Hello, I have recently started an all Rogue campaign, and some of my players took an interest in the Assassin PrC. After the PC's looked it over they all agreed that the DMG version is not very Assassin like. Sure you get Death Attack, but thats it...and you get it at 1st level. There is not much else to it, the +5 bonus you get vs Poisons can be replaced by the Resist Poison Feat (Masters of the Wild), the Sneak attack and Uncanny Dodge you already have as a Rogue, which leaves spells...why does an Assassin have spells? Assassin's kill people quikly, not cast spells. (Oh, look there is an Assassin hiding in the shadows waving his arms about verbally casting spells, RUN!)
So, the PC's asked me to rewrite the PrC for them. Here is what I came up with...
The Assassin
Requirements
In Order to become an Assassin you must fufill the following criteria:
Move Silently: 9 ranks
Hide: 9 ranks
Disguise: 5 ranks
Knowledge: Heal or Anatomy 5 ranks
Alchemy: 1 rank (for posion creation)
Alignment: Any non-good
Game Rule Information
Base Attack Bonus: As Shadowdancer
Hit Die: d6
Saves: Reflex Strong
Class Skills: As Rogue
Points: 4 + Int per level
Weapons and Armor
Due to the very nature of the Assassins disguise's they are proficient in all Simple weapons, and One Matial Weapon. Assassins are profitient in light armors, but no shields.
Class Features
These are the class features of the Assassin
1 Sneak attack +1d6, Poison Use, Crippling Strike
2 Stealthy
3 Sneak attack +2d6
4 Resist Poison, Paralyzing Strike
5 Sneak attack +3d6
6 Fast Climb
7 Sneak attack +4d6, Death Strike
8 Fast Stealth
9 Sneak attack +5d6
10 Quick Strike
Sneak Attack- At first level and every other level after that the Assassin gains an aditional d6 to there Sneak Attack.
Crippling Strike- At first level through he intense studying of Anatomy (considered a part of the Healing Skill) the Assassin can pin-point, and strike areas of the body to weaken her foes. On every succesfull Sneak Attack, the Assassin also does 1 point of temperary Strength damage.
Stealthy- At second level the Assassin has learned that a visible assassin, is a dead assassin. As so she enjoys the Stealthy Feat for free (Forgotten Realms p28), which entitles the Assassin a +2 to both Hide and Move Silently.
Resist Poison -Through extensive research and use of posions, the Assassin has built up some what of an immunity towards them. She enjoys the benifits of the Resist Posion Feat (Masters of the Wild p25). Granting her a +4 on her Fort saves vs poison.
Paralyzing Strike- Through the study of Anatomy the Assassin may attempt to paralyze her victims. The Assassin must take 3 rounds to study her mark, then make a succesfull Sneak attack. If she hits, the mark must make a Fort saving throw (DC 10 + Assassin level + Int modifier) or become helpless for 1d6 rounds plus 1 per Assassin level. (strait out of the Assassin PrC, DMG p30)If the mark make their save, the strike becomes a normal Sneak Attack.
Fast Climb- In luie of having to get in and out of any situation as fast as she can, the Assassin can now Climb walls with remarkable skill. If the Assassin is in no, or light armor and takes a full round action, she may Climb at her full movement rate, and still retain her Dex bonus.
Death Strike- The Assassin has now perfected her study of Anatomy, and can now can kill with a single strike. Same rules as Paralyzing Strike apply to Death Strike, apart from if the mark fails his Fort save, he..well...dies.
Fast Stealth- Speed is one of the Assassins strongest weapons, to get in, kill her mark, then leave unnoticed. From 8th level and on the Assassin in no, or light armor may move her full Speed while Hiding and Moving Silently.
Quick Strike- The Assassin has to what ever it takes to get the job done. At 10th level, if an Assassin fails her Death Attack, she may make and additional Sneak attack at her mark as a FREE action. This attack is made at her full attack bonus, and has to be made with the same weapon as the Death attack was.
So, the PC's asked me to rewrite the PrC for them. Here is what I came up with...
The Assassin
Requirements
In Order to become an Assassin you must fufill the following criteria:
Move Silently: 9 ranks
Hide: 9 ranks
Disguise: 5 ranks
Knowledge: Heal or Anatomy 5 ranks
Alchemy: 1 rank (for posion creation)
Alignment: Any non-good
Game Rule Information
Base Attack Bonus: As Shadowdancer
Hit Die: d6
Saves: Reflex Strong
Class Skills: As Rogue
Points: 4 + Int per level
Weapons and Armor
Due to the very nature of the Assassins disguise's they are proficient in all Simple weapons, and One Matial Weapon. Assassins are profitient in light armors, but no shields.
Class Features
These are the class features of the Assassin
1 Sneak attack +1d6, Poison Use, Crippling Strike
2 Stealthy
3 Sneak attack +2d6
4 Resist Poison, Paralyzing Strike
5 Sneak attack +3d6
6 Fast Climb
7 Sneak attack +4d6, Death Strike
8 Fast Stealth
9 Sneak attack +5d6
10 Quick Strike
Sneak Attack- At first level and every other level after that the Assassin gains an aditional d6 to there Sneak Attack.
Crippling Strike- At first level through he intense studying of Anatomy (considered a part of the Healing Skill) the Assassin can pin-point, and strike areas of the body to weaken her foes. On every succesfull Sneak Attack, the Assassin also does 1 point of temperary Strength damage.
Stealthy- At second level the Assassin has learned that a visible assassin, is a dead assassin. As so she enjoys the Stealthy Feat for free (Forgotten Realms p28), which entitles the Assassin a +2 to both Hide and Move Silently.
Resist Poison -Through extensive research and use of posions, the Assassin has built up some what of an immunity towards them. She enjoys the benifits of the Resist Posion Feat (Masters of the Wild p25). Granting her a +4 on her Fort saves vs poison.
Paralyzing Strike- Through the study of Anatomy the Assassin may attempt to paralyze her victims. The Assassin must take 3 rounds to study her mark, then make a succesfull Sneak attack. If she hits, the mark must make a Fort saving throw (DC 10 + Assassin level + Int modifier) or become helpless for 1d6 rounds plus 1 per Assassin level. (strait out of the Assassin PrC, DMG p30)If the mark make their save, the strike becomes a normal Sneak Attack.
Fast Climb- In luie of having to get in and out of any situation as fast as she can, the Assassin can now Climb walls with remarkable skill. If the Assassin is in no, or light armor and takes a full round action, she may Climb at her full movement rate, and still retain her Dex bonus.
Death Strike- The Assassin has now perfected her study of Anatomy, and can now can kill with a single strike. Same rules as Paralyzing Strike apply to Death Strike, apart from if the mark fails his Fort save, he..well...dies.
Fast Stealth- Speed is one of the Assassins strongest weapons, to get in, kill her mark, then leave unnoticed. From 8th level and on the Assassin in no, or light armor may move her full Speed while Hiding and Moving Silently.
Quick Strike- The Assassin has to what ever it takes to get the job done. At 10th level, if an Assassin fails her Death Attack, she may make and additional Sneak attack at her mark as a FREE action. This attack is made at her full attack bonus, and has to be made with the same weapon as the Death attack was.