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The new and improved assassin
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<blockquote data-quote="Kerrick" data-source="post: 1655335" data-attributes="member: 4722"><p>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.</p><p></p><p>[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): <a href="http://www.geocities.com/mistmane/assassin.rtf" target="_blank">www.geocities.com/mistmane/assassin.rtf</a> ]</p><p></p><p>Special: Must accept (and complete) a contract given by the guildmaster for free. </p><p></p><p>Saves and BAB - same as assassin</p><p></p><p>1 Sneak attack +1d6</p><p>2 Death attack, uncanny dodge</p><p>3 Assassin path I</p><p>4 Sneak attack +2d6</p><p>5 Ranged death attack, improved uncanny dodge</p><p>6 Assassin path II</p><p>7 Sneak attack +3d6</p><p>8 Death strike, evasion</p><p>9 Assassin path III</p><p>10 Sneak attack +4d6</p><p></p><p>Sneak attack: As rogue ability.</p><p></p><p>Death attack: As assassin ability.</p><p></p><p>Uncanny dodge: As rogue ability.</p><p></p><p>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:</p><p></p><p><em>The Hunter:</em> The Hunter prefers the hands-on approach. </p><p> 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. </p><p> II: Death attack bonus: When the assassin uses his signature weapon for a death attack, he adds a +2 competence bonus to the DC.</p><p> III: Specialization: The assassin is so competent with his weapon that he gains the Weapon Specialization feat with that weapon.</p><p></p><p><em>The Poisoner:</em> The assassin is expert in knowledge and use of all types of poisons.</p><p> I: Poison use. As the assassin ability.</p><p> II: Poison Resistance: The assassin gains the Poison Resistance feat (from Crimson Contracts; the assassin gains a +4 resistance bonus to poisons.)</p><p> 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).</p><p> </p><p><em>The Infiltrator:</em> 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.</p><p> I: Mimicry: The assassin gains a +6 competence bonus to Disguise checks.</p><p> II: Hide in plain sight: As the assassin ability.</p><p> 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. </p><p></p><p>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.</p><p></p><p>Improved uncanny dodge: As rogue ability.</p><p></p><p>Evasion: As rogue ability. If the character already has evasion, he gains improved evasion instead.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 1655335, member: 4722"] 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): [url]www.geocities.com/mistmane/assassin.rtf[/url] ] 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: [i]The Hunter:[/i] 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. [i]The Poisoner:[/i] 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). [i]The Infiltrator:[/i] 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. [/QUOTE]
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