Looking for an assassin class

Cevalic

First Post
The title pretty much says it all. I need an assassin base class, not prestige type, and preferably one that doesnt use magic. Anyone know where I can find one (hopefully that doesnt require buying an entire book for just one class, but at this point I might have too)? Ive been away from D&D for a while, so I figured I might have missed some type of book that came out that might have one in it. Thanks in advance!
 

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Here is one I used for an old 3rd Ed campaign. I threw it together, feel free to modify whatever you like. :)

Class Level Base Attack Fort Ref Will Special
1 0 0 2 0 Death Attack, SA 1d6, Poison Use, Improved Unarmed strike 1d6
2 1 0 3 0 Poison Craftsman, Evasion
3 2 1 3 1 SA 2d6, Painful strike
4 3 1 4 1 Uncanny Dodge
5 3 1 4 1 SA 3d6 , Poison Reaper
6 4 2 5 2 Life is cheap, Uncanny Dodge (can't be flanked)
7 5 2 5 2 SA 4d6, Silent strike
8 6/1 2 6 2 Blinding Strike
9 6/1 3 6 3 SA 5d6, Trap craftsman
10 7/2 3 7 3 Crippling Strike
11 8/3 3 7 3 SA 6d6, Uncanny Dodge (+1 vs. traps)
12 9/4 8 4 Life is worthless
13 9/4 4 8 4 SA 7d6 Improved Evasion
14 10/5 4 9 4 Uncanny Dodge (+2 vs. traps), Agonizing Strike
15 11/6/1 5 9 5 SA 8d6
16 12/7/2 5 10 5 Opportunist
17 12/7/2 5 10 5 SA 9d6, Uncanny Dodge (+3 vs. traps)
18 13/8/3 6 11 6 Wounding strike
19 14/9/4 6 11 6 SA 10d6
20 15/10/5 6 12 6 Uncanny Dodge (+4 vs. traps)


Alignment: Any non-lawful
Hit die: d6
Class Skills: Balance, Bluff, Climb, Concentration, Craft (poison), Craft (Traps), Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Innuendo, Intimidate, Intuit Direction, Jump, Listen, Move Silently, Open Locks, Read Lips, Search, Sense Motive, Spot, Swim, Tumble, Use Rope
Skill points at 1st Level: (6 + Int modifier) x4
Skill points at each Additional Level: 6 + Int modifier
Class Features:
Weapon and Armor Proficiency: An assassins training includes proficiency with the following weapons: crossbow (hand, light, and heavy), dagger, dart, rapier, sap, shortbow (including composite), shortsword, club, quarterstaff, Long knife, and garrote. Assassins are proficient with light armor only.
Sneak Attack: The assassin may sneak attack exactly as a rogue does. Sneak attack damage does not stack with rogue levels but does stack with any prestige class, which grants this ability.
Poison Use: Assassins are trained with poisons and never risk accidentally poisoning themselves when applying poison.
Improved Unarmed Strike 1d6: Assassins are efficient killers and are never unarmed. All assassins may make unarmed attacks that inflict 1d6 damage. The assassin is considered armed and may deal subdual damage if desired.
Death Attack: If the 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 victim (assassin’s choice). While studying the victim, the assassin may take other actions so long as his attention stays focused on the victim and the victim does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fort save (DC 10+ assassin class level+ Intelligence modifier,+1 for every level the assassin is above the victim, -1 for every level the assassin is below the victim) against the attack, he dies or is paralyzed for 1d6 rounds plus one round per level of the assassin. If the saving throw succeeds the attack is just a normal sneak attack. Special: If the victim is subject to a coup de grace the assassin need not spend any time studying to make the attack and the victim must make the save at DC 15 plus all applicable mods.
Poison Craftsman: The assassin gains a +4 bonus to the Craft (poisons) skill.
Evasion: This works exactly as the rogue ability.
Painful Strike: You are able to strike where it counts. You may target sensitive areas causing tremendous pain. As a full attack action, you may make one attack at your best attack bonus. If you hit your opponent, he must make Fortitude save (DC 10 + assassin level) or be partially overcome with pain. Your foe receives a –2 circumstance penalty to all attacks, saves, and damage rolls until your next action. This ability only functions against opponents who are subject to critical hits. This ability replaces sneak attack damage if that would apply.
Uncanny Dodge: This works exactly like the rogue ability.
Poison Reaper: You can extract one dose of poison from a dead creature that uses venom. The creature may not have been dead for more than 24 hours and it takes one hour of work to extract the poison. The extraction requires a craft (poisons) check (DC 20). If successful you gain one dose of injury poison from the creature’s venom. This poison functions exactly like the source creature’s venom when applied to a weapon with the save DC decreased by 1d4 due to exposure to air.
Life is Cheap: Due to their ability to recognize an opening when it presents itself, an assassin of 6th level or higher may make a coup de grace as a standard action instead of a full round action.
Silent Strike: When attacking from hiding with a ranged weapon, the assassin’s opponents must make a Spot check in order to determine his location. For each attack the assassin makes after the first, his opponents gain a +2 competence bonus to their Spot checks. This bonus accumulates for a particular foe until he discovers the assassin’s location.
Blinding Strike: Your mastery of underhanded yet efficient tactics allows you to temporarily blind your foe. You may use the full attack action to make an attack that blinds your foe. Make a single attack using your best base attack bonus. If you hit, your opponent must make Fortitude save ( DC 10+ assassin level) or be blinded for 1d4 rounds. This attack only works once per battle against a given foe. Only creatures that use visual organs to see are vulnerable to this attack. This ability will only function against opponents who are subject to critical hits. This ability replaces sneak attack damage if that would apply.
Trap Craftsman: The assassin gains a +4 bonus to the Craft ( Traps) skill.
Crippling Strike: This works exactly like the rogue ability.
Life is Worthless: At this level the assassin may make coup de grace attacks as a stand action without provoking attacks of opportunity.
Improved Evasion: this works exactly like the rogue ability.
Agonizing Strike: When making a sneak attack you may choose to stun your opponent rather than inflict damage. Using a full attack action to execute a sneak attack you may opt to stun rather than inflict sneak attack damage. Your opponent takes normal damage from the attack and instead must make a Fortitude save ( DC 10+ assassin level) or be stunned for a number of rounds equal to half your assassin level.
Opportunist: this works exactly like the rogue ability.
Wounding Strike: Your sneak attacks are devastating. A successful sneak attack deals 1d2 points of Dexterity damage to the target. This effect stacks with Crippling Strike.
 
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Ahzad

Explorer
I would recommend the assassin base class from the d20 Freeport Companion by Green Ronin. It should fit the bill nicely.
 


Cevalic

First Post
Thanks for the responses guys. Definately helps. I think that homemade class will work perfectly ExplorerWizard. Saves me from buying a book and is different enough from a standard rogue to get the job done. Thanks again everyone.
 

Mon

Explorer
We don't use prestige classes in our games, and I have loved assassins ever since 1E and Dragon Warriors. So we've been using this assassin class since about 2002 or 2003 in our 3e campaigns. They make great antagonists for hunting the PCs since they're deadly when they are after you but not intakills. As PCs they play quite differently to rogues - which is nice since one of the design goals for the class was to have no overlap in class features with rogues.

For those familair with the old Dragon Warriors game from the 80's, you'll see that the main features of this class - Death Vow and Shock Attack - are pretty much yoinked directly from there and adjusted for a 20-level 3e D&D class. The rest of the class is cobbled together from other people's ideas as well. Also, it has evolved quite a lot since ~2002 thanks to things like swift actions coming along and other new material for a-stealin'.

ASSASSIN

Hit Die: d6
Alignment: Any non-good
Ability Scores: Dexterity, Strength, and Charisma

Base Attack Bonus: Average (as rogue)
Good Saves: Reflex

Class Skills: Balance, Bluff, Climb, Craft, Disguise, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Profession, Search, Sleight Of Hand, Speak Language, Spot, Use Rope.
Skill Points per Level: 6 + Int bonus (x4 at first level)

1 Death Vow +1d4, Poison Use
2 Shock Attack
3 Death Vow +2d4
4 Poisoner's Art +1
5 Death Vow +3d4
6 Get The Drop
7 Death Vow +4d4
8 Poisoner's Art +2
9 Death Vow +5d4
10 Sniper's Eye
11 Death Vow +6d4
12 Poisoner's Art +3
13 Death Vow +7d4
14 Deadly Precision
15 Death Vow +8d4
16 Poisoner's Art +4
17 Death Vow +9d4
18 Hide In Plain Sight
19 Death Vow +10d4
20 Poisoner's Art +5

CLASS FEATURES

* Weapon and Armour Proficiency: All simple weapons, plus the blowgun, garrotte, hand crossbow, rapier, short bow, shortsword, and shuriken. Light armour and small shields.

* Death Vow (Ex): An assassin can swear an oath to kill a specific indivdual as a swift action, driving the deed so far into his subconscious that he becomes relentless and single-minded in his task. The assassin doesn't need to be able to see the target if he knows their name and appearance. His attacks deal an extra 1d4 points of precision-based damage against the target of his death vow per odd-numbered assassin level (+2d4 at 3rd level +3d4 at 5th level, and so on). Because the damage is precision-based, creatures with concealment or that are immune to critical hits are also immune to the extra damage, and ranged targets need to be within 30 feet. If the assassin needs to hunt down his target, he can take 10 on gather information, knowledge (local), and survival checks made to do so.

An assassin can only have one death vow target at a time, and cannot declare another until the current target is dead or he renounces the vow. Renouncing the vow is a severe psychological undertaking that prevents the assassin swearing another death vow for 24 hours. In any case, he cannot swear a new death vow within ten minutes of swearing a previous one which means that during most encounters he will only be able to mark one such target.

* Poison Use (Ex): An assassin can craft and use poison without any chance of accidentally poisoning himself. Furthermore, he can apply poison to a weapon as a move action isntead of a standard action.

* Shock Attack (Ex): When an assassin of 2nd level or higher attacks a flat-footed opponent, they are dazed for one round unless they succeed at a fortitude save (DC 10 + half assasin level + Dex Bonus). Opponents with more hit dice than the assassin's class level are staggered instead of dazed if they fail their save.

* Poisoner's Art (Ex): At 4th, 8th, 12th, 16th, and 20th level an assassin gains a +1 bonus to saving throws against poison, and to the DC of any poison that he crafts or administers himself. If he is trained in craft (poison), the bonus applies to his craft (poison) checks as well.

* Get The Drop (Ex): At 6th level an assassin can make his initiative rolls twice, and keep the better result.

* Sniper's Eye (Ex): At 10th level, the distance at which an assassin can benefit from precision effects increases by 30ft, or 60ft. if he uses a crossbow.

* Deadly Precision (Ex): At 14th level, the assassin increases the critical threat range of any weapon he is proficient with by one. This stacks with the increase from a keen weapon or the improved critical feat (but doesn't allow those two to stack with each other).

* Hide In Plain Sight (Ex): At 18th level the assassin can hide in any crowded or shadowy area even while being observed.
 
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Nifft

Penguin Herder
The title pretty much says it all. I need an assassin base class, not prestige type, and preferably one that doesnt use magic.
What do you want that can't be found in some combination of Rogue, Ranger, Scout and Swordsage?

Cheers, -- N
 

Mon

Explorer
What do you want that can't be found in some combination of Rogue, Ranger, Scout and Swordsage?

Cheers, -- N

... an assassin base class? :p

Assassin is a valid archetype that is at least as distinct from rogue as barbarian is from fighter IMO. Assassin base classes can be alot of fun - as PCs and villains (especially as villains :devil:). It may be badwrongfun for some, but it is pure fun for others. Of course, YMMV :)
 
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Runestar

First Post
I think the bigger question is - what is the OP looking for in an assassin class? It sounds more like a title than a role or archetype. Druids can be viable assassins since they can cast spells while wildshaped, and no one is going to suspect the source of that firestorm spell to be from that innocent-looking bird perched on the tree. Wizards can do scry and die tactics, and even bards can get their knocks in by "suggesting" that their target jump off a tall building or something.;)
 


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