Assassin of the Hell God (AHG)
Prerequisites:
Alignment: any Evil
HD: d6
BAB: 3/4 (as Rogue)
Good Saves: Fortitude, Reflex / Bad Save: Will
Skill Points: 2 + Int bonus
Class Skills: Balance (Dex), Climb (Str), Craft (Int), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowlege (Religion, Planes) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Weapons and Armor: Assassins of the Hell God are proficient with light armor and shields, and with all simple weapons. They are also proficient with Hand Crossbows, Saps, Shuriken, Spiked Chains, and Whips.
Code:
[u]
Level BAB Fort Ref Will Special Abilities[/u]
1 +0 +2 +2 +0 Dark Patron, Aura of Evil,
Sneak Attack +1d6
2 +1 +3 +3 +0 Minor Dark Gift
3 +2 +3 +3 +1 Sneak Attack +2d6
4 +3 +4 +4 +1 Minor Dark Gift
5 +3 +4 +4 +1 Sneak Attack +3d6
6 +4 +5 +5 +2 Minor Dark Gift
7 +5 +5 +5 +2 Sneak Attack +4d6
8 +6 +6 +6 +2 Dark Gift
9 +6 +6 +6 +3 Sneak Attack +5d6
10 +7 +7 +7 +3 Dark Gift
11 +8 +7 +7 +3 Sneak Attack +6d6
12 +9 +8 +8 +4 Dark Gift
13 +9 +8 +8 +4 Sneak Attack +7d6
14 +10 +9 +9 +4 Dark Gift
15 +11 +9 +9 +5 Sneak Attack +8d6
16 +12 +10 +10 +5 Aspect of Hell
17 +12 +10 +10 +5 Sneak Attack +9d6
18 +13 +11 +11 +6 Aspect of Hell
19 +14 +11 +11 +6 Sneak Attack +10d6
20 +15 +12 +12 +6 Infernal Agent
Special Abilities:
- Dark Patron: The Assassin swears fealty to the Insane Hell God, forswearing all other Powers. He may never take levels of Paladin or Druid. At the DM's option, he may convert previously acquired levels of Paladin or Druid directly into levels of Assassin.
- Aura of Evil (Su): The Assassin detects as [Evil]. Furthermore, the aura surrounding the Assassin grants a +2 bonus on all Intimidate checks, but causes a -4 penalty on Diplomacy checks against Good targets.
- Sneak Attack: As the Rogue class ability (and it stacks with other sources of Sneak Attack).
- Minor Dark Gift: The Hell God grants the Assassin a minor boon, chosen from the following list:
- Evasion
- Uncanny Dodge
- Poison Use (as Blackguard class ability)
- Bonus Feat chosen from the following list: Combat Reflexes, Dodge (Mobility, Spring Attack), Power Attack (Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder), Weapon Finesse, Weapon Focus.
- Dark Gift: The Hell God grants the Assassin a boon, chosen from the following list:
- Death Attack (as core Assassin class ability)
- Immunity to Poison
- Improved Evasion
- Improved Uncanny Dodge
- Smite Good +1/day (as Blackguard class ability) -- this Gift may be taken multiple times
- Luck of Fiends (Su): +2 Luck bonus on all saving throws
- Eyes of the Beast (Su): Darkvision 120 ft.
- Hell's Comfort (Ex): Acid, Cold & Fire Resistance 10
- Aspect of Hell: The Hell God grants the Assassin a mighty boon, chosen from the following list:
- Infernal Wound (Su): Melee damage delt by an Assassin causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by an Assassin's melee attack must succeed on a caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the Assassin, not of the weapon. The Heal & caster level check DC is 10 + 1/2 Assassin level + Con bonus.
- Fear Aura (Su): Assassins can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a Will save or be affected as though by a fear spell (caster level = Assassin level). A creature that successfully saves cannot be affected again by the same Assassin's aura for 24 hours. Devils are immune to the aura. The save DC is 10 + 1/2 Assassin level + Cha bonus.
- Invisible in Light (Su): The Assassin becomes invisible in any area lit well enough for a human to see. In a darkened area, it shows up as a faintly glowing outline visible up to 30 feet away (60 feet if the viewer has low-light vision). Magical darkness smothers the glow and conceals the outline.
- Eyes of the Pit (Su): The Assassin can see perfectly in darkness of any kind, even that created by a deeper darkness spell. (Note: this does NOT provide Darkvision.)
- Regeneration (Ex): The Assassin takes normal damage from silvered weapons, good-aligned weapons, and spells or effects with the good descriptor. If the Assassin loses a piece of its body regrows it in 2d6x10 minutes. Holding the severed member against the stump enables it to reattach instantly.
- Infernal Agent (Ex): The Assassin becomes an Outsider with the [Native] and [Evil] descriptors. He gains DR 10/Magic.
-- N