Kerrick
First Post
This was inspired by the PrC discussion over on the GD boards - several people said that if you removed the Death Attack ability, the assassin would collapse in on itself. I agree, so I sat down and came up with this beefed-up version of the assassin. Prereqs are all the same except as noted below. I didn't fiddle with the spells - they're pretty much an optional component that you can remove without affecting the class's balance.
[Edit: I can only save this in .rtf format, and I can't upload .rtf, so you'll have to get it off my website instead (sorry): www.geocities.com/mistmane/assassin.rtf ]
Special: Must accept (and complete) a contract given by the guildmaster for free.
Saves and BAB - same as assassin
1 Sneak attack +1d6
2 Death attack, uncanny dodge
3 Assassin path I
4 Sneak attack +2d6
5 Ranged death attack, improved uncanny dodge
6 Assassin path II
7 Sneak attack +3d6
8 Death strike, evasion
9 Assassin path III
10 Sneak attack +4d6
Sneak attack: As rogue ability.
Death attack: As assassin ability.
Uncanny dodge: As rogue ability.
Assassin Path: At 3rd level, an assassin may choose to specialize in a "path" - a series of related abilities that define the assassin's method of killing. There are three paths, though the DM could certainly create more:
The Hunter: The Hunter prefers the hands-on approach.
I: Signature weapon: The assassin may choose any one weapon. He gains proficiency with this weapon, if he did not already have it. Additionally, he gains a +2 competence bonus to attack rolls when using this weapon.
II: Death attack bonus: When the assassin uses his signature weapon for a death attack, he adds a +2 competence bonus to the DC.
III: Specialization: The assassin is so competent with his weapon that he gains the Weapon Specialization feat with that weapon.
The Poisoner: The assassin is expert in knowledge and use of all types of poisons.
I: Poison use. As the assassin ability.
II: Poison Resistance: The assassin gains the Poison Resistance feat (from Crimson Contracts; the assassin gains a +4 resistance bonus to poisons.)
III: Toxic Immunity: The assassin gains the Toxic Immunity feat (also from Crimson Contracts; the assassin can choose two poisons to which he is immune).
The Infiltrator: The assassin is a chameleon - he can appear as anyone, killing his victims and getting away without anyone even getting a glimpse of his face.
I: Mimicry: The assassin gains a +6 competence bonus to Disguise checks.
II: Hide in plain sight: As the assassin ability.
III: Aura of normalcy: If the assassin is moving at normal speed and not drawing attention to himself (i.e., making an excessive amount of noise, wearing eye-catching clothes, or drenched in blood), the eyes of those around him merely slide past him as if he weren't there. Anyone attempting to actually study the assassin must make a Will save (DC 10+1/2 assassin's level + assassin's Cha mod) or fail to see him as anything more significant than a piece of furniture. If the assassin speaks, moves faster than a walk, or makes an attack of any kind, those around can see him if they look - he must either successfully hide or move out of sight before he can use this ability against anyone in that area again.
Ranged Death attack: The assassin may make a death attack if the target is within 30 feet. All other criteria for the death attack still apply.
Improved uncanny dodge: As rogue ability.
Evasion: As rogue ability. If the character already has evasion, he gains improved evasion instead.
Death Strike: The assassin may make a death attack against a helpless target as a full-round action (i.e., in place of a coup de grace). The strike automatically hits, but the victim may still make a save to avoid the effect.
[Edit: I can only save this in .rtf format, and I can't upload .rtf, so you'll have to get it off my website instead (sorry): www.geocities.com/mistmane/assassin.rtf ]
Special: Must accept (and complete) a contract given by the guildmaster for free.
Saves and BAB - same as assassin
1 Sneak attack +1d6
2 Death attack, uncanny dodge
3 Assassin path I
4 Sneak attack +2d6
5 Ranged death attack, improved uncanny dodge
6 Assassin path II
7 Sneak attack +3d6
8 Death strike, evasion
9 Assassin path III
10 Sneak attack +4d6
Sneak attack: As rogue ability.
Death attack: As assassin ability.
Uncanny dodge: As rogue ability.
Assassin Path: At 3rd level, an assassin may choose to specialize in a "path" - a series of related abilities that define the assassin's method of killing. There are three paths, though the DM could certainly create more:
The Hunter: The Hunter prefers the hands-on approach.
I: Signature weapon: The assassin may choose any one weapon. He gains proficiency with this weapon, if he did not already have it. Additionally, he gains a +2 competence bonus to attack rolls when using this weapon.
II: Death attack bonus: When the assassin uses his signature weapon for a death attack, he adds a +2 competence bonus to the DC.
III: Specialization: The assassin is so competent with his weapon that he gains the Weapon Specialization feat with that weapon.
The Poisoner: The assassin is expert in knowledge and use of all types of poisons.
I: Poison use. As the assassin ability.
II: Poison Resistance: The assassin gains the Poison Resistance feat (from Crimson Contracts; the assassin gains a +4 resistance bonus to poisons.)
III: Toxic Immunity: The assassin gains the Toxic Immunity feat (also from Crimson Contracts; the assassin can choose two poisons to which he is immune).
The Infiltrator: The assassin is a chameleon - he can appear as anyone, killing his victims and getting away without anyone even getting a glimpse of his face.
I: Mimicry: The assassin gains a +6 competence bonus to Disguise checks.
II: Hide in plain sight: As the assassin ability.
III: Aura of normalcy: If the assassin is moving at normal speed and not drawing attention to himself (i.e., making an excessive amount of noise, wearing eye-catching clothes, or drenched in blood), the eyes of those around him merely slide past him as if he weren't there. Anyone attempting to actually study the assassin must make a Will save (DC 10+1/2 assassin's level + assassin's Cha mod) or fail to see him as anything more significant than a piece of furniture. If the assassin speaks, moves faster than a walk, or makes an attack of any kind, those around can see him if they look - he must either successfully hide or move out of sight before he can use this ability against anyone in that area again.
Ranged Death attack: The assassin may make a death attack if the target is within 30 feet. All other criteria for the death attack still apply.
Improved uncanny dodge: As rogue ability.
Evasion: As rogue ability. If the character already has evasion, he gains improved evasion instead.
Death Strike: The assassin may make a death attack against a helpless target as a full-round action (i.e., in place of a coup de grace). The strike automatically hits, but the victim may still make a save to avoid the effect.
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