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Looking for an assassin class
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<blockquote data-quote="Mon" data-source="post: 4633119" data-attributes="member: 71673"><p>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.</p><p></p><p>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'.</p><p></p><p>ASSASSIN</p><p></p><p>Hit Die: d6</p><p>Alignment: Any non-good</p><p>Ability Scores: Dexterity, Strength, and Charisma</p><p></p><p>Base Attack Bonus: Average (as rogue)</p><p>Good Saves: Reflex</p><p></p><p>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.</p><p>Skill Points per Level: 6 + Int bonus (x4 at first level)</p><p></p><p>1 Death Vow +1d4, Poison Use</p><p>2 Shock Attack</p><p>3 Death Vow +2d4</p><p>4 Poisoner's Art +1</p><p>5 Death Vow +3d4</p><p>6 Get The Drop</p><p>7 Death Vow +4d4</p><p>8 Poisoner's Art +2</p><p>9 Death Vow +5d4</p><p>10 Sniper's Eye</p><p>11 Death Vow +6d4</p><p>12 Poisoner's Art +3</p><p>13 Death Vow +7d4</p><p>14 Deadly Precision</p><p>15 Death Vow +8d4</p><p>16 Poisoner's Art +4</p><p>17 Death Vow +9d4</p><p>18 Hide In Plain Sight</p><p>19 Death Vow +10d4</p><p>20 Poisoner's Art +5</p><p></p><p>CLASS FEATURES</p><p></p><p>* Weapon and Armour Proficiency: All simple weapons, plus the blowgun, garrotte, hand crossbow, rapier, short bow, shortsword, and shuriken. Light armour and small shields.</p><p></p><p>* 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.</p><p> </p><p>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.</p><p></p><p>* 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.</p><p></p><p>* 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.</p><p></p><p>* 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.</p><p></p><p>* Get The Drop (Ex): At 6th level an assassin can make his initiative rolls twice, and keep the better result.</p><p></p><p>* 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.</p><p></p><p>* 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).</p><p></p><p>* Hide In Plain Sight (Ex): At 18th level the assassin can hide in any crowded or shadowy area even while being observed.</p></blockquote><p></p>
[QUOTE="Mon, post: 4633119, member: 71673"] 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. [/QUOTE]
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