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Assassin Core Class
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<blockquote data-quote="GnomeWorks" data-source="post: 1020510" data-attributes="member: 162"><p>I got sick and tired of looking for a decent core Assassin class that didn't suck and didn't have spellcasting. Basically, something along the lines of the 1e assassin.</p><p></p><p>Not having much to do today, I worked out the following...</p><p></p><p>EDIT (10-9-04): Well, I'm starting up a campaign that uses this class, so I figured I'd update it. The last revision was quite horrible and not 3.5 compliant. Hopefully the changes I've made fix it so that it isn't as bad.</p><p></p><p>[code][color=white]Level BAB Fort Ref Will Special</p><p>----------------------------------------------------------------------------------</p><p>1 +0 +1 +2 +0 Poison Use, Sneak Attack +1d6</p><p>2 +1 +2 +3 +0 1st Favored Poison</p><p>3 +2 +2 +3 +1 Uncanny Dodge</p><p>4 +3 +3 +4 +1 Sneak Attack +2d6, Death Attack (Aerterial)</p><p>5 +3 +3 +4 +1 Quick Kill</p><p>6 +4 +3 +5 +2 2nd Favored Poison</p><p>7 +5 +4 +5 +2 Sneak Attack +3d6</p><p>8 +6/+1 +4 +6 +2 Death Attack (Debilitation)</p><p>9 +6/+1 +5 +6 +3 Improved Uncanny Dodge</p><p>10 +7/+2 +5 +7 +3 Sneak Attack +4d6, 3rd Favored Poison</p><p>11 +8/+3 +5 +7 +3 Camouflage</p><p>12 +9/+4 +6 +8 +4 Death Attack (Paralyzation)</p><p>13 +9/+4 +6 +8 +4 Sneak Attack +5d6</p><p>14 +10/+5 +7 +9 +4 4th Favored Poison</p><p>15 +11/+6/+1 +7 +9 +5 Hide in Plain Sight</p><p>16 +12/+7/+2 +7 +10 +5 Sneak Attack +6d6, Death Attack (Death)</p><p>17 +12/+7/+2 +8 +10 +5 </p><p>18 +13/+8/+3 +8 +11 +6 5th Favored Poison</p><p>19 +14/+9/+4 +9 +11 +6 Sneak Attack +7d6</p><p>20 +15/+10/+5 +9 +12 +6 [/color][/code]</p><p></p><p><strong>Abilities:</strong> Dexterity is important for the Hide skill, as well as attack rolls with ranged weapons. All of the death attack abilities are based off of Intelligence, so that is also an important ability for assassins.</p><p></p><p><strong>Hit Die:</strong> d6.</p><p><strong>Alignment:</strong> Any non-good.</p><p><strong>Skill Points/Level:</strong> 6 + Int mod</p><p></p><p><strong>Class Skills:</strong> Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Poisonmaking) (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Per), Move Silently (Dex), Search (Per), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Per), Tumble (Dex).</p><p></p><p><strong>Class Features</strong></p><p>All of the following are class features of the assassin core class.</p><p></p><p><strong>Weapon and Armor Proficiency:</strong> Assassins are proficient with all simple weapons, light martial weapons, and the hand crossbow, rapier, garotte, shortbow, and short sword. Assassins are proficient with light armor, but not shields.</p><p></p><p><strong>Poison Use (Ex):</strong> Assassins never poison themselves when applying poison.</p><p> </p><p><strong>Sneak Attack (Ex):</strong> If an assassin can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, the assassin's attack deals extra damage any time her target would be denied a Dexterity bonus to AC. This extra damage is 1d6 at first level, and increases by 1d6 every three assassin levels thereafter. This extra damage isn't multiplied by a critical hit.</p><p> </p><p><strong>Death Attack (Ex):</strong> If an assassin studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfuly deals damage, the sneak attack has an additional effect, depending upon what level the assassin is. An assassin can add only one death attack effect to a single sneak attack.</p><p></p><p>All death attack effects require 3 rounds of study prior to their use. During that time, the assassin can take no action other than studying the target. Studying in this manner is a full-round action that provokes an attack of opportunity each round. The assassin must succeed at a Concentration check to continue concentration if attacked or in adverse weather conditions; failure indicates that the assassin must begin the 3 rounds of study again next round. The target of study must be within 30 feet of the assassin in order to be studied effectively.</p><p></p><p>Once the assassin has successfully spent 3 rounds studying her target, she has 3 rounds to perform a sneak attack with a death attack effect. Once the 3 rounds has expired, the assassin must study the target again to be able to make a sneak attack with a death attack effect.</p><p></p><p>Creatures immune to sneak attack are also immune to death attack effects.</p><p></p><p><em>Aerterial:</em> If the assassin reduces his additional sneak attack damage by +1d6, the attack causes a wound that won't stop bleeding. Every round after taking damage from the attack, the creature takes 1 point of damage per point of the assassin's Intelligence modifier. Multiple aerterial death attacks stack. The continual damage continues until the creature receives a Heal check (DC 10 + assassin's level) or is healed by any form of magical healing.</p><p></p><p><em>Debilitation:</em> If the assassin reduces his additional sneak attack damage by +2d6, the attack causes a grievous wound that affects the target's ability to function. The sneak attack causes ( 2 + assassin's Intelligence modifier ) points of temporary ability damage to Strength or Dexterity, as the assassin sees fit.</p><p></p><p><em>Paralyzation:</em> If the assassin reduces his additional sneak attack damage by +3d6, the attack paralyzes the creature. If the creature fails a Fortitude save against DC 10 + one-half assassin's level + assassin's Intelligence modifier, the creature's mind and body become enervated, rendering him helpless and unable to act for 1d6 rounds + assassin's Intelligence modifier. </p><p></p><p><em>Death:</em> If the assassin reduces his additional sneak attack damage by +4d6, the attack kills the creature. If the creature fails a Fortitude save against DC 10 + one-half assassin's level + assassin's Intelligence modifier, the creature dies.</p><p> </p><p><strong>Favored Poison (Ex):</strong> At 2nd level and every four levels thereafter, an assassin may select a single poison. Due to her extensive study of this chosen poison and training in the proper techniques for utilizing it, the assassin gets a +2 bonus on the Craft (Poisonmaking) check, as well as the saving throw DC for the poison. In addition, at each such level that the assassin gains a new favored poison, the bonuses with any one favored poison (including the one just selected, if so desired), increases by 2.</p><p> </p><p><strong>Uncanny Dodge (Ex):</strong> Starting at 3rd level, an assassin can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC even if she is caught float-footed or struck by an invisible attacker. However, she still loses her Dex bonus to AC if immobilized.</p><p> </p><p><strong>Quick Kill:</strong> At 5th level, the assassin has learned to kill and kill quickly. She can perform a coup de grace as a standard action.</p><p></p><p><strong>Improved Uncanny Dodge (Ex):</strong> An assassin of 9th level or higher can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense deies another assassin the ability to sneak-attack the character by flanking her, unless the atacker has at least four more assassin levels than the target.</p><p></p><p><strong>Camouflage (Ex):</strong> An assassin of 11th level has become adept at hiding, such that he can make Hide checks even when her surroundings do not grant cover or concealment.</p><p></p><p><strong>Hide in Plain Sight (Ex):</strong> At 15th level, the assassin can use the Hide skill even while being observed.</p></blockquote><p></p>
[QUOTE="GnomeWorks, post: 1020510, member: 162"] I got sick and tired of looking for a decent core Assassin class that didn't suck and didn't have spellcasting. Basically, something along the lines of the 1e assassin. Not having much to do today, I worked out the following... EDIT (10-9-04): Well, I'm starting up a campaign that uses this class, so I figured I'd update it. The last revision was quite horrible and not 3.5 compliant. Hopefully the changes I've made fix it so that it isn't as bad. [code][color=white]Level BAB Fort Ref Will Special ---------------------------------------------------------------------------------- 1 +0 +1 +2 +0 Poison Use, Sneak Attack +1d6 2 +1 +2 +3 +0 1st Favored Poison 3 +2 +2 +3 +1 Uncanny Dodge 4 +3 +3 +4 +1 Sneak Attack +2d6, Death Attack (Aerterial) 5 +3 +3 +4 +1 Quick Kill 6 +4 +3 +5 +2 2nd Favored Poison 7 +5 +4 +5 +2 Sneak Attack +3d6 8 +6/+1 +4 +6 +2 Death Attack (Debilitation) 9 +6/+1 +5 +6 +3 Improved Uncanny Dodge 10 +7/+2 +5 +7 +3 Sneak Attack +4d6, 3rd Favored Poison 11 +8/+3 +5 +7 +3 Camouflage 12 +9/+4 +6 +8 +4 Death Attack (Paralyzation) 13 +9/+4 +6 +8 +4 Sneak Attack +5d6 14 +10/+5 +7 +9 +4 4th Favored Poison 15 +11/+6/+1 +7 +9 +5 Hide in Plain Sight 16 +12/+7/+2 +7 +10 +5 Sneak Attack +6d6, Death Attack (Death) 17 +12/+7/+2 +8 +10 +5 18 +13/+8/+3 +8 +11 +6 5th Favored Poison 19 +14/+9/+4 +9 +11 +6 Sneak Attack +7d6 20 +15/+10/+5 +9 +12 +6 [/color][/code] [b]Abilities:[/b] Dexterity is important for the Hide skill, as well as attack rolls with ranged weapons. All of the death attack abilities are based off of Intelligence, so that is also an important ability for assassins. [b]Hit Die:[/b] d6. [b]Alignment:[/b] Any non-good. [b]Skill Points/Level:[/b] 6 + Int mod [b]Class Skills:[/b] Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Poisonmaking) (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Per), Move Silently (Dex), Search (Per), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Per), Tumble (Dex). [b]Class Features[/b] All of the following are class features of the assassin core class. [b]Weapon and Armor Proficiency:[/b] Assassins are proficient with all simple weapons, light martial weapons, and the hand crossbow, rapier, garotte, shortbow, and short sword. Assassins are proficient with light armor, but not shields. [b]Poison Use (Ex):[/b] Assassins never poison themselves when applying poison. [b]Sneak Attack (Ex):[/b] If an assassin can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, the assassin's attack deals extra damage any time her target would be denied a Dexterity bonus to AC. This extra damage is 1d6 at first level, and increases by 1d6 every three assassin levels thereafter. This extra damage isn't multiplied by a critical hit. [b]Death Attack (Ex):[/b] If an assassin studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfuly deals damage, the sneak attack has an additional effect, depending upon what level the assassin is. An assassin can add only one death attack effect to a single sneak attack. All death attack effects require 3 rounds of study prior to their use. During that time, the assassin can take no action other than studying the target. Studying in this manner is a full-round action that provokes an attack of opportunity each round. The assassin must succeed at a Concentration check to continue concentration if attacked or in adverse weather conditions; failure indicates that the assassin must begin the 3 rounds of study again next round. The target of study must be within 30 feet of the assassin in order to be studied effectively. Once the assassin has successfully spent 3 rounds studying her target, she has 3 rounds to perform a sneak attack with a death attack effect. Once the 3 rounds has expired, the assassin must study the target again to be able to make a sneak attack with a death attack effect. Creatures immune to sneak attack are also immune to death attack effects. [i]Aerterial:[/i] If the assassin reduces his additional sneak attack damage by +1d6, the attack causes a wound that won't stop bleeding. Every round after taking damage from the attack, the creature takes 1 point of damage per point of the assassin's Intelligence modifier. Multiple aerterial death attacks stack. The continual damage continues until the creature receives a Heal check (DC 10 + assassin's level) or is healed by any form of magical healing. [i]Debilitation:[/i] If the assassin reduces his additional sneak attack damage by +2d6, the attack causes a grievous wound that affects the target's ability to function. The sneak attack causes ( 2 + assassin's Intelligence modifier ) points of temporary ability damage to Strength or Dexterity, as the assassin sees fit. [i]Paralyzation:[/i] If the assassin reduces his additional sneak attack damage by +3d6, the attack paralyzes the creature. If the creature fails a Fortitude save against DC 10 + one-half assassin's level + assassin's Intelligence modifier, the creature's mind and body become enervated, rendering him helpless and unable to act for 1d6 rounds + assassin's Intelligence modifier. [i]Death:[/i] If the assassin reduces his additional sneak attack damage by +4d6, the attack kills the creature. If the creature fails a Fortitude save against DC 10 + one-half assassin's level + assassin's Intelligence modifier, the creature dies. [b]Favored Poison (Ex):[/b] At 2nd level and every four levels thereafter, an assassin may select a single poison. Due to her extensive study of this chosen poison and training in the proper techniques for utilizing it, the assassin gets a +2 bonus on the Craft (Poisonmaking) check, as well as the saving throw DC for the poison. In addition, at each such level that the assassin gains a new favored poison, the bonuses with any one favored poison (including the one just selected, if so desired), increases by 2. [b]Uncanny Dodge (Ex):[/b] Starting at 3rd level, an assassin can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC even if she is caught float-footed or struck by an invisible attacker. However, she still loses her Dex bonus to AC if immobilized. [b]Quick Kill:[/b] At 5th level, the assassin has learned to kill and kill quickly. She can perform a coup de grace as a standard action. [b]Improved Uncanny Dodge (Ex):[/b] An assassin of 9th level or higher can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense deies another assassin the ability to sneak-attack the character by flanking her, unless the atacker has at least four more assassin levels than the target. [b]Camouflage (Ex):[/b] An assassin of 11th level has become adept at hiding, such that he can make Hide checks even when her surroundings do not grant cover or concealment. [b]Hide in Plain Sight (Ex):[/b] At 15th level, the assassin can use the Hide skill even while being observed. [/QUOTE]
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