Difference between revisions of "Skilled Assassin (3.5e Class)"

From Dungeons and Dragons Wiki
Jump to: navigation, search
m
 
(39 intermediate revisions by 6 users not shown)
Line 1: Line 1:
 
<noinclude>
 
<noinclude>
:''This article is a variant of the Tome Assassin. None of which mine if you need the base assassin [[SRD:Assassin]].
+
:''This article is a variant of the Tome Assassin. if you need the base assassin [[SRD:Assassin]].
 
{{author
 
{{author
 
|author_name=GuiltyCharmer
 
|author_name=GuiltyCharmer
|isnotuser=true
 
 
|date_created=2018
 
|date_created=2018
 
|status=Complete
 
|status=Complete
Line 9: Line 8:
 
|balance=Rogue
 
|balance=Rogue
 
}}
 
}}
[[Image:Assassination.jpg|thumb|right|"I prefer the term killing enabled."-Kairos Dormeś]]
+
[[Image:1240130801645338629.jpg|thumb|right|"if it moves, i can kill it."-Kairos Dormeś]]
 
<div class="blank">
 
<div class="blank">
 
[[Summary:= This Assassin has mastered killing in its Entirety nothing can escape it. If Killing is an art, then you are its painter, and your weapons are the brushes]]
 
[[Summary:= This Assassin has mastered killing in its Entirety nothing can escape it. If Killing is an art, then you are its painter, and your weapons are the brushes]]
Line 41: Line 40:
 
   
 
   
 
   
 
   
<noinclude>===Making an Assassin===</noinclude><includeonly>====Making an Assassin====</includeonly>
+
<noinclude>===Making a Skilled Assassin===</noinclude><includeonly>====Making an Assassin====</includeonly>
  
'''Abilities:''' Intelligence and Dexterity.
+
'''Abilities:''' Intelligence is the hallmark of a Skilled assassin that separates him for the killers for hire associated with his title, Dexterity for his reflexes and Maneuverability, and Strength for His Athletic skills and damage.
  
 
'''Races:''' Any
 
'''Races:''' Any
Line 55: Line 54:
 
{| class="zebra d20"
 
{| class="zebra d20"
 
|+
 
|+
<div>{{Anchor|Table: The Assassin}}</div>
+
<div>{{Anchor|Table: The Skilled Assassin}}</div>
 
Hit Die: d8
 
Hit Die: d8
 
|-
 
|-
Line 68: Line 67:
 
|-  
 
|-  
 
|1st|| class="left" | +0 || +2 || +2 || +0
 
|1st|| class="left" | +0 || +2 || +2 || +0
| class="left" | [[#Poison Use|Poison Use]], [[#Lethal Strike|Lethal Strike]] +3d6, [[#Personal Immunity|Personal Immunity]], [[#Improved Unarmed Strike|Improved Unarmed Strike]], [[#Contacts|Contacts]]
+
| class="left" | [[#Unarmed Strike|Unarmed Strike]], [[#Personal Immunity|Personal Immunity]], [[#Lethal Strike|Lethal Strike]] +1d6,
 
|2||—||—||—||—||—||—
 
|2||—||—||—||—||—||—
 
|-  
 
|-  
 
|2nd|| class="left" | +1 || +3 || +3 || +0
 
|2nd|| class="left" | +1 || +3 || +3 || +0
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]], [[#Paralyzing Strike|Paralyzing Strike]], [[#Lethal Strike|Lethal Strike]] +4d6
+
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]], [[#Shadow Vision|Shadow Vision]]
 
|3||0||—||—||—||—||—
 
|3||0||—||—||—||—||—
 
|-  
 
|-  
 
|3rd|| class="left" | +2 || +3 || +3 || +1
 
|3rd|| class="left" | +2 || +3 || +3 || +1
| class="left" | [[#Hide in Plain Sight|Hide in Plain Sight]], [[#Combat Style|Combat Style]], [[#Lethal Strike|Lethal Strike]] +5d6
+
| class="left" | [[#Modus Operandi|Modus Operandi]], [[#Lethal Strike|Lethal Strike]] +2d6
 
|3||1||—||—||—||—||—
 
|3||1||—||—||—||—||—
 
|-  
 
|-  
 
|4th||class="left" | +3 || +4 || +4 || +1
 
|4th||class="left" | +3 || +4 || +4 || +1
| class="left" | [[#Cloak of Discretion|Cloak of Discretion]], [[#Blink|Blink]], [[#Lethal Strike|Lethal Strike]] +6d6
+
| class="left" | [[#Hide in Plain Sight|Hide in Plain Sight]], [[#Trapfinder|Trapfinder]]
 
|3||2||0||—||—||—||—
 
|3||2||0||—||—||—||—
 
|-  
 
|-  
 
|5th||class="left" | +3 || +4 || +4 || +1
 
|5th||class="left" | +3 || +4 || +4 || +1
| class="left" | [[#Trapfinding|Trapfinding]], [[#Trapmaking|Trapmaking]], [[#Lethal Strike|Lethal Strike]] +7d6
+
| class="left" | [[#Cloak of Discretion|Cloak of Discretion]], [[#Lethal Strike|Lethal Strike]] +3d6
 
|3||3||1||—||—||—||—
 
|3||3||1||—||—||—||—
 
|-  
 
|-  
 
|6th||class="left" | +4 || +5 || +5 || +2
 
|6th||class="left" | +4 || +5 || +5 || +2
| class="left" | [[#Palm Weapon|Palm Weapon]], [[#Shadow Step|Shadow Step]], [[#Lethal Strike|Lethal Strike]] +8d6
+
| class="left" | [[#Palm Weapon|Palm Weapon]]
 
|3||3||2||—||—||—||—
 
|3||3||2||—||—||—||—
 
|-  
 
|-  
 
|7th||class="left" | +5 || +5 || +5 || +2
 
|7th||class="left" | +5 || +5 || +5 || +2
| class="left" | [[#Blur|Blur]], [[#Lethal Strike|Lethal Strike]] +9d6
+
| class="left" | [[#Blur|Blur]], [[#Lethal Strike|Lethal Strike]] +4d6
 
|3||3||2||0||—||—||—
 
|3||3||2||0||—||—||—
 
|-  
 
|-  
 
|8th||class="left" | +6/+1 || +6 || +6 || +2
 
|8th||class="left" | +6/+1 || +6 || +6 || +2
| class="left" | [[#Nerve of the Killer|Nerve of the Killer]], [[#Blend In|Blend In]], [[#Lethal Strike|Lethal Strike]] +10d6
+
| class="left" | [[#Blink|Blink]]
 
|3||3||3||1||—||—||—
 
|3||3||3||1||—||—||—
 
|-  
 
|-  
 
|9th||class="left" | +6/+1 || +6 || +6 || +3
 
|9th||class="left" | +6/+1 || +6 || +6 || +3
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]], [[#Lethal Strike|Lethal Strike]] +11d6
+
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]], [[#Lethal Strike|Lethal Strike]] +5d6
 
|3||3||3||2||—||—||—
 
|3||3||3||2||—||—||—
 
|-  
 
|-  
 
|10th||class="left" | +7/+2 || +7 || +7 || +3
 
|10th||class="left" | +7/+2 || +7 || +7 || +3
| class="left" | [[#Skill Mastery|Skill Mastery]], [[#Quickened Strike|Quickened Strike]], [[#Unfathomable Flurry|Unfathomable Flurry]] +12d6
+
| class="left" | [[#Weakening Critical|Weakening Critical]]
 
|3||3||3||2||0||—||—
 
|3||3||3||2||0||—||—
 
|-  
 
|-  
 
|11th||class="left" | +8/+3 || +7 || +7 || +3
 
|11th||class="left" | +8/+3 || +7 || +7 || +3
| class="left" | [[#Poisonmaster|Poisonmaster]], [[#Lethal Strike|Lethal Strike]] +13d6
+
| class="left" | [[#Poisonmaster|Poisonmaster]], [[#Lethal Strike|Lethal Strike]] +6d6
 
|3||3||3||3||1||—||—
 
|3||3||3||3||1||—||—
 
|-  
 
|-  
 
|12th||class="left" | +9/+4 || +8 || +8 || +4
 
|12th||class="left" | +9/+4 || +8 || +8 || +4
| class="left" | [[#Personal Immunity|Personal Immunity]], [[#Lethal Strike|Lethal Strike]] +14d6
+
| class="left" | [[#Paralyzing Strike|Paralyzing Strike]]
 
|3||3||3||3||2||—||—
 
|3||3||3||3||2||—||—
 
|-  
 
|-  
 
|13th||class="left" | +9/+4 || +8 || +8 || +4
 
|13th||class="left" | +9/+4 || +8 || +8 || +4
| class="left" | [[#Exotic Method|Exotic Method]], [[#Lethal Strike|Lethal Strike]] +15d6
+
| class="left" | [[#New School of Magic|New School of Magic]], [[#Lethal Strike|Lethal Strike]] +7d6
 
|3||3||3||3||2||0||—
 
|3||3||3||3||2||0||—
 
|-  
 
|-  
 
|14th||class="left" | +10/+5 || +9 || +9 || +4
 
|14th||class="left" | +10/+5 || +9 || +9 || +4
| class="left" | [[#Personal Immunity|Personal Immunity]], [[#Lethal Strike|Lethal Strike]] +16d6
+
| class="left" | [[#Nerver of the killer|Nerve of the killer]]
 
|3||3||3||3||3||1||—
 
|3||3||3||3||3||1||—
 
|-  
 
|-  
|15th||class="left" | +11/+6/+6 || +9 || +9 || +5
+
|15th||class="left" | +11/+6/+1 || +9 || +9 || +5
| class="left" | [[#Killer’s Proof|Killer's Proof]], [[#Lethal Strike|Lethal Strike]] +17d6
+
| class="left" | [[#Killer’s Proof|Killer's Proof]], [[#Lethal Strike|Lethal Strike]] +8d6
 
|3||3||3||3||3||2||—
 
|3||3||3||3||3||2||—
 
|-  
 
|-  
|16th||class="left" | +12/+7/+7 || +10 || +10 || +5
+
|16th||class="left" | +12/+7/+2 || +10 || +10 || +5
| class="left" | [[#Exotic Method|Exotic Method]], [[#Lethal Strike|Lethal Strike]] +18d6
+
| class="left" | [[#Exotic Method|Exotic Method]]
 
|3||3||3||3||3||2||0
 
|3||3||3||3||3||2||0
 
|-  
 
|-  
|17th||class="left" | +12/+7/+7 || +10 || +10 || +5
+
|17th||class="left" | +12/+7/+2 || +10 || +10 || +5
| class="left" | [[#Death by a Thousand Cuts|Death by a Thousand Cuts]], [[#Lethal Strike|Lethal Strike]] +19d6
+
| class="left" | [[#Phantom Sight|Phantom Sight]], [[#Lethal Strike|Lethal Strike]] +9d6
 
|3||3||3||3||3||3||1
 
|3||3||3||3||3||3||1
 
|-  
 
|-  
|18th||class="left" | +13/+8/+8 || +11 || +11 || +6
+
|18th||class="left" | +13/+8/+3 || +11 || +11 || +6
| class="left" | [[#Mind Blank|Mind Blank]], [[#Lethal Strike|Lethal Strike]] +20d6
+
| class="left" | [[#Wounding Critical|Wounding Critical]]
 
|3||3||3||3||3||3||2
 
|3||3||3||3||3||3||2
 
|-  
 
|-  
|19th||class="left" | +14/+9/+9 || +11 || +11 || +6
+
|19th||class="left" | +14/+9/+4 || +11 || +11 || +6
| class="left" | [[#Exotic Method|Exotic Method]], [[#Lethal Strike|Lethal Strike]] +21d6
+
| class="left" | [[#Exotic Method|Exotic Method]], [[#Lethal Strike|Lethal Strike]] +10d6
 
|3||3||3||3||3||3||3
 
|3||3||3||3||3||3||3
 
|-  
 
|-  
|20th||class="left" | +15/+10/+10 || +12 || +12 || +6
+
|20th||class="left" | +15/+10/+5 || +12 || +12 || +6
| class="left" | [[#Killing Strike|Killing Strike]], [[#Lethal Strike|Lethal Strike]] +22d6
+
| class="left" | [[#Killing Strike|Killing Strike]]
 
|3||3||3||3||3||3||3
 
|3||3||3||3||3||3||3
 
|- class="noalt"
 
|- class="noalt"
Line 181: Line 180:
 
All of the following are class features of the Assassin.
 
All of the following are class features of the Assassin.
  
'''Weapon and Armor Proficiency:''' Assassins are proficient with all Light Weapons, as well as simple weapons, shortbow and composite shortbow, repeating crossbows, and hand crossbows. At first level, an Assassin gains proficiency with one Exotic Weapon of her choice. Assassins are proficient with Light Armor but not with shields.
+
'''Weapon and Armor Proficiency:''' Assassins are proficient with all Light Weapons, as well as simple weapons, shortbow and composite shortbow, repeating crossbows, and hand crossbows. At first level, an Assassin gains proficiency with one Exotic Weapon of her choice. Assassins are proficient with Light Armor and Medium
 +
Armor but not with shields.
 +
 
 +
'''{{Anchor|Spellcasting:}}''' The Assassin is an Arcane Spellcaster with the same spells per day and spells known progression as a [[SRD:Bard|Bard]], except that he gains no more than three spell slots per level. An Assassin’s spells known may be chosen from the Sorcerer/Wizard list, and must be from the schools of [[SRD:Divination School|Divination]], [[SRD:Illusion School|Illusion]], or [[SRD:Necromancy School|Necromancy]].
 +
To cast an Assassin spell, she must have an Intelligence at least equal to 10 + the Spell level.
  
 
'''{{Anchor|Spells}}:'''  
 
'''{{Anchor|Spells}}:'''  
Line 233: Line 236:
  
  
'''{{Anchor|Spellcasting:}}''' The Assassin is an Arcane Spellcaster with the same spells per day and spells known progression as a [[SRD:Bard|Bard]], except that he gains no more than three spell slots per level. An Assassin’s spells known may be chosen from the Sorcerer/Wizard list, and must be from the schools of [[SRD:Divination School|Divination]], [[SRD:Illusion School|Illusion]], or [[SRD:Necromancy School|Necromancy]].
 
To cast an Assassin spell, she must have an Intelligence at least equal to 10 + the Spell level. The DC of the Assassin's spells is Intelligence based and the bonus spells are Intelligence based.
 
  
'''{{Anchor|Poison Use}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An Assassin may prepare, apply, and use poison without any chance of poisoning herself.
 
  
'''{{Anchor|Lethal Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An Assassin may spend a full-round action to study an opponent who hasn't Noticed the Assassin or unable to defend himself effectively from her attack. If she does so, her next attack is a Lethal Strike if she makes it within 2 rounds. A Lethal Strike inflicts a number of extra dice of damage equal to her Assassin level plus two dice. Special attacks such as a coup de grace may be a Lethal Strike. Assassins are well trained in eliminating magical or distant opponents, and do not have to meet the stringent requirements of a sneak attack, though if a character has both sneak attack and death attack, they stack if the character meets the requirements of both. As long as the victim is denied their dexterity against attacks from the assassin during the study action and the attack itself, it counts as a Lethal Strike. An Assassin may load a crossbow simultaneously with his action to study his target if he has a Base Attack Bonus of +1 or more.
+
'''{{Anchor|Poison Use}}:''' An Assassin may prepare, apply, and use poison without any chance of poisoning herself.
At 7th level, if the Assassin studies an opponent to perform a Lethal Strike, she can make a full attack during the next round where every attack inflicts Lethal Strike damage as long as the target was denied their Dexterity bonus to AC against the first attack in the full attack action.
+
 
 +
'''{{Anchor|Monster Knowledge}}:''' A Skilled Assassin may have multiple types of targets and so, is trained to kill all types of creatures and gains all creature knowledge.
 +
 
 +
 
 +
'''{{Anchor|Unarmed Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''
 +
The Assassin shows his Talent for the art of combat, even so far as to prove her hands as deadly weapons. A 1st level the Skilled Assassin gains [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]], if she already has this feat she make pick another. Unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
  
'''{{Anchor|Personal Immunity}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Choose four poisons, an Assassin is immune to all four of those poisons, even if they are made available in a stronger strength. At levels 5, 7, and 12 the Assassin may choose one more type of poison to become immune to. At level 14, an Assassin becomes immune to all poisons.
+
A Skilled Assassins unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
  
'''{{Anchor|Improved Unarmed Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''
+
'''{{Anchor|Lethal Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An Assassin may spend a full-round action to study an opponent who hasn't noticed the Assassin or unable to defend himself effectively from her attack. If she does so, her next attack is a Lethal Strike if she makes it within 2 rounds. A Lethal Strike inflicts 1d6 + her Int modifer at first level and 1d6 + Int mod extra every 2 levels after. Special attacks such as a coup de grace may be a Lethal Strike. Assassins are well trained in eliminating magical or distant opponents, and do not have to meet the stringent requirements of a sneak attack, though if a character has both sneak attack and death attack, they stack if the character meets the requirements of both.  An Assassin may load a crossbow simultaneously with his action to study his target if he has a Base Attack Bonus of +1 or more.
The Assassin shows his Talent for the art of combat, even so far as to prove his hands as deadly weapons.
 
  
'''{{Anchor|Contacts}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Assassin's either in groups or alone often have contacts wherever they go whether they be fences or illegal poison specialist or just plain information gatherers. An assassin can mke the contacts whenever he enters a new town, city, or village. 2 days for village, 4 days for a town, and 7 days for a city. these contacts offer slight discounts or just generally unavailable ideas or items if, something happens to his contact it takes 1 day and a money cost to replace them discreetly.
+
At 7th level, if the Assassin studies an opponent to perform a Lethal Strike, she can make a full attack during the next round where every attack inflicts Lethal Strike damage as long as the target was denied their Dexterity bonus to AC against the first attack in the full attack action.
 +
 
 +
'''{{Anchor|Personal Immunity}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At Level 1 A Skilled Assassin gains Poison Immunity against poison of DC>15. Additionally at levels 5 the DC raises to DC>17, 7 DC>19, and 12 the DC becomes DC>21 . At level 14, an Assassin becomes immune to all poisons.
  
 
'''{{Anchor|Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 2nd level, an Assassin can react to danger before his senses would normally allow him to do so. He retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized.
 
'''{{Anchor|Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 2nd level, an Assassin can react to danger before his senses would normally allow him to do so. He retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, he still loses her 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.
 
If an Assassin already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead.
  
'''{{Anchor|Paralyzing Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd Level the Assassin has memorized almost every pressure point for most beings, an assassin must declare this before using  and only used on a successful attack roll, when using your an unarmed strike, your target must make a Fortitude saving throw (DC 10 + 1/2 your class level + your INT modifier). If the target fails they are paralyzed for 1 round (until after his Next turn), a Paralyzed foe can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. An Assassin may use this ability once per day, one additional time every 2nd level.
+
'''{{Anchor|Shadow Vision}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' All assassins train in darkness due to their affinity with the shadows. As a result, an assassin gains low-light vision. If he already has low-light vision, he may choose to gain darkvision with a range of 60 feet or to double the effectiveness of his low-light vision. If he already has darkvision and low-light vision, he may instead choose to retain a semblance of color in his darkvision.
 
 
'''{{Anchor|Hide in Plain Sight}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 3rd level Assassin can hide in unusual locations, and may hide in areas without cover or concealment without penalty. An Assassin may even hide while being observed. This ability does not remove the -10 penalty for moving at full speed, or the -20 penalty for running or fighting.
 
  
'''{{Anchor|Combat Style}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''
+
'''{{Anchor|Modus Operandi}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''
 
At 3rd level Assassin gains a personalized method of elimination: Any Feats Gained are gained regardless of perquisite.
 
At 3rd level Assassin gains a personalized method of elimination: Any Feats Gained are gained regardless of perquisite.
  
Ranged: Assassin gains point blank shot. at level 7 he gains rapid shot. at level 11 he gains manyshot. at level 16 he gains Swarm of arrows
+
* ''{{Anchor|Archer}}'': Assassin gains point blank shot. at level 7 he gains rapid shot. at level 11 he gains manyshot. at level 16 he gains Swarm of arrows
 
 
Dual Wielding: Assassin gains Two Weapon Fighting. at level 7 he gains improved two weapon fighting. at level 11, he gains Whirlwind attack. at level 16 he gains two weapon rend.
 
  
Hurler: Assassin can throw any weapon +10 feet. at level 7 +20 feet. at level 11 +30 feet and any weapon thrown can blink back to the assassins hand if its still within 100 feet. at level 16 +40 feet.
+
* ''{{Anchor|Twin Grip}}'': Assassin gains Two Weapon Fighting. at level 7 he gains improved two weapon fighting. at level 11, he gains Whirlwind attack. at level 16 he gains two weapon rend.
  
Duelist: Assassin gains +2 to hit chance if he uses a light weapon in one hand and no weapon in the other. +4 at level 7 and gains Power attack. +6 at level 11 and gains Cleave. +8 at level 16 and gains Great Cleave.
+
* ''{{Anchor|Thrower}}'': Assassin can throw any weapon +10 feet. at level 7 +20 feet. at level 11 +30 feet and any weapon thrown can blink back to the assassins hand if its still within 100 feet. at level 16 +40 feet.
  
'''{{Anchor|Cloak of Discretion}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, an Assassin is protected by a constant [[SRD:Nondetection|Nondetection]] effect, with a caster level equal to his character level.  
+
* ''{{Anchor|Duelist}}'': Assassin gains +2 to hit chance if he uses a light weapon in one hand and no weapon in the other. +4 at level 7 and gains Power attack. +6 at level 11 and gains Cleave. +8 at level 16 and gains Great Cleave.
  
'''{{Anchor|Blink}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'''
+
'''{{Anchor|Hide in Plain Sight}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 4th level Assassin can hide in unusual locations, and may hide in areas without cover or concealment without penalty. An Assassin may even hide while being observed. This ability does not remove the -10 penalty for moving at full speed, or the -20 penalty for running or fighting.
Assassin can [[SRD:Blink|Blink]] his movement speed in combat only. Can obviously not be used if unconscious or otherwise incapacitated.  
 
  
'''{{Anchor|Trapfinding}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, Assassins can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
+
'''{{Anchor|Trapfinding}} {{Ex}}:''' As the [[SRD:Rogue#Trapfinding|3.5 rogue]].
Finding a non-magical 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.
 
Assassins 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.
 
  
'''{{Anchor|Trapmaking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, the Assassin learns to build simple mechanical traps in out of common materials. As long as has access to ropes, flexible material like green wood, and weapon-grade materials like sharpened wooden sticks or steel weapons, he can build an improvised trap in 10 minutes. He can build any non-magical trap on the “CR 1” trap list that doesn’t involve a pit. These traps have a Search DC equal to 20 + the Assassin’s level, have a BAB equal to his own, and are always single-use traps. He may add poison to these traps, if he has access to it, but it will dry out in an hour.  
+
'''{{Anchor|Cloak of Discretion}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 5th level, an Assassin is protected by a constant [[SRD:Nondetection|Nondetection]] effect, with a caster level equal to his character level.  
  
 
'''{{Anchor|Palm Weapon}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 6th level, the Assassin learns to conceal weapons with supernatural skill. Any weapon successfully concealed with Sleight of Hand cannot be found with divination magic.
 
'''{{Anchor|Palm Weapon}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 6th level, the Assassin learns to conceal weapons with supernatural skill. Any weapon successfully concealed with Sleight of Hand cannot be found with divination magic.
  
'''{{Anchor|Shadow Step}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 6th level, A shadow step is similar to a teleport; however, it only affects the assassin and any gear on his person. Whenever the assassin shadow steps, he disappears from his current location, travels through the Shadow Plane, and reappears in the new location. Bursts of shadow appear in both squares affected. Unless otherwise specified, shadow steps have unlimited range, but must begin and end on the same plane. If the assassin shadow steps to an occupied square, he is shoved towards the nearest space large enough to hold his body mass (which may or may not be within the same square, depending on what now occupies it). Shadow Step can only be used as part of a movement action.
+
'''{{Anchor|Blur}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 7th level the assassin can [[SRD:Blur|Blur]] as a spell like Ability, once per round.
  
'''{{Anchor|Blur}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level the assassin can {{Blur}} as the spell, once per round.
+
'''{{Anchor|Blink}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 8th level, A Blink is similar to a teleport; however, it only affects the assassin and any gear on his person. Whenever the assassin Blinks, he disappears from his current location, travels through the Shadow Plane, and reappears in the new location, she must be able to see where She's going. Bursts of shadow appear in both squares affected. While blinking, you have no chance of interfering with your own attacks or your own spells. When moving through solid objects, you do not risk materializing inside one unless you actually end your movement there, in which case you materialize and are shunted off to the nearest open space, taking 1d6 points of damage per 5 feet traveled in this manner. Unless otherwise specified, Blinks have unlimited range, but must begin and end on the same plane.
  
'''{{Anchor|Blend-In}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 8th level, Assassins can disappear into crowds of people almost instantly , assassins gain a +10 to hiding in groups of people more than 3.  
+
'''{{Anchor|Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An Assassin of 9th level or higher can no longer be flanked and gains a +1 Dodge bonus to AC. This defense denies another character the ability to sneak attack the character by flanking him, unless the attacker has at least four more levels in a class that provides sneak attack than the target. If a character already has uncanny dodge (see above) 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 level required to flank the character.
  
'''{{Anchor|Nerve of the Killer}} ([[SRD:Special Abilities Overview#Supernatural|Su]]): ''' At 8th level, an Assassin gains immunity to compulsion and charm effects. While studying a target for a Lethal Strike, and for one round afterward, he counts as if he were within a protection from evil effect.
+
'''{{Anchor|Weakening Critical}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At level 10, Skilled Assassins apply their knowledge of anatomy to their critical hits and adds their INT mod to their Damage additionally a Skilled Assassin who scores a critical hit against a creature also deals 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect.
  
'''{{Anchor|Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An Assassin of 9th level or higher can no longer be flanked. This defense denies another character the ability to sneak attack the character by flanking him, unless the attacker has at least four more levels in a class that provides sneak attack than the target. If a character already has uncanny dodge (see above) 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 level required to flank the character.
+
'''{{Anchor|Poisonmaster}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 11th level, the Assassin learns alchemic secrets for creating short-term poisons. By expending an entire healer’s kit worth of materials and an hour of time, he can synthesize one dose of any poison in the DMG. This poison degrades to uselessness in one week.
  
'''{{Anchor|Unfathomable Flurry}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 10th level, the assassin can employ a technique that does more damage as it becomes inaccurate. Damage for the first strike starts at 1d4 at full Bonus, 2nd at 1d6 damage and -2 to atk, 3rd at 1d8 damage and -4 to atk, 4th at 1d10 damage and -6 to atk, 5th at 1d12 damage and -8 to atk.
+
'''{{Anchor|Paralyzing Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 12th Level the Assassin has memorized almost every pressure point for most beings, an assassin must declare this before using  and only used on a successful attack roll, when using your an unarmed strike, your target must make a Fortitude saving throw (DC 10 + 1/2 your class level + your INT modifier). If the target fails they are paralyzed for 1 round (until after his Next turn), a Paralyzed foe can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. An Assassin may use this ability once per day, one additional time every 3rd level.
  
'''{{Anchor|Quickened Strike}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At level 10, The Assassin has learned that some enemies require a quicker blow or may not have the time to study an enemy in battle. He may make a quicker Lethal Strike for half the normal damage. The assassin may not use this on an enemy he has failed a Lethal Strike on.
+
'''{{Anchor|New School of Magic}}:''' At 13th Level the Assassin may now choose spells known from a new school.
  
'''{{Anchor|Poisonmaster}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 11th level, the Assassin learns alchemic secrets for creating short-term poisons. By expending an entire healer’s kit worth of materials and an hour of time, he can synthesize one dose of any poison in the DMG. This poison degrades to uselessness in one week.
+
'''{{Anchor|Nerve of the Killer}} ([[SRD:Special Abilities Overview#Supernatural|Su]]): ''' At 14th level, an Assassin gains immunity to compulsion and charm effects. While studying a target for a Lethal Strike, and for one round afterward, he counts as if he were within a protection from evil effect.
 +
 
 +
'''{{Anchor|Killer’s Proof}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 15th level, the Assassin learns to steal the souls of those he kills. If he is holding an onyx worth at least 100 GP when he kills an enemy, he may place their soul within the gem as if he has cast soul bind on them at the moment of their death.
  
'''{{Anchor|Exotic Method}}:''' At 13th, 16th, and 19th level the Assassin learns an exotic form of killing from the list below. Once chosen, this ability does not change:
+
'''{{Anchor|Exotic Method}}:'''At 16th and 19th level the Assassin learns an exotic form of killing from the list below. Once chosen, this ability does not change:
 
* ''{{Anchor|Carrier}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' Three times per day, the Assassin can cast ''[[SRD:Contagion|contagion]]'' as a swift action spell-like ability.
 
* ''{{Anchor|Carrier}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' Three times per day, the Assassin can cast ''[[SRD:Contagion|contagion]]'' as a swift action spell-like ability.
 
* ''{{Anchor|Poison of the Cockatrice}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' Twice per day, the Assassin can cast ''[[SRD:Flesh to Stone|flesh to stone]]'' as a swift action spell-like ability.
 
* ''{{Anchor|Poison of the Cockatrice}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' Twice per day, the Assassin can cast ''[[SRD:Flesh to Stone|flesh to stone]]'' as a swift action spell-like ability.
 
* ''{{Anchor|Killer Faerie Arts}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' Twice per day, the Assassin can cast ''[[SRD:Polymorph|polymorph other]]'' as a swift action spell-like ability.
 
* ''{{Anchor|Killer Faerie Arts}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' Twice per day, the Assassin can cast ''[[SRD:Polymorph|polymorph other]]'' as a swift action spell-like ability.
* ''{{Anchor|Proxy Assassin}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' Twice per day, the Assassin can cast ''[[SRD:Summon Monster VII|summon monster vii]]'' as a spell-like ability. This effect lasts 10 minutes.
 
 
*''{{Anchor|Death By Plane}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' Once per day, the Assassin can cast ''[[SRD:Plane Shift|plane shift]]'' as a spell-like ability.
 
*''{{Anchor|Death By Plane}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' Once per day, the Assassin can cast ''[[SRD:Plane Shift|plane shift]]'' as a spell-like ability.
* ''{{Anchor|Dimesional Rip}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' Once per day, the Assassin can cast ''[[SRD:Implosion|implosion]]'' as a spell-like ability. The duration of this effect is three rounds.
 
* ''{{Anchor|New School}}:'' The Assassin may now choose spells known from a new school.
 
 
'''{{Anchor|Killer’s Proof}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 15th level, the Assassin learns to steal the souls of those he kills. If he is holding an onyx worth at least 100 GP when he kills an enemy, he may place their soul within the gem as if he has cast soul bind on them at the moment of their death.
 
  
'''{{Anchor|Death by a Thousand Cuts}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 17th level, the assassin has learned to kill even the hardiest of foes by reducing their physical form to shambles. Every successful Death Attack inflicts a cumulative -2 Dexterity penalty to the Assassin’s victim. These penalties last one day.
+
'''{{Anchor|Phantom Sight}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 17th level the Assassin can see invisible, Spiritual, and ethereal creatures as easily as she sees material creatures and objects.
  
'''{{Anchor|Mind Blank}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 18th level, the Assassin is protected by a constant ''[[SRD:Mind Blank|mind blank]]'' effect.
+
'''{{Anchor|Wounding Critical}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 18th level, the assassin has learned to kill even the hardiest of foes by reducing their physical form to shambles. The Assassin deals 2 points of Constitution damage to the creature on a critical hit. (This damage is in addition to the Strength damage dealt by the Assassin's weakening critical class feature.) Creatures immune to critical hits are immune to this effect.
  
 
'''{{Anchor|Killing Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 20th level, the Assassin’s Death Attacks bypass his victim’s DR and hardness.
 
'''{{Anchor|Killing Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 20th level, the Assassin’s Death Attacks bypass his victim’s DR and hardness.

Latest revision as of 05:10, 19 March 2022

This article is a variant of the Tome Assassin. if you need the base assassin SRD:Assassin.
Homebrew.png
Author: GuiltyCharmer (talk)
Date Created: 2018
Status: Complete
Editing: Spelling and grammar only.
Scale.png Low - Moderate - High - Very High
ArticleUnrated.png
Rate this article
Discuss this article
"if it moves, i can kill it."-Kairos Dormeś

This Assassin has mastered killing in its Entirety nothing can escape it. If Killing is an art, then you are its painter, and your weapons are the brushes 20 1 Moderate Good Good Poor Sneak Attack Spontaneous Arcane Spellcasting Full

Lawful Good Lawful Neutral Lawful Evil Neutral Good Neutral Neutral Evil Chaotic Good Chaotic Neutral Chaotic Evil

Assassin

Blood will always be on our hands, yes ours, both yours and mine, i just change the degree.

These Assassin are trained from a young age either by a Brotherhood or lone teacher and are taught the art of killing. Before even obtaining the title of Master, they must undergo rigorous physical trails, painful weapon training, unparalleled studies, acts of stealth, extremely deadly poison making, mastering traps and all their machinations,tireless spellcasting, and endless anatomy lessons of all beings and creatures. After all the lessons and trials they must take their first life, no help, no failures accepted, once completed they earn the title Assassin. They continue taking lives over and over until the time comes they reach maturity.

At maturity, they have a final task before earning the title of Master. An impossible task tailored to their weaknesses and strengths, and when they complete it, they submerge their bodies in the shadows and darkness. When they emerge full fledged beings of the dark, able to traverse the shadows they gain the title Master Assassin.


Making a Skilled Assassin

Abilities: Intelligence is the hallmark of a Skilled assassin that separates him for the killers for hire associated with his title, Dexterity for his reflexes and Maneuverability, and Strength for His Athletic skills and damage.

Races: Any

Alignment: Any

Starting Gold: 6d4 x 10 gp (150 gp)

Starting Age: As Rogue

Table: The Skilled Assassin

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +2 +0 Unarmed Strike, Personal Immunity, Lethal Strike +1d6, 2
2nd +1 +3 +3 +0 Uncanny Dodge, Shadow Vision 3 0
3rd +2 +3 +3 +1 Modus Operandi, Lethal Strike +2d6 3 1
4th +3 +4 +4 +1 Hide in Plain Sight, Trapfinder 3 2 0
5th +3 +4 +4 +1 Cloak of Discretion, Lethal Strike +3d6 3 3 1
6th +4 +5 +5 +2 Palm Weapon 3 3 2
7th +5 +5 +5 +2 Blur, Lethal Strike +4d6 3 3 2 0
8th +6/+1 +6 +6 +2 Blink 3 3 3 1
9th +6/+1 +6 +6 +3 Improved Uncanny Dodge, Lethal Strike +5d6 3 3 3 2
10th +7/+2 +7 +7 +3 Weakening Critical 3 3 3 2 0
11th +8/+3 +7 +7 +3 Poisonmaster, Lethal Strike +6d6 3 3 3 3 1
12th +9/+4 +8 +8 +4 Paralyzing Strike 3 3 3 3 2
13th +9/+4 +8 +8 +4 New School of Magic, Lethal Strike +7d6 3 3 3 3 2 0
14th +10/+5 +9 +9 +4 Nerve of the killer 3 3 3 3 3 1
15th +11/+6/+1 +9 +9 +5 Killer's Proof, Lethal Strike +8d6 3 3 3 3 3 2
16th +12/+7/+2 +10 +10 +5 Exotic Method 3 3 3 3 3 2 0
17th +12/+7/+2 +10 +10 +5 Phantom Sight, Lethal Strike +9d6 3 3 3 3 3 3 1
18th +13/+8/+3 +11 +11 +6 Wounding Critical 3 3 3 3 3 3 2
19th +14/+9/+4 +11 +11 +6 Exotic Method, Lethal Strike +10d6 3 3 3 3 3 3 3
20th +15/+10/+5 +12 +12 +6 Killing Strike 3 3 3 3 3 3 3

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis) Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).

Class Features

All of the following are class features of the Assassin.

Weapon and Armor Proficiency: Assassins are proficient with all Light Weapons, as well as simple weapons, shortbow and composite shortbow, repeating crossbows, and hand crossbows. At first level, an Assassin gains proficiency with one Exotic Weapon of her choice. Assassins are proficient with Light Armor and Medium Armor but not with shields.

Spellcasting: The Assassin is an Arcane Spellcaster with the same spells per day and spells known progression as a Bard, except that he gains no more than three spell slots per level. An Assassin’s spells known may be chosen from the Sorcerer/Wizard list, and must be from the schools of Divination, Illusion, or Necromancy. To cast an Assassin spell, she must have an Intelligence at least equal to 10 + the Spell level.

Spells:

Table: Assassin Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th
1st 4
2nd 5 2
3rd 6 3
4th 6 3 2
5th 6 4 3
6th 6 4 3
7th 6 4 4 2
8th 6 4 4 3
9th 6 4 4 3
10th 6 4 4 4 2
11th 6 4 4 4 3
12th 6 4 4 4 3
13th 6 4 4 4 4 2
14th 6 4 4 4 4 3
15th 6 4 4 4 4 3
16th 6 4 4 4 4 4 2
17th 6 4 4 4 4 4 3
18th 6 4 4 4 4 4 3
19th 6 4 4 4 4 4 4
20th 6 4 4 4 4 4 4



Poison Use: An Assassin may prepare, apply, and use poison without any chance of poisoning herself.

Monster Knowledge: A Skilled Assassin may have multiple types of targets and so, is trained to kill all types of creatures and gains all creature knowledge.


Unarmed Strike (Ex): The Assassin shows his Talent for the art of combat, even so far as to prove her hands as deadly weapons. A 1st level the Skilled Assassin gains Improved Unarmed Strike, if she already has this feat she make pick another. Unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A Skilled Assassins unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Lethal Strike (Ex): An Assassin may spend a full-round action to study an opponent who hasn't noticed the Assassin or unable to defend himself effectively from her attack. If she does so, her next attack is a Lethal Strike if she makes it within 2 rounds. A Lethal Strike inflicts 1d6 + her Int modifer at first level and 1d6 + Int mod extra every 2 levels after. Special attacks such as a coup de grace may be a Lethal Strike. Assassins are well trained in eliminating magical or distant opponents, and do not have to meet the stringent requirements of a sneak attack, though if a character has both sneak attack and death attack, they stack if the character meets the requirements of both. An Assassin may load a crossbow simultaneously with his action to study his target if he has a Base Attack Bonus of +1 or more.

At 7th level, if the Assassin studies an opponent to perform a Lethal Strike, she can make a full attack during the next round where every attack inflicts Lethal Strike damage as long as the target was denied their Dexterity bonus to AC against the first attack in the full attack action.

Personal Immunity (Ex): At Level 1 A Skilled Assassin gains Poison Immunity against poison of DC>15. Additionally at levels 5 the DC raises to DC>17, 7 DC>19, and 12 the DC becomes DC>21 . At level 14, an Assassin becomes immune to all poisons.

Uncanny Dodge (Ex): Starting at 2nd level, an Assassin can react to danger before his senses would normally allow him to do so. He retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, he still loses her 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.

Shadow Vision (Su): All assassins train in darkness due to their affinity with the shadows. As a result, an assassin gains low-light vision. If he already has low-light vision, he may choose to gain darkvision with a range of 60 feet or to double the effectiveness of his low-light vision. If he already has darkvision and low-light vision, he may instead choose to retain a semblance of color in his darkvision.

Modus Operandi (Ex): At 3rd level Assassin gains a personalized method of elimination: Any Feats Gained are gained regardless of perquisite.

  • Archer: Assassin gains point blank shot. at level 7 he gains rapid shot. at level 11 he gains manyshot. at level 16 he gains Swarm of arrows
  • Twin Grip: Assassin gains Two Weapon Fighting. at level 7 he gains improved two weapon fighting. at level 11, he gains Whirlwind attack. at level 16 he gains two weapon rend.
  • Thrower: Assassin can throw any weapon +10 feet. at level 7 +20 feet. at level 11 +30 feet and any weapon thrown can blink back to the assassins hand if its still within 100 feet. at level 16 +40 feet.
  • Duelist: Assassin gains +2 to hit chance if he uses a light weapon in one hand and no weapon in the other. +4 at level 7 and gains Power attack. +6 at level 11 and gains Cleave. +8 at level 16 and gains Great Cleave.

Hide in Plain Sight (Ex): A 4th level Assassin can hide in unusual locations, and may hide in areas without cover or concealment without penalty. An Assassin may even hide while being observed. This ability does not remove the -10 penalty for moving at full speed, or the -20 penalty for running or fighting.

Trapfinding (Ex): As the 3.5 rogue.

Cloak of Discretion (Su): At 5th level, an Assassin is protected by a constant Nondetection effect, with a caster level equal to his character level.

Palm Weapon (Ex): At 6th level, the Assassin learns to conceal weapons with supernatural skill. Any weapon successfully concealed with Sleight of Hand cannot be found with divination magic.

Blur (Sp): At 7th level the assassin can Blur as a spell like Ability, once per round.

Blink (Sp): At 8th level, A Blink is similar to a teleport; however, it only affects the assassin and any gear on his person. Whenever the assassin Blinks, he disappears from his current location, travels through the Shadow Plane, and reappears in the new location, she must be able to see where She's going. Bursts of shadow appear in both squares affected. While blinking, you have no chance of interfering with your own attacks or your own spells. When moving through solid objects, you do not risk materializing inside one unless you actually end your movement there, in which case you materialize and are shunted off to the nearest open space, taking 1d6 points of damage per 5 feet traveled in this manner. Unless otherwise specified, Blinks have unlimited range, but must begin and end on the same plane.

Improved Uncanny Dodge (Ex): An Assassin of 9th level or higher can no longer be flanked and gains a +1 Dodge bonus to AC. This defense denies another character the ability to sneak attack the character by flanking him, unless the attacker has at least four more levels in a class that provides sneak attack than the target. If a character already has uncanny dodge (see above) 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 level required to flank the character.

Weakening Critical (Ex): At level 10, Skilled Assassins apply their knowledge of anatomy to their critical hits and adds their INT mod to their Damage additionally a Skilled Assassin who scores a critical hit against a creature also deals 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect.

Poisonmaster (Ex): At 11th level, the Assassin learns alchemic secrets for creating short-term poisons. By expending an entire healer’s kit worth of materials and an hour of time, he can synthesize one dose of any poison in the DMG. This poison degrades to uselessness in one week.

Paralyzing Strike (Ex): At 12th Level the Assassin has memorized almost every pressure point for most beings, an assassin must declare this before using and only used on a successful attack roll, when using your an unarmed strike, your target must make a Fortitude saving throw (DC 10 + 1/2 your class level + your INT modifier). If the target fails they are paralyzed for 1 round (until after his Next turn), a Paralyzed foe can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. An Assassin may use this ability once per day, one additional time every 3rd level.

New School of Magic: At 13th Level the Assassin may now choose spells known from a new school.

Nerve of the Killer (Su): At 14th level, an Assassin gains immunity to compulsion and charm effects. While studying a target for a Lethal Strike, and for one round afterward, he counts as if he were within a protection from evil effect.

Killer’s Proof (Sp): At 15th level, the Assassin learns to steal the souls of those he kills. If he is holding an onyx worth at least 100 GP when he kills an enemy, he may place their soul within the gem as if he has cast soul bind on them at the moment of their death.

Exotic Method:At 16th and 19th level the Assassin learns an exotic form of killing from the list below. Once chosen, this ability does not change:

  • Carrier (Sp): Three times per day, the Assassin can cast contagion as a swift action spell-like ability.
  • Poison of the Cockatrice (Sp): Twice per day, the Assassin can cast flesh to stone as a swift action spell-like ability.
  • Killer Faerie Arts (Sp): Twice per day, the Assassin can cast polymorph other as a swift action spell-like ability.
  • Death By Plane (Sp): Once per day, the Assassin can cast plane shift as a spell-like ability.

Phantom Sight (Su): At 17th level the Assassin can see invisible, Spiritual, and ethereal creatures as easily as she sees material creatures and objects.

Wounding Critical (Ex): At 18th level, the assassin has learned to kill even the hardiest of foes by reducing their physical form to shambles. The Assassin deals 2 points of Constitution damage to the creature on a critical hit. (This damage is in addition to the Strength damage dealt by the Assassin's weakening critical class feature.) Creatures immune to critical hits are immune to this effect.

Killing Strike (Su): At 20th level, the Assassin’s Death Attacks bypass his victim’s DR and hardness.



Back to Main Page3.5e HomebrewSourcebooksDungeonomiconCharactonomicon
Back to Main Page3.5e HomebrewClassesBase Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceHigh +
AuthorGuiltyCharmer +
Base Attack Bonus ProgressionModerate +
Class AbilitySneak Attack + and Spontaneous Arcane Spellcasting +
Class Ability ProgressionFull +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillBalance +, Bluff +, Climb +, Concentration +, Craft +, Diplomacy +, Disable Device +, Disguise +, Gather Information +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Perform +, Profession +, Search +, Sense Motive +, Sleight of Hand +, Spellcraft +, Spot +, Survival +, Swim +, Tumble + and Use Magic Device +
Skill Points6 +
SummaryThis Assassin has mastered killing in its Entirety nothing can escape it. If Killing is an art, then you are its painter, and your weapons are the brushes +
TitleSkilled Assassin +
Will Save ProgressionPoor +