier.

If the Assassin chooses a group of people, they learn how to set up their allies for lethal success, and weaken their foes to be susceptible to their allies’ abilities. Any target who fails their saving throw against an assassin’s execution takes a -2 penalty to AC and saving throws against the attacks and abilities from other members of that group for one round thereafter. Multiple hindrances do not amount to compounding penalties, although they do reset the duration. If an assassin’s group adds new members, the assassin must spend one month or one level (whichever comes first) fighting alongside the new recruit before he learns the new member's style well enough to set them up for a kill.


Signature Kill

Once an assassin has picked up a retinue, she may leave behind certain information on corpses she kills in a specific way. Choose one weapon (including unarmed strike) or a specific poison you know how to craft. Whenever you kill a small or larger size creature with at least 3 intelligence, either using your assassinate execution with the chosen weapon or through your specified poison, you can leave a message behind for your followers, or members of your chosen city.

Any member of your group or denizen of your city with a passing knowledge of your work (DC 15 knowledge local for a random NPC) automatically knows the kill was yours. Furthermore, you can leave a message on the corpse that perception check will recognize. You decided upon making the kill whether the message will be subtle (DC 20) obvious (DC 15) or blatant (DC 10) Only members of your group or city are capable of making the roll, however. This message crosses language barriers (they get the gist) and can only be one word per Assassin level long.

Unfortunately, (or fortunately, if you’re the misleading and/or taunting type) people familiar with your work through some sort of pursuit of you or your group are also be able to decipher the message and your involvement.

If desired, you may change the device of your signature kill, however it requires spending at least one level or one month (whichever comes first) performing successful assassinations or poisonings with the given weapon or poison.


Killer Instinct

As an Assassin gains levels, her executions become fueled by predatory instinct, requiring less and less forethought to perform. At 7th level, the Assassin can make one execution as part of a full round attack action. An assassin must declare which attack roll will be the execution before the roll is made.

At 10th level, you may perform an execution as part of an attack of opportunity.

At 15th level, upon successfully confirming a critical hit as part of a non-execution attack roll, you may immediately modify the attack into any execution attack you know, provided the attack already met the execution requirements. For example, you may not modify an attack into an Assassinate unless the subject of the critical hit was already denied their dexterity bonus.

At 19th level you may make as many executions against a target as you have attacks per round (at the appropriate attack bonus, and only when such attacks could be made normally)

Angel of Death

At 20th level, your Assassinate execution reaches its apotheosis. Your d6 rolls when assassinating are always maximized

Finally, any target slain by your Assassinate ability is near impossible to revive, brought to the afterlife by the Grim Reaper personally. The subject cannot be revived through normal means. Nothing short of a Wish or Miracle will bring the victim back to life.


Ex-Assassins

An Assassin who becomes good retains all her abilities, but may not continue advancing as an assassin as long as she remains of good alignment.



Deathcraft List

Orthodox Deathcrafts

General

Sinister Sniper- By incurring a -2 penalty to your attack roll, you may deliver any execution as a ranged attack, provided the execution does not require an unarmed strike.

Twin Fangs - You may perform executions while holding a weapon in your off-hand, provided it is a light weapon.

Pole Dancer - You may perform executions while holding a two-handed weapon, provided it has a long shaft of some kind (like a long spear, halberd, ransure etc.)

Terror of the Tides - you may perform melee attacks underwater as if you were an aquatic creature. You suffer no combat penalties for fighting in melee underwater.

Breath Breaker - When using a garrote to choke an opponent, the victim immediately must begin making constitution checks as if they had already held their breath for the maximum duration (see the drowning condition for information) for as long as the assassin maintains the choke. Furthermore, your opponent does not need to be unaware of you for you to initiate a choke, but it does provoke an attack of opportunity unless they are denied their dexterity bonus, or you have the improved grapple feat.

All In The Wrist - You gain 'weapon finesse' as a bonus feat

Tricky - You gain 'Improved Feint' as a bonus feat

Splendid Slaughter- Whenever you slay an opponent with your Assassinate execution, each of the opponents allies in a 15 foot radius of the body must make a will save or be Shaken for one round/ HD of the slain creature. This Deathcraft has no effect when used to kill a creature that had less than 1 HD. (Because of course they were gonna die). This is a mind-affecting ability. Creatures with intelligence 2 or less get a +4 bonus on their saving throw.

High-Flying Feint - You can use your acrobatics check in place of your bluff check when you attempt to feint against an opponent.

Poison Prince- You never risk poisoning yourself when crafting or applying poison to a weapon. Additionally, you may add half your assassin level (minimum 1) to the DC of all poisons you craft yourself. Finally, you may apply half your assassin level on all fortitude saves made to resist poisons.

Pillow Princess - You do not incur a penalty on melee attack rolls when attacking from the prone positions. Additionally, while you are prone, other prone creatures are denied their dexterity bonus against you.

Executions

Assassinate – To use this execution, you must hit a target denied their dexterity bonus with a melee attack. roll 1d6/per Assassin level and add your weapon damage roll. If the total amount exceeds the target’s current hit points (enough to bring them to at least -1 hp) they are slain. If the amount is not sufficient, the target takes only the weapon damage roll. All assassins begin play knowing this execution. Assassinate is a death effect.

Material Spray - To use this execution, you must hit your target with a melee attack. Choose any creature adjacent the target. The adjacent creature must make a reflex save or be blinded for 1d4+1 rounds. Expending a move action will cure this impairment.

Sandman- To use this execution, you must hit your target with an unarmed strike.The target must make a will save, or fall asleep for one minute per level. You must be at least 1 HD higher than the opponent for this ability to have any effect. Additionally, when performing an ‘assassinate’ execution with an unarmed strike or bludgeoning weapon, you can choose to put the target to sleep for one hour per assassin level instead of killing them.

Gutthroat - To use this execution, you must hit your target with a melee attack. The target must make a fortitude save or lose the ability to speak for 1d4+1 rounds. Any spell which requires verbal components, any ability that requires you to be heard (such as a bard’s singing) or any roar or breath-based attacks have a 50% chance to fail automatically. If the target receives at least one point of healing over the duration, the effect ends.

Fun With Tendons- To use this execution, you must hit your target with a melee attack. The target must succeed a reflex save or have their movement speed reduced by 5 OR take a -1 penalty on attack and damage rolls for 1d4+1 rounds. If the target receives at least one point of healing over the duration, the effect ends.

Apocryphal Deathcrafts

General

Blob Butcher - You may deliver any execution against a creature normally immune to critical hits. Note that this does not make them any more susceptible to deterrents they would normally be immune to.

Slay the Soulless - You may assassinate, a plant, construct or undead creature normally immune to death effects. Note that this does not make them any more susceptible to other death effects they would normally be immune to, such as Power Word Kill.

Black Iron Fist - Your unarmed strikes are considered magic and cold iron for the purposes of overcoming damage reduction.

Knightfall - Clunky armor is your ally, and the wearer’s enemy. You get a +2 circumstance bonus on Combat Maneuver Checks and Combat Maneuver Defense against opponents wearing medium armor, and a +4 bonus against opponents wearing heavy armor.

Cold Mercy - You have trained extensively in the swift dispatching of downed foes. You may perform a coup-de-grace attempt on unconscious, dying and helpless opponents as a swift action.

Sleepstalker - While asleep, your heightened intuition allows you to react even without your conscious mind. You are never denied your dexterity modifier to AC while asleep, and are not considered helpless while asleep. Additionally, while asleep, you may make one weapon attack or execution per round at a -4 penalty (provided you have one handy). Creature you attack while asleep are usually surprised, and considered flat footed.

Cape of Knives - Your instincts allow you to react to ranged attacks with pinpoint accuracy. Once per round, provided you are carrying a thrown weapon on your person (though not necessarily have it out) you may attempt to deflect a ranged attack within 30 feel of you as an immediate action. To deflect, you must hit the projectile with a ranged attack roll. Projectiles have an AC of 20 + size modifier. (ammunition usually is one size category smaller than the fired weapon)

Executions

Lacerate - To use this execution, you must hit your target with a melee attack, with either a slashing or piercing weapon. Unless the target succeeds a fortitude save, they bleed for 1d6 damage at the beginning of your next turn. Multiple Lacerate effects amount to compounding damage.

Nerve Knot- To use this execution, you must hit your target with a melee attack. You cause the target’s nerves to be wracked with excruciating pain. The target must make a fortitude save or be sickened for 1d4 rounds. This technique can also be used as part of interrogation. Anyone you affect with this ability takes a -2 penalty on their will saves against intimidate checks to withhold information.
Regardless of other deathcrafts you may have chosen, this ability only functions against living opponents.

Bloody Fingers - To use this execution, you must hit your target with a melee attack. If you hit, you can attempt a Disarm combat maneuver immediately, as a free action. Note that all the standard rule of combat maneuvers still apply (attacks of opportunity, etc)

Dirty Devil - To use this execution, you must hit your target with a melee attack. If you hit, you can attempt a ‘Dirty Trick” combat maneuver immediately, as a free action. Note that all the standard rule of combat maneuvers still apply (attacks of opportunity, etc)

How Clumsy Of You - To use this execution, you must hit your target with a melee attack. If you hit, you can attempt a ‘Trip’ combat maneuver immediately, as a free action. Note that all the standard rule of combat maneuvers still apply (attacks of opportunity, etc)

Bonesnap - To use this execution, you must hit your target with a bludgeoning weapon or an unarmed strike. Unless the target succeeds a fortitude save, they take 1 point of dexterity and strength damage. Broken bones do not heal normally, and must be set with a Heal check DC 15 for recovery to begin at the rate of one week per point of damage.

Cruel Carver - To use this execution, you must hit your target with a melee attack with a slashing weapon. If the target has any sort of natural armor, it is reduced by 1. Multiple blows amount to compounding penalties. If the target receives at least five points of healing per 1 points of penalty, the effect ends. Otherwise the damage recovers 2 points for each full night’s rest the target receives.


Occult Deathcrafts

General

Swat - Small or smaller creatures are considered one size category larger for purposes of determining their size bonus against you.

Hellrazor - Any weapon you wield is considered keen. Additionally, weapons you wield are considered ‘evil’ for the purpose of overcoming damage reduction.This is a supernatural ability.

Sleep no More - You no longer need to sleep as a normal creature would. You can gain all the benefits of a full night's rest by putting yourself into a half-awake, meditative state for four hours. During this time, you are considered staggered but can still operate as normal.

Death’s Slow Embrace - If you successfully kill a target with your assassinate ability, you may choose to delay the onset of their death by 1 round per assassin level, or 1 minute per assassin level (chosen before the roll is confirmed.) During this this time, the victim acts as it normally would, and must make a perception check DC 10+Assassin level+ your intelligence modifier, to realize you even struck them in the first place. After the duration, the target dies as they normally would have from the attack. A Heal check DC 10+Assassin level+ your intelligence modifier will also determine the target’s condition. They are effectively dead, so no heal check or amount of magical healing will save them, but a Raise Dead, Resurrection or Regeneration spell cast on the target will end the effect, saving the target. (They do not lose levels because they never actually died)

Wing-Shredder- You always receive an attack of opportunity against an opponent attempting to take off in flight while occupying an area you threaten, regardless of their maneuverability, fly check, feat selection, etc. Additionally, if you damage an opponent already in flight with an attack roll, they immediately descend five feet. If this descent causes the subject to collide with the ground, they must succeed a reflex save or be knocked prone.

My Reputation Precedes Me - You gain the Frightful Presence Ability at a range of 30 feet. It triggers when an opponent fails their save against one of your executions, or dies from your assassinate execution. When you are in your chosen city (if you selected the 'City') Retinue, you need only reveal your true identity to your opponent, as your bloody deeds have become the stuff of legend. The DC is equal to 10+Your assassin level your charisma modifier. You still may not affect creatures with higher HD than you. This is a mind affecting ability. This has no effect on creatures with intelligence 2 or less.

Executions

The Crippler - To use this execution, you must hit your target with a melee attack. The target must make a fortitude save or have their movement reduced by half and lose their dexterity bonus to AC 1d4+1 rounds. If the target receives at least ten points of healing, the effect ends

Infectious Infliction - To use this execution, you must hit your target with a melee attack. If the target has any sort of fast healing , it is repressed for 1d4+1 rounds.

Fillet of Flesh - To use this execution, you must hit your target with a melee attack with a slashing weapon. If the target has any sort of damage reduction, it is reduced by 2. Multiple blows amount to compounding penalties. If the target receives at least five points of healing per 5 points of penalty, the effect ends. Otherwise the damage recovers 2 points for each full night’s rest the target receives.

Limb-Ripper - To use this execution, you must hit your target with a melee attack.You do not deal damage to the target, but one of the targets limbs is damaged. Most limbs have hp equal to ¼ the target’s total hp and AC equal to the targets, one size category smaller. If you deal enough damage to the limb, you mangle it, rendering it useless. Twice that amount of damage will sever the limb completely. A mangled or severed leg means the target cannot move its land speed unless it takes a full-round action to hobble 5 feet. If the target has multiple legs, you must sever half of them to deliver the movement penalty. A mangled or severed arm is (obviously) useless. They are unable to make attacks with a two handed weapon, and take a -4 penalty on all strength checks. If the target has multiple arms, you must sever half of them to deliver the -4 penalty. A restoration or regeneration spell or similar effect heals the afflicted limb.

Kiss of the Magi - To use this execution, you must hit your target with a melee attack. Unless the target succeeds a will save, they lose any Spell Resistance they may have for one round. If the have spell immunity, it is reduced to spell resistance equal to 11+ the target’s HD for one round.

Black Surgeon - To use this execution, you must hit your target with a melee attack. Unless the target succeeds a fortitude save, they take a -6 penalty to strength, dexterity, or constitution (your choice) for 1 day/ two Assassin levels. If the target receives at least twenty points of healing, or a regeneration spell the effect ends.

Master Deathcrafts

General

It Leaves them Dead - All weapons you wield are considered ‘Vorpal’. This is a supernatural ability.

Frailty - Once per day, you may force a target to roll two saving throws against your deathcraft and keep the lower result.

My Old Friend the Reaper - Whenever you would die, you may make a special diplomacy check, using your assassin level in place of your ranks in diplomacy (unless your ranks in diplomacy would be higher). The DC is equal to 15+ the number of times you have been saved by this ability over the course of your lifetime. If you succeed, you immediately drop (or raise to, as the case may be) to 0 hit points. If you fail, you die and the DC is reset to 15.

Executions

Heartstopper - To use this execution, you must hit your target with a melee unarmed strike. Unless the target succeeds a fortitude save, they are immediately dropped to -1 hit points. Regardless of other deathcrafts you may have chosen, this ability only functions against living opponents.

Spinal Tap- To use this execution, you must hit your target with a melee attack. The target must make a fortitude save or become permanently Paralyzed. If the target receives a Heal, Regeneration , or proper repair effect for a construct, the paralysis ends.

Lobotomy -To use this execution, you must hit your target with a melee attack. The target must make a will save or have their intelligence reduced to 1. They are unable to speak coherently or provide any proper somatic components for spells. Even if the subject saves, they lose one of their highest level spell slots (if they had any) for the day. This execution has no effect on mindless opponents or opponents with 1 intelligence.

Assassins Feats

Signature Killer
Requirements: ‘Signature Kill’ class feature, with a light weapon selected.
Benefit: Whenever you attempt to assassinate a target with your signature weapon, you may add half your assassin level (minimum 1) to the total result rolled.

Brotherhood of the Wolf
Requirements: Knowledge of at least one deathcraft
Benefit: You may use your wisdom modifier in place of your intelligence modifier when calculating your normal deathcraft DCs and your bonus damage from your lethality class feature if you possess it, as well as your other assassin abilities which may involve your intelligence modifier. Note that this does not affect DCs of deathcrafts not based on intelligence, or other intelligence-based abilities (such as skill checks, or the number of deathcrafts you know at first level).

Sisterhood of the Serpent
Requirements: Knowledge of at least one deathcraft
Benefit: You may use your charisma modifier in place of your intelligence modifier when calculating your normal deathcraft DCs and your bonus damage from your lethality class feature if you possess it as well as your other assassin abilities which may involve your intelligence modifier. Note that this does not affect DCs of deathcrafts not based on intelligence, or other intelligence-based abilities

Vendetta
Requirements: Assassin’s Gaze class feature, and special (see below)
Benefit: To qualify for this feat, someone must have done extraordinary damage or a great harm against you, your family, or a group you have a strong connection to. You may double you first-tier assassin’s gaze bonus against that target, known associates or henchmen of that target, or other members of that target's organization (if they have one). However, until you have solid evidence that the target is dead (nothing short of seeing their corpse or a vital body part will do) your assassin’s gaze bonus is halved (rounded down) against all other targets.

Focused Executioner
Requirements: Knowledge of at least four deathcrafts, two of which must be executions.
Benefit: Pick one Execution you know. The DC for that execution increases by 2. You may take this feat multiple times. Each time, it applies to a different execution. Note that this cannot be applied to executions without a DC, such as Assassinate.

Assassin Archetypes

Piano Man

An assassin who prefers their foes dying on the end of a garrote, the Piano Man strikes fear into the hearts of any breathing creature

Dedicated Choker
A Piano Man must select Breath-Breaker as his first deathcraft. He must also select the garrote as his weapon of choice for his signature kill. This ability modifies an assassin's deathcraft class feature.

Garrote Mastery
At 5th level Piano Man adds half her level to grapple checks to provoke and maintain a grapple with the garrote, as well as to the DC to cast spells with verbal components while in the grapple. This ability replaces the Evasion and Improved Evasion class feature.

Decapitate
At 6th level, when a Piano Man succeeds on a grapple check with the garrote, she deals 1d6+ 1 and 1/2 strength modifier in slashing damage to her opponent. If this damage would drop an opponent below 0 hp, they are decapitated, and instantly killed. This ability replaces the deathcraft gained at 6th level.

Swallow

A master of seduction, a Swallow strikes when her opponents are most vulnerable.

Seducer's Eyes
A Swallow's Assassin's Gaze bonus is reduced by one against any opponent who would not normally be attracted to you. Against the target of your assassin's gaze you add your assassin level to any charisma-based skills checks made to seduce of charm your target. This ability modifies the Assassin's Gaze ability.

Deadly Charm
A Swallow uses her charisma modifier in place of her intelligence modifier when calculating her normal deathcraft DCs and your bonus damage from your lethality class feature

Intimate Knowledge
At 2nd level, if an assassin has had intimate relations with the target of her assassin's gaze, she gains the benefit of having studied them for one week. At 9th level, this ability improves to one month. At 13th level this ability improves to one year. This ability replaces the Dreams in Darkness class feature.

Exterminator

Filled with hate and fueled by spilling the blood of a hated enemy, the Exterminator has dedicated her life to purging the world of a particular group.

Hate-Filled Heart
An Exterminator, for all her good intentions, must be of Evil alignment.

Hated Foe
Starting at 1st level, an Exterminator chooses a particular family, sect, nationality, religious organization, or race. A Cleanser gains the Favored Enemy class feature as a ranger of her Slayer level, pertaining only to the chosen group. Upon attaining 5th level, the assassin must always choose to improve her bonus against her Hated Foe, and never selects other groups/creature types as part of her advancement. She adds half her favored enemy bonus to the DC of all deathcrafts against her hated foes. This ability replaces the Assassin's gaze class feature.

Fevered Frenzy
At 5th level, upon successfully killing a hated foe, an Exterminator gains 2 temporary hit points and a +1 morale bonus on saving throws and damage rolls for one hour. For each additional hated foe killed during the one-hour duration, these bonuses stack. This ability cannot trigger more than twice in any given round. This ability replaces Evasion and Improved Evasion

An Exterminator who revises her views on their hated foe or ceases to be evil loses all archetype class features and becomes a regular Assassin.

Grey Guard

Skirting the line between light and darkness, some holy warriors believe the best way to deal with evil enemies is to learn their tactics and take the fight to their home turf. These gritty heroes serve the cause of justice in the grimmest way possible.

Alignment
A Grey Guard must be of good alignment. If she takes evil actions or consorts with evil creatures, she views it as necessary to her overall mission.

Evil Sense
Starting at 1st level, when a Grey Guard touches an evil creature, she automatically knows whether that foe has an evil aura as the Detect Evil spell. You must succeed a touch attack against an unwilling target. At 5th level, upon touching an evil creature, the Grey Guard gains a holy vision of all the evil acts committed by this creature in a one-week period. This is a supernatural ability. This ability replaces the evasion and improved evasion class feature.

Occult Anatomy
A Grey Guard's Lethality class feature only functions against Undead, Evil Dragons, and Evil Outsiders. However, she may use the lethality class feature while wearing any armor. This alters the Lethality Class feature.

Purge the Wicked
At 1st level, the Grey Guard gains the Smite Evil ability as a Paladin of her level. This replaces her Assassin's Gaze class feature.

Punishment
At 6th level, upon gripping an evil foe and learning of their misdeeds, a Grey Guard can punish them for their sins. A Grey Guard gains the Touch of Corruption and Cruelties of an Antipaladin of her level. This ability only functions against evil opponents who have been deduced to be evil through the Grey Guard's Evil Sense class feature. This replaces the Grey Guard's Retinue ability.

Night Stalker

More at home in the forests and swamps than the city streets, the Night Stalker strikes like a predator chasing down its prey.

Class Skills
A Night Stalker adds Survival, Knowledge (nature) and Handle Animal to her list of class skills. She removes Disable Device, Knowledge (nobility and royalty) and Knowledge (local).

Track
At third level, a Night Stalker gains the 'Track' class feature as a ranger of her level. This replaces the Lethality class feature.

Hunter's Bond
At 6th level, the Retinue class feature allows a Nightstalker to gain an animal companion (as a ranger of her assassin level) instead of the City option. This ability alters the Retinue class feature.



Magic Items for the Assassins

Assassin’s Dagger - This wicked, curved +2 Dagger adds 1d6 to the assassinate roll of any Assassin using it

Craft Magic Arms and Armor, slay living; Cost 5,302 gp

Headsman’s Pride - This Brutal +5 Black, Executioner’s Battleaxe sever’s the head of any opponent it kills with the assassinate class feature. Such a slain creature cannot be raised, either as an undead or otherwise, unless a True Resurrection is performed.

Craft Magic Arms and Armor, slay living; Bestow Weapon Proficiency; Enervation; Cost 54,000 gp


Weapon Properties:

Executioner’s - +1 You may perform executions with the weapon even if not normally allowed to do so.

Craft Magic Arms and Armor, Bestow Weapon Proficiency; +1 Bonus


Black (+2) - You may Add +1 to the DC of all executions made with this weapon.
Craft Magic Arms and Armor, Enervation; +2 Bonus

Armor Properties:
Killer’s (+1/+2) - This sleek armor (+1 if medium or +2 if heavy) does not interfere with your Lethality class feature, if you have it.
Craft Magic Arms and Armor, Bestow Armor Proficiency; +1 Bonus if medium or +2 if heavy

Soris Atham
2013-11-27, 07:58 PM
I prefer the old-school system, where you are given a base percentage to assassinate. This is modified by the DM, based on your character level and difficulty of the mission.

As long as the DM and group agrees that your character is suited for the game, I don't see any problem.

My character relies heavily on poisons and setting traps.

I love your artwork, by the way.

Composer99
2013-11-28, 10:28 AM
Any member of your group or denizen of your city with a passing knowledge of your work (DC 15 knowledge local for a random NPC) automatically knows the kill was yours. Furthermore, you can leave a message on the corpse that a DC 20 - Assassin Level perception check will recognize. Only members of your group or city are capable of making the roll, however. This message crosses language barriers (they get the gist) and can only be one word per Assassin level long.

If you leave a message on a corpse, is the Perception DC for others to pick up the message 20 less your assassin class levels (e.g. if you're a level 20 assassin it's a DC of 0 for anyone who sees the corpse)?

Or is it 20 less the viewer's assassin class levels (e.g. Joe Copper needs to beat DC 20 to get the message, while an assassin with 8 levels needs a DC 12)?

alex90lilb
2013-11-28, 11:18 AM
There! Fixed it!
I agree, that part was strange.


You decided upon making the kill whether the message will be subtle (DC 20) obvious (DC 15) or Blatant (DC 10) Only members of your group or city are capable of making the roll, however.

Moonwolf727
2013-11-28, 12:49 PM
Well, I saw this thread and decided I couldn't help but see if it was any good, as it turns out I was pleasantly surprised. The lack of a table did put me off a little though, you usually only see homebrew without them from amateurs, so I quickly put this one into the proper format. :smallsmile:

Just copy-paste this without the asterisk at the end and it should be fine.

{table=head]Level|BaB|Fort|Ref|Will|Special
1st|+1|+2|+2|+0|Assassin’s Gaze +1, Unarmed Strike
2nd|+2|+3|+3|+0|Dreams in Darkness (Blind fight)
3rd|+3|+3|+3|+1|Lethality
4th|+4|+4|+4|+1|Assassin’s Gaze +2, Way of the Closed Fist
5th|+5|+4|+4|+1|Deathcrafts (Apocryphal), Evasion
6th|+6|+5|+5|+2|Retinue, Signature Kill
7th|+7|+5|+5|+2|Killer Instinct (Hunter)
8th|+8|+6|+6|+2|Assassin’s Gaze +3
9th|+9|+6|+6|+3|Dreams in Darkenss (Blindsense)
10th|+10|+7|+7|+3|Killer Instinct (Predator)
11th|+11|+7|+7|+3|Deathcrafts (Occult)
12th|+12|+8|+8|+4|Assassin’s Gaze +4, Improved Evasion
13th|+13|+8|+8|+4|Dreams in Darkness (Darkvision)
14th|+14|+9|+9|+4|Gaze Focus
15th|+15|+9|+9|+5|Killer Instinct (Primal)
16th|+16|+10|+10|+5|Assassin’s Gaze +5
17th|+17|+10|+10|+5|Deathcrafts (Master)
18th|+18|+11|+11|+6|Dreams in Darkeness (Blindsight)
19th|+19|+11|+11|+6|Killer Instinct (Supreme)
20th|+20|+12|+12|+6|Assassin’s Gaze +6, Angel of Death
[/TABLE*]


Also, may I quickly suggest you swap the levels at which you get Darkvision and Blindsense? The latter is usually considered the more useful of the two is all.

alex90lilb
2013-11-28, 02:21 PM
Thanks! That's very helpful!
Yeah, you're right about the DV. Its a little too late to be useful. I'm so glad you like it!