Durzan
2018-04-25, 09:31 AM
The Assassin
Note 1: This class was designed for heavily homebrewed 3.5e campaign(s) that involve a condensed skill list, simplified skill point system, reworked feats, and restructured balancing. Each base class receives some sort of class feature/ improvement to a class feature at every level; this includes spellcasting classes.
Note 2: This class was designed to be a non-spellcaster class.
Note 3: Will post relevant feats/Class Features in the next couple of posts.
Requirements:
Alignment: Usually Non-Good
Skills: Bluff 4 Ranks, Stealth 8 ranks, Perception 8 Ranks.
Feats: Weapon Finesse, Archery Training.
Special: Sneak Attack +2d6, must have successfully assassinated at least one target.
Level
BAB
Fortitude
Reflex
Will
Defense
Special
1
1
1
2
0
2
Wanderer Synergy, Sneak Attack +1d6, Poison Profeciency, Assassin’s Mark, Death Strike
2
2
2
3
0
2
Uncanny Dodge, Assassin Trick
3
3
2
3
0
3
Sneak Attack +2d6, Blend (Crowds)
4
4
2
4
1
3
Assassin Trick, Ranged Death Attack
5
5
3
4
1
3
Sneak Attack +3d6, Improved Uncanny Dodge, Blend (Urban Environments)
6
6
3
5
1
4
Assassin Trick, Improved Death Attack
7
7
4
5
2
4
Sneak Attack +4d6, Blend (Shadows)
8
8
4
6
2
4
Assassin Trick, Hide in Plain Sight
9
9
4
6
2
5
Sneak Attack +5d6
10
10
5
7
3
5
Assassin Trick, Mastered Death Attack
HD: d6
Weapon & Armor Proficiencies: Assassins are proficient with all Simple Weapons, plus the Hand Crossbow, Sap, Shortbow, Rapier, & Short Sword. Wanderers are proficient with Light Armor, but not with shields.
Class Skills: Acrobatics (Dex), Appraise (Int), Athletics (Str), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Linguistics (Int), Intimidate (Cha), Knowledge (Varies, Int), Perception (Wis), Perform (Cha), Pickpocket (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Use Magic Device (Cha).
Skill Points: 8+Int Modifier
Class Features:
Wanderer Synergy: Levels in the Assassin prestige class are treated as Wanderer levels (Or Rouge/Scout/Similar Classes) for the purposes of meeting prerequisites.
Sneak Attack: This is exactly like the Rouge/Wanderer's ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). If an assassin gets a sneak attack bonus from another source, the bonuses on damage stack.
Poison Profeciency: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon. In addition, the assassin may add half their class level to all checks and saves dealing with poison, Minimum of +1.
Assassin’s Mark: By studying a creature as a full round action, an assassin may mark said creature as his target, granting himself a +5 competence bonus to all attack rolls against the marked target for the next 3 rounds. In addition, an assassin may treat the marked target as though they were denied their dexterity bonus, so long as they remain marked. An assassin may undertake other actions while studying his target so long as his attention stays focused on the victim, and the target does not recognize the assassin as an enemy. An Assassin may have multiple targets marked at the same time. The maximum number of marked targets she may have is equal to their class level.
Death Strike (Ex): If an assassin successfully performs a melee sneak attack against his marked target, then the sneak attack has the additional effect of possibly either paralyzing or killing the target. The death strike automatically fails if the target recognizes the assassin as an enemy, although the attack might still count as a sneak attack if the proper conditions are met. Should the target survive the damage dealt from the sneak attack they must succeed at a fortitude save (DC 10 + 1/2 CharacterClass Level + Int Modifier), then they either die, or become paralyzed for a number of rounds equal to 1d6 + the Assassins class level (Assassin’s choice). If the death strike is attempted and fails (Victim makes his save), or the Assassin fails to launch the attack within 3 rounds of marking the target, then he must mark the target again before attempting another death strike.
Assassin Trick: At 2nd level, and every even level thereafter, an Assassin learns a trick that can aid him during combat, assassination attempts, or with other devious deeds. An Assassin must meet the prerequisites for any abilities chosen.
Poisoner: An assassin may apply poison to a weapon as a swift action, and you may add your Assassin level to the DC made to detect the presence of poison you apply.
Infiltrator: All Profession skills become class skills if they are not already. You gain a +4 bonus on all Profession skills that you have no ranks in, and may make a Profession check appropriate to your disguise instead of a Bluff check to act in character; you gain an additional bonus on this check equal to half your level.
Kidnapper: Whenever the conditions of Sneak Attack apply, you also gain a bonus on grapple checks and trip attempts equal to the number of sneak attack dice you possess.
Efficient Killer: You gain a +2 bonus to the DC of your Death Attack Ability. Note: You may take this Trick a second time; if you do so, the bonus increases from a +2 to a +5. In order to take this ability a second time, you must be at least a 5th level Assassin.
Fake Death: The paralysis from your Death Strike now lasts until removed by a DC 25 Heal check. A DC 20 Heal check is required to determine that a paralyzed victim is not actually dead.
Agile Fall(Ex): When an assassin falls, he can disperse the force of the fall over a longer period of time than normal, thus allowing him to take less damage. By making a successful Acrobatics check (DC 15 + 5 for every 10 ft increment above 100 ft.), an assassin can reduce the effective distance of the fall by a number of 10 ft increments equal to his class level.
Devious(Ex): You can use the Bluff skill to mislead, misdirect, and fool opponents even at a distance, including fooling the effects of spells designed to detect lies, alignment, or spy on you. You can use your bluff skill to lay a false trail or cover your tracks which is then opposed by their Survival or Search checks. For a spell to fail you must make a bluff check (DC 10 + the spell level+ the casters primary modifier) in order to fool the spell, then the caster must make a sense motive check against your bluff with a -5 penalty. If they succeed all they can tell is that the spell is not working properly; if they fail they cannot make anything from the spell but hold out suspicions toward you; if they fail by 5 or more they read something false in the weave but in your favor.
Informant: You have developed a working and friendly relationship with a number of shady contacts in the underworld, who are willing to supply you with information… for the right price. Make a special Diplomacy check to gather information on a marked target. The level and amount of information you are able to gather from your informant(s) is based off of a secret roll the DM makes for your contact’s knowledge. The informant can generally answer questions like: Where dose he live, Family members, Friends, Habits, Type of work, and rout to work? Generally the informant has an amount of knowledge equal to 20 + the Informant’s Intelligence modifier. If you meet the roll the informant gives you all the information he has, however, if you roll less he gives you some or most of what you need, but holds back certain knowledge for later at a higher price. Information gained in such a manner grants a circumstance bonus (equal to the Informant’s Intelligence modifier) to your attack rolls while your target is marked.
Supplier: You have developed a friendly relationship with someone in the Black Market who can supply you with assassin gear at a discounted price. He will give you an additional 10% off the price of all goods he has in stock, which includes, Smoke Sticks, Various Poisons and other illegal goods, and occasionally some magical items.
Favor: You can use the Favor class feature once per week. You can take this Trick multiple times; each time you do, you may use the Favor class feature one additional time per week.
Hide from Existence (Su): As long as you are hiding and no creature has detected your presence through Perception checks, you can choose to become nonexistent for almost all other purposes. You leave no trace in this state; blind-sense and scent cannot detect you; magic does not reveal your presence or consider your actions; traps will not activate against you. However, if you coincidentally stand in the area of a harmful effect, it will still affect you. Note: You must have the Hide in Plain Sight class feature in order to take this Assassin Trick.
Rouge Trick: An assassin may choose a Rouge Trick instead of another Assassin Trick.
Uncanny Dodge: Starting at 2nd level, an Assassin can react to danger before his senses would normally allow him to do so. The Assassin retains his Dexterity bonus to AC (if any) even if 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 she automatically gains improved uncanny dodge instead. At 5th level, the Assassin gains the benefits of Improved Uncanny dodge.
Blend: At 3rd level, an Assassin has become adept at hiding in urban environments. Large crowds grant concealment to an assassin, allowing them to use may also use the Stealth skill to blend in more effectively. At 5th level, he may use the stealth skill while in any sort of urban terrain, even if it doesn’t grant cover or concealment, and may take 10 on all stealth checks (even when rushed or threatened). At 7th level, an assassin may use the stealth skill as long as he is within 10 feet of some sort of shadow, even if there isn’t any cover or concealment; he cannot, however, hide in his own shadow.
Ranged Death Strike: At 3rd level, an Assassin may perform a death strike with a ranged weapon, but only within 30 feet of the marked target. Losing focus of the target, the target detecting you (like a missed shot flying by his head) or recognizing you as an enemy can cause you to lose the opportunity to do a sneak attack and thus a Death Strike.
Improved Death Strike: At 6th level, an assassin is more proficient with performing ranged sneak attacks on the vital spots on an unaware opponent and thus can perform both a sneak attack and a death strike at a greater range. This function’s like Ranged Death Strike, but you can now use up to one full range increment of a ranged weapon to perform a sneak attack against your marked target.
Hide in Plain Sight (Su): At 8th level, an assassin can use the Stealth skill even while being observed.
Mastered Death Strike: At 10th level an assassin has mastered the technique of performing ranged sneak attacks on an unaware opponent and thus can perform both a sneak attack and a death strike at an even greater range. This function’s like Ranged Death Strike but you can use multiple range increments of a ranged weapon to perform a sneak attack and thus a death attack instead of having to be within one range increment, or within 30 feet of the target. All normal penalties for range apply. Note that for each range increment beyond the first the sneak attack damage is reduced by 1d6, representing the force needed to carry your shot to the target.
Note 1: This class was designed for heavily homebrewed 3.5e campaign(s) that involve a condensed skill list, simplified skill point system, reworked feats, and restructured balancing. Each base class receives some sort of class feature/ improvement to a class feature at every level; this includes spellcasting classes.
Note 2: This class was designed to be a non-spellcaster class.
Note 3: Will post relevant feats/Class Features in the next couple of posts.
Requirements:
Alignment: Usually Non-Good
Skills: Bluff 4 Ranks, Stealth 8 ranks, Perception 8 Ranks.
Feats: Weapon Finesse, Archery Training.
Special: Sneak Attack +2d6, must have successfully assassinated at least one target.
Level
BAB
Fortitude
Reflex
Will
Defense
Special
1
1
1
2
0
2
Wanderer Synergy, Sneak Attack +1d6, Poison Profeciency, Assassin’s Mark, Death Strike
2
2
2
3
0
2
Uncanny Dodge, Assassin Trick
3
3
2
3
0
3
Sneak Attack +2d6, Blend (Crowds)
4
4
2
4
1
3
Assassin Trick, Ranged Death Attack
5
5
3
4
1
3
Sneak Attack +3d6, Improved Uncanny Dodge, Blend (Urban Environments)
6
6
3
5
1
4
Assassin Trick, Improved Death Attack
7
7
4
5
2
4
Sneak Attack +4d6, Blend (Shadows)
8
8
4
6
2
4
Assassin Trick, Hide in Plain Sight
9
9
4
6
2
5
Sneak Attack +5d6
10
10
5
7
3
5
Assassin Trick, Mastered Death Attack
HD: d6
Weapon & Armor Proficiencies: Assassins are proficient with all Simple Weapons, plus the Hand Crossbow, Sap, Shortbow, Rapier, & Short Sword. Wanderers are proficient with Light Armor, but not with shields.
Class Skills: Acrobatics (Dex), Appraise (Int), Athletics (Str), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Linguistics (Int), Intimidate (Cha), Knowledge (Varies, Int), Perception (Wis), Perform (Cha), Pickpocket (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Use Magic Device (Cha).
Skill Points: 8+Int Modifier
Class Features:
Wanderer Synergy: Levels in the Assassin prestige class are treated as Wanderer levels (Or Rouge/Scout/Similar Classes) for the purposes of meeting prerequisites.
Sneak Attack: This is exactly like the Rouge/Wanderer's ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). If an assassin gets a sneak attack bonus from another source, the bonuses on damage stack.
Poison Profeciency: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon. In addition, the assassin may add half their class level to all checks and saves dealing with poison, Minimum of +1.
Assassin’s Mark: By studying a creature as a full round action, an assassin may mark said creature as his target, granting himself a +5 competence bonus to all attack rolls against the marked target for the next 3 rounds. In addition, an assassin may treat the marked target as though they were denied their dexterity bonus, so long as they remain marked. An assassin may undertake other actions while studying his target so long as his attention stays focused on the victim, and the target does not recognize the assassin as an enemy. An Assassin may have multiple targets marked at the same time. The maximum number of marked targets she may have is equal to their class level.
Death Strike (Ex): If an assassin successfully performs a melee sneak attack against his marked target, then the sneak attack has the additional effect of possibly either paralyzing or killing the target. The death strike automatically fails if the target recognizes the assassin as an enemy, although the attack might still count as a sneak attack if the proper conditions are met. Should the target survive the damage dealt from the sneak attack they must succeed at a fortitude save (DC 10 + 1/2 CharacterClass Level + Int Modifier), then they either die, or become paralyzed for a number of rounds equal to 1d6 + the Assassins class level (Assassin’s choice). If the death strike is attempted and fails (Victim makes his save), or the Assassin fails to launch the attack within 3 rounds of marking the target, then he must mark the target again before attempting another death strike.
Assassin Trick: At 2nd level, and every even level thereafter, an Assassin learns a trick that can aid him during combat, assassination attempts, or with other devious deeds. An Assassin must meet the prerequisites for any abilities chosen.
Poisoner: An assassin may apply poison to a weapon as a swift action, and you may add your Assassin level to the DC made to detect the presence of poison you apply.
Infiltrator: All Profession skills become class skills if they are not already. You gain a +4 bonus on all Profession skills that you have no ranks in, and may make a Profession check appropriate to your disguise instead of a Bluff check to act in character; you gain an additional bonus on this check equal to half your level.
Kidnapper: Whenever the conditions of Sneak Attack apply, you also gain a bonus on grapple checks and trip attempts equal to the number of sneak attack dice you possess.
Efficient Killer: You gain a +2 bonus to the DC of your Death Attack Ability. Note: You may take this Trick a second time; if you do so, the bonus increases from a +2 to a +5. In order to take this ability a second time, you must be at least a 5th level Assassin.
Fake Death: The paralysis from your Death Strike now lasts until removed by a DC 25 Heal check. A DC 20 Heal check is required to determine that a paralyzed victim is not actually dead.
Agile Fall(Ex): When an assassin falls, he can disperse the force of the fall over a longer period of time than normal, thus allowing him to take less damage. By making a successful Acrobatics check (DC 15 + 5 for every 10 ft increment above 100 ft.), an assassin can reduce the effective distance of the fall by a number of 10 ft increments equal to his class level.
Devious(Ex): You can use the Bluff skill to mislead, misdirect, and fool opponents even at a distance, including fooling the effects of spells designed to detect lies, alignment, or spy on you. You can use your bluff skill to lay a false trail or cover your tracks which is then opposed by their Survival or Search checks. For a spell to fail you must make a bluff check (DC 10 + the spell level+ the casters primary modifier) in order to fool the spell, then the caster must make a sense motive check against your bluff with a -5 penalty. If they succeed all they can tell is that the spell is not working properly; if they fail they cannot make anything from the spell but hold out suspicions toward you; if they fail by 5 or more they read something false in the weave but in your favor.
Informant: You have developed a working and friendly relationship with a number of shady contacts in the underworld, who are willing to supply you with information… for the right price. Make a special Diplomacy check to gather information on a marked target. The level and amount of information you are able to gather from your informant(s) is based off of a secret roll the DM makes for your contact’s knowledge. The informant can generally answer questions like: Where dose he live, Family members, Friends, Habits, Type of work, and rout to work? Generally the informant has an amount of knowledge equal to 20 + the Informant’s Intelligence modifier. If you meet the roll the informant gives you all the information he has, however, if you roll less he gives you some or most of what you need, but holds back certain knowledge for later at a higher price. Information gained in such a manner grants a circumstance bonus (equal to the Informant’s Intelligence modifier) to your attack rolls while your target is marked.
Supplier: You have developed a friendly relationship with someone in the Black Market who can supply you with assassin gear at a discounted price. He will give you an additional 10% off the price of all goods he has in stock, which includes, Smoke Sticks, Various Poisons and other illegal goods, and occasionally some magical items.
Favor: You can use the Favor class feature once per week. You can take this Trick multiple times; each time you do, you may use the Favor class feature one additional time per week.
Hide from Existence (Su): As long as you are hiding and no creature has detected your presence through Perception checks, you can choose to become nonexistent for almost all other purposes. You leave no trace in this state; blind-sense and scent cannot detect you; magic does not reveal your presence or consider your actions; traps will not activate against you. However, if you coincidentally stand in the area of a harmful effect, it will still affect you. Note: You must have the Hide in Plain Sight class feature in order to take this Assassin Trick.
Rouge Trick: An assassin may choose a Rouge Trick instead of another Assassin Trick.
Uncanny Dodge: Starting at 2nd level, an Assassin can react to danger before his senses would normally allow him to do so. The Assassin retains his Dexterity bonus to AC (if any) even if 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 she automatically gains improved uncanny dodge instead. At 5th level, the Assassin gains the benefits of Improved Uncanny dodge.
Blend: At 3rd level, an Assassin has become adept at hiding in urban environments. Large crowds grant concealment to an assassin, allowing them to use may also use the Stealth skill to blend in more effectively. At 5th level, he may use the stealth skill while in any sort of urban terrain, even if it doesn’t grant cover or concealment, and may take 10 on all stealth checks (even when rushed or threatened). At 7th level, an assassin may use the stealth skill as long as he is within 10 feet of some sort of shadow, even if there isn’t any cover or concealment; he cannot, however, hide in his own shadow.
Ranged Death Strike: At 3rd level, an Assassin may perform a death strike with a ranged weapon, but only within 30 feet of the marked target. Losing focus of the target, the target detecting you (like a missed shot flying by his head) or recognizing you as an enemy can cause you to lose the opportunity to do a sneak attack and thus a Death Strike.
Improved Death Strike: At 6th level, an assassin is more proficient with performing ranged sneak attacks on the vital spots on an unaware opponent and thus can perform both a sneak attack and a death strike at a greater range. This function’s like Ranged Death Strike, but you can now use up to one full range increment of a ranged weapon to perform a sneak attack against your marked target.
Hide in Plain Sight (Su): At 8th level, an assassin can use the Stealth skill even while being observed.
Mastered Death Strike: At 10th level an assassin has mastered the technique of performing ranged sneak attacks on an unaware opponent and thus can perform both a sneak attack and a death strike at an even greater range. This function’s like Ranged Death Strike but you can use multiple range increments of a ranged weapon to perform a sneak attack and thus a death attack instead of having to be within one range increment, or within 30 feet of the target. All normal penalties for range apply. Note that for each range increment beyond the first the sneak attack damage is reduced by 1d6, representing the force needed to carry your shot to the target.