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    Troll in the Playground
    Join Date
    Feb 2010
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    Intersex

    Default Re: GitP PrC Contest XXVII: Epically Destined

    Tainted Assassin


    Quote of Some Kind by a member of the class!

    A general description of whatever the class is!

    BECOMING A TAINTED ASSASSIN
    How you would normally become a member of this prestige class.

    ENTRY REQUIREMENTS
    Alignment: Any nongood.
    Skills: Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks
    Taint: Characterís taint score must be 6 or more.
    Special: Character must make a Faustian Pact.

    Class Skills
    The Tainted Assassin's class skills (and the key ability for each skill) are 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).
    Skills Points at Each Level: 4 + int

    Hit Dice: d10

    TAINTED ASSASSIN
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells

    1st|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Taint Suppression, Tainted Death, Sneak Attack +1d6

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +0
    |Uncanny Dodge

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +1
    |Camouflage

    4th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Sneak Attack +2d6

    5th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Evasion

    6th|
    +4
    |
    +2
    |
    +5
    |
    +2
    |Stealth Mastery

    7th|
    +5
    |
    +2
    |
    +5
    |
    +2
    |Sneak Attack +3d6

    8th|
    +6
    |
    +2
    |
    +6
    |
    +2
    |Improved Uncanny Dodge

    9th|
    +6
    |
    +3
    |
    +6
    |
    +3
    |Hide in Plain Sight

    10th|
    +7
    |
    +3
    |
    +7
    |
    +3
    |Sneak Attack +4d6[/table]

    Weapon Proficiencies: Tainted Assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Assassins are proficient with light armor but not with shields.

    Taint Suppression (Ex): While a tainted assassin is likely to accumulate a high taint score over the course of her life, this taint is not immediately obvious to onlookers. A tainted assassinís taint manifests in mental effectsóinsanity, rage, and nightmaresóand in internal physical effects. If a tainted assassin is split open, the characterís internal corruption is obvious: Her body is full of bloody pus and strange growths, even internal limbs. If a tainted assassin enters a tainted area, her corruption immediately manifests externally as well. Barring these two conditions, it is impossible to detect a tainted assassin based on appearance.

    A tainted assassin no longer applies her taint score as a penalty to her Constitution, and only applies one-half her taint score as a penalty to her Wisdom.

    Tainted Death (Ex): If a tainted 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 (tainted assassinís choice). While studying the victim, the tainted assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the tainted assassin or recognize the tainted assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the tainted assassinís class level + the tainted assassinís taint score) 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 tainted assassin. If the victimís saving throw succeeds, the attack is just a normal sneak attack. Regardless, the target gains 1 point of taint per level of the tainted assassin. Once the tainted 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 tainted 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.

    Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every 3 levels (1st, 4th, 7th, 10th, etc). If an assassin gets a sneak attack bonus from another source the bonuses on damage stack.

    Uncanny Dodge (Ex): Starting at 2nd level, a tainted assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).

    Camouflage (Ex): A tainted assassin of 3rd level or higher can use the Hide skill in any sort of terrain, even if the terrain doesnít grant cover or concealment. He cannot attempt to hide while being directly observed, but does not need cover to avoid being spotted.

    Evasion (Ex): At 5th level and higher, a tainted assassin 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 tainted assassin is wearing light armor or no armor. A helpless tainted assassin does not gain the benefit of evasion.

    Stealth Mastery (Ex): At 6th level, a tainted assassin has become so used to being stealthy, it comes naturally. When making a skill check with one Hide or Move Silently, she may take 10 even if stress and distractions would normally prevent her from doing so.

    Improved Uncanny Dodge (Ex): At 8th level, a tainted assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the tainted assassin. The exception to this defense is that a rogue at least four levels higher than the tainted assassin can flank him (and thus sneak attack him).
    If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

    Hide in Plain Sight (Ex): While in any sort of terrain, a tainted assassin of 9th level or higher can use the Hide skill even while being observed.

    Level Advancement: The power of taint is seductive. Once a character has tasted its attractions, it is hard to resist. Whenever a tainted assassin gains a new level and wishes to advance a level in some other class, she must succeed on a Will saving throw (DC 10 + taint score). If she fails the saving throw, she must advance her tainted assassin level. If she succeeds on this saving throw, she can advance a level in some other class.



    PLAYING A TAINTED ASSASSIN
    Brief description on how to play the class you are designing.
    Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
    Advancement: This is a section on different options and paths that the class can go down when they advance in power.
    Resources: What resources might a member of this PrC be able to draw on..

    TAINTED ASSASSINS IN THE WORLD
    A quote of somebody else talking about your class!

    A brief description of how your class is persevered in the world and how he interacts with the world.
    Daily Life: Some general information about the typical day in the life of your class.
    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    TAINTED ASSASSINS IN THE GAME
    This is a good place to provide a quick note on how your class will effect game play statistically.
    Adaptation: The Tainted Assassin class
    Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions

    Child of Taint

    A picture can go here too!

    Some fluff here...

    Requirements: 21st Level, Taint score of 15 or higher, Taint Suppression class feature, Evil Alignment

    {table=head]Level|Benefit
    21st|Taint Adaptation, Tainted Touch
    24th|Aura of Taint
    27th|Steal Taint
    30th|Tainted Possession [/table]

    Taint Adaptation (Ex): The Child of Taint has adapted to the effects of taint, and their form has adapted to take advantage of the dark power inherent in it. The Child of Taint no longer applies her taint score as a penalty to her Wisdom score, and applies one-half her taint score as an untyped bonus to her Constitution. She is forevermore treated as an outsider with the (Evil) subtype, rather than as a humanoid (or whatever the Child of Taintís creature type was) for the purpose of spells and magical effects. Unlike other outsiders, the Child of Taint can still be brought back from the dead as if she were a member of her previous creature type. The Child of Taint can suppress the physical signs of being Tainted at all times.

    Tainted Touch (Su): Any damage dealt by a Child of Taint is considered Vile Damage. Additionally, for every ten points of damage the target of the attack takes, they gain a point of Taint.

    Aura of Taint (Su): A Child of Taint creates an area of taint around themselves based on their taint score. A circle surrounding the Child of Taint with a radius equal to one half their taint score in squares) is treated as a ĎTainted Placeí for all purposes. This ability can be suppressed as a swift action by making a will save (DC 10+the Child of Taintís Taint Score), and will remain suppressed for a number of minutes equal to the Child of Taintís character level.

    Steal Taint (Su): As a Full Round Action, a Child of Taint can rip the taint from his surroundings, healing an amount of damage equal to his taint score plus his character level. Creatures other than the Child of Taint with taint scores that are within the Child of Taintís Aura of Taint have their taint scores reduced to 0, but take constitution and wisdom damage equal to twice their (now former) taint score.

    Tainted Possession (Su): If a Child of Taint is killed, her spirit jumps to the closest living thing, and attempts to possess it. If two targets are within the Child of Taintís Aura of Taint, the one with the higher taint score is targeted first.
    The target makes a will save (DC 10+1/2 the Child of Taintís character level+the Child of Taintís taint score); if it fails, the life force of the target is thrown out of its body and her life force occupies the host body. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, taint score, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. If the target succeeds in its saving throw, the Child of Taint targets the next closest in range (with the highest taint score).
    If there is no one in range, or everyone in range has succeeded in resisting possession, the Child of Taintís spirit may become a ghost or possess a Gem or Crystal worth at least 100 GP. In either case, she may try to possess anyone who enters the range of their Aura of Taint.
    Regardless of the end result, being slain causes the Child of Taintís Taint Score to be reduced by half or by 10 points, whichever is higher. This cannot result in her taint score falling below 1

    Immortality: Malevolent Spirit
    The Child of Taint is now a never ending threat to all that is good, spreading taint wherever it goes. The mightiest of mortal heroes might slay you, but you will simply return, again and again, until the entire world is corrupted. Perhaps, you might be sealed away for a time, but you are now truly immortal, and you cannot be defeated, only set back.
    Last edited by NineThePuma; 2011-05-14 at 12:21 AM.