Sublime Assassin Variant (3.5e Class)

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1



Sneak Attack,
"Maneuvers" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.




Making a Sublime Assassin[edit]

Abilities: A Sublime Assassin usually focus on Dexterity, since many of their class features benefit from a high dexterity. Many Sublime Assassin also possess one or more high ability score for the DC of their maneuvers as well as their class abilities.


Alignment: Any. Although most Sublime Assassin tend to be non-good.

Starting Gold: As rogue.

Starting Age: Moderate.

Table: The Sublime Assassin

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Maneuvers
Known
Maneuvers
Readied
Stances
Known
Fort Ref Will
1st +1 +0 +2 +2 Fighting Style, Trapfinding, Killer's Talent, Sublime Focus, Sudden Strike (+1d6) 4 3 1
2nd +2 +0 +3 +3 AC Bonus, Killer's Talent,Speedster 4 3 1
3rd +3 +1 +3 +3 Bonus Feat,Evasion, Deadly Precision, Sudden Strike (+2d6) 5 4 1
4th +4 +1 +4 +4 Killer's Talent 6 4 2
5th +5 +1 +4 +4 Hide in Plain Sight 7 4 2
6th +6/+1 +2 +5 +5 Bonus Feat, Killer's Talent, Sudden Strike (+3d6) 7 5 2
7th +7/+2 +2 +5 +5 Sublime Death Attack, Soul-Steal 1/Day 8 5 2
8th +8/+3 +2 +6 +6 Killer's Talent 9 5 2
9th +9/+4 +3 +6 +6 Sudden Strike (+4d6) 10 6 2
10th +10/+5 +3 +7 +7 Killer's Talent, Soul-Steal 2/Day 10 6 3
11th +11/+6/+1 +3 +7 +7 Improved Hide in Plain Sight 11 6 3
12th +12/+7/+2 +4 +8 +8 Bonus Feat, Killer's Talent, Sudden Strike (+5d6) 11 7 3
13th +13/+8/+3 +4 +8 +8 Escape Plan, Soul-Steal 3/Day 12 7 3
14th +14/+9/+4 +4 +9 +9 Killer's Talent 12 7 3
15th +15/+10/+5 +5 +9 +9 Sudden Strike (+6d6) 13 8 3
16th +16/+11/+6/+1 +5 +10 +10 Killer's Talent, Soul-Steal 4/Day 14 8 4
17th +17/+12/+7/+2 +5 +10 +10 Perfect Balance 15 8 4
18th +18/+13/+8/+3 +6 +11 +11 Bonus Feat, Killer's Talent, Sudden Strike (+7d6) 15 9 4
19th +19/+14/+9/+4 +6 +11 +11 Soul-Steal At-Will 16 9 4
20th +20/+15/+10/+5 +6 +12 +12 Master of Killers, Killer's Talent 16 9 4

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Sublime Assassin.

Weapon and Armor Proficiency: Assassin proficiency with all martial and simple weapon. They also gain proficiency with Assassin Needles and Assassin Daggers. They gain proficiency with Light Armor but no shield.

Maneuvers: You begin your career with knowledge of four martial maneuvers. The disciplines available to you are Anima River, Desert Wind, Dancing Goddess, Shadow Hand, Setting Sun, Surreptitious Bandit, Tiger Claw and Thousand Dagger.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by assassin is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

You learn additional maneuvers at higher levels. You must meet a maneuver's prerequisite to learn it.

Upon reaching 4th level, and at every even-numbered assassin level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready three of the four maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).

Once per round you can recover an expended maneuvers as a free action, after successfully landing a sudden strike or while not being observed. You cannot recover a maneuver you expended in the same turn.

Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to assassins. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Sublime Focus: A 1st level an Assassin must choose between being Intelligence-based, Wisdom-based or Charisma-based. This determine the DC of her death attack, her AC bonus alongside other class features. Additionally the Sublime Assassin receive an additional benefits based on the chosen ability score.

Intelligence: You gain the ability to roll knowledge skills twice, using the higher result.
Wisdom: You gain a +3 insight bonus to your Initiative.
Charisma: You gain a +3 bonus on Charisma-based skill checks against creature that find you physically attractive.

A Sublime Assassin may use her Sublime Focus's ability score instead of any other mental ability score for the DCs of their maneuvers. This only apply to Sublime Assassin's maneuvers and any Maneuver-like Ability you may possess.

Trapfinding: The assassin gains the Trapfinding feature.

Fighting Style: At 1st level a Sublime Assassin gain one of the following feat as a bonus feat: Point Blank Shot, Two-Weapon Fighting or Weapon Finesse. You do not need to meet the prerequisites for those feat.

Killer's Talent (Ex): A Sublime Assassin receive a special ability at 1st, 2nd level and each even level thereafter. The Sublime Assassin pick from the list below when choosing Killer's Talent and may only pick a talent once, unless it specify otherwise.

Anatomical Knowledge (Ex): Choose a creature on the Ranger's favored enemy list. You add your sublime focus ability modifier on critical confirmation roll and critical hit multiplier increase by one against creatures of the chosen type. You may change the chosen type with 8 hours of studies and a DC 15 Heal check.
Blood Scent (Ex): You gain Scent, however you only detect creatures below half hit point. If you already possess Scent or later gain it, then your detection range double for creatures below half hit point.
Exotic Weapon Master: You gain proficiency with any two weapons of your choice, as well as the Weapon Focus feat with both of them.
Flanking Sudden Strike: You may now inflict sudden strike granted by this class while flanking an opponent, much like sneak attack. This does not affect any other sources of Sudden Strike you may have.
Focus Feat: You gain a bonus feat based on your Sublime Focus: Skill Advantage (Any Knowledge) [Intelligence], Intuitive Initiative [Wisdom] or Beauty Queen [Charisma].
Mark Target (Ex): As a swift action you may mark a creature within your line of sight as your target. You gain a +2 bonus to attack roll against this creature but you take a -2 penalty to AC against all other creatures.
Murderous Intent: You gain the Murderous Determination feat, except it also applies to ranged attack.
Night Prowler (Ex): A Sublime Assassin trained her eyes to see in the darkness of the night. She gain Darkvision out of 60 feet and Low-Light Vision. If she already possessed such ability she increase the range of her Darkvision by 60 feet and/or double the range of her Low-Light Vision.
Poison Use: You are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon. Additionally you may now apply any alchemical substance to your weapon as a swift action. If you have the Two-Weapon Fighting feat you may poison both of your weapon with the same action.
Infiltrator (Ex): The sublime assassin gains a +5 competence bonus on Balance, Climb, Jump, Disguise, Hide and Move Silently checks. He can also move his full speed without any penalties when hiding.
Master Infiltrator (Ex): A Sublime Assassin gains a +10 competence bonus on Balance, Climb, Jump, Disguise, Hide and Move Silently. In addition, an assassin can always choose to take 10 on these checks even when circumstances would normally prevent him from doing so. A number of times per day equal to his Dexterity modifier he may take 20 on one of these skills instead. Taking this skill requires you to have the Infiltrator assassin skill. You need the infiltrator skill to take this one.
Uncanny Dodge (Ex): You gain the Uncanny Dodge ability of a Barbarian of your class level. You may take this ability twice, gaining Improved Uncanny Dodge.
Unarmed Combat (Ex): You gain Masterwork Body and Improved Unarmed Strike as bonus feats. If you already possess Improved Unarmed Strike you gain and Superior Unarmed StrikeToB instead.
Vanish (Su): As a swift action you may throw a pebbled, smoke bomb or other objects. Upon doing so, you become greater invisible as the spell and have a personal silence spell on you for until the start of your next turn. This ability can only be used once every 2 rounds. You must be at least 3rd level in order to select this Killer's Talent. At 6th level you duplicate the effect of the dimension door spell but limited to close range along with the other effects of the ability. If you get a kill the same round as using this ability, it immediately refreshes.
Improved Critical (Ex): You gain the improved critical feat for all the one handed finnessable weapons you can wield. This becomes available at 6th level.

Sudden Strike: This is exactly like the NinjaCV ability of the same name. If you ever take levels of a class or prestige class that grant Sneak Attack dice, you may at your option count them as Sudden Strike dice instead.

AC Bonus: A Sublime Assassin of 2nd level or higher add her Sublime Focus chosen ability score bonus as a dodge bonus to her AC. This bonus only apply if the sublime assassin is wearing light or no armor and is not encumbered.

Speedster: You gain the Monk's Unarmed Speed bonus using your Sublime Assassin levels as a Monk of your level.

Bonus Feat: At 3rd, 6th level and each 6 level thereafter, a Sublime Assassin gain a bonus feat she meet the prerequisite for. She choose whatever feat she wants.

Deadly Precision (Ex): A 3rd level sublime assassin is a master of precision when it come to killing, she may add her Dexterity bonus on damage made with light or finessable melee weapons (in addition to her Strength bonus) and ranged weapons if within 30 feet of the target.

A Sublime Assassin count any weapon she has the Weapon Focus feat in as a finessable weapon, allowing them to be used by alongside Weapon Finesse and this ability.

Evasion (Ex): The assassin gains the Evasion feature.

Hide in Plain sight (Su): At 5th level, an assassin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide herself from view in the open without having anything to actually hide behind.

Soul-Steal (Su): At 7th level the Sublime Assassin gain the ability to suck the souls of creature she kill through her weapon. Once per day when she slay a creature with a Strike or a Death Attack she may absorb the soul of the creature as an immediate action. She must transfer the soul to an viable container within 1 hour or else the soul escape.

At 10th level and each 3 level thereafter she may use this ability an additional time per day. It become usable At-will once the Sublime Assassin reach 19th level.

Sublime Death Attack (Ex): A 7th level Sublime Assassin gain a form of Death Attack, working much like the Assassin. In order to perform a death attack she must expend a readied maneuver. The effect of the death attack is based on the discipline of the expended maneuver and the saving throw is DC 10 + Expended Maneuver's Level + The Sublime Assassin's Dexterity or Focus Ability Modifier.

Classic: This death attack allow you to expend maneuvers of a any discipline to be used. You must have observed the target for 3 rounds, you may take any action while doing so except attacking and if the target recognize you as a foe the attempt is spoiled. On the 3rd round you may make an attack as a standard action. If the attack connect, and the is a sudden strike, the target must make a Fortitude or die.
Anima River: As you initiate the Anima River's death attack, you must take a deep breath as a 1 round action. If you are struck or do anything else during that time, the attack is spoiled. At the start of your next turn, make an unarmed melee attack as a standard action as your first action. If the attack connect target must make a Fortitude save or die.
Dancing Goddess: As you initiate the Dancing Goddess's death attack you start flourishing as a full-round action, all creatures within 30 feet of your must make a Will save or become Fascinated as long as you maintain your flourish. Unlike a normal Fascination effect, hostile actions do not break the effect unless the target is dealt damage or targeted by an effect directly. If a creature stay fascinated for 3 or more rounds the next melee attack you make against it provoke a Fortitude saving throw against instant death. You must maintain your flourish as a full-round action, preventing you from attacking but allowing you to move up to half your movement speed.
Desert Wind: In order to use the Desert Wind's death attack, must end your turn in melee with the target for 3 rounds. You may defend yourself and attack you target without spoiling the attempt, however if you are struck by a melee or ranged attack the attempt is spoiled. On the 3rd round you may make a melee attack as a standard action, if the attack connect the target must make a Fortitude save or die. If you attack any other creature than your target, the attempt is spoiled, you may still use areas of effect as long as they strike your target.
Setting Sun: In order to use the Setting Sun's death attack you must have pinned the target for at least 2 rounds in a row. As a standard action you may make another attempt to pin, if successful the target must make a Fortitude save or die as it choked to death, has it neck broken or a similar fate. On a successful save the target is still pinned but the countdown before you try again reset to 0.
Shadow Hand: In order to use the Shadow Hand's death attack you must have observed the target for 3 rounds. You may defend yourself while observing but you must not attack without spoiling the attempt. On the 3rd round you may make a melee attack as a standard action, the target is flat-footed against this attack. If the attack connect the target must make a Fortitude or die. Unlike the classic death attack, a this is not spoiled if the enemy recognize the initiator as an enemy.
Surreptitious Bandit: In order to use the Surreptitious Bandit's death attack you must be striking a flat-footed creature after having been adjacent to it for at least 1 round. It must not be aware of your presence at all or the attempt is spoiled. As a standard action you make a nonlethal melee attack, if it connect the target must make Fortitude save or fall unconscious for 1d4+1 hours.
Tiger Claw: In order to use the Tiger Claw's death attack you must have observed the target for 3 rounds. You may defend yourself while observing but you must not attack without spoiling the attempt. On the 3rd round you may make a charge attack as a standard action, if you fight with two-weapon you may make an additional attack with your off-hand at the usual two-weapon fight penalty. If the attack connect the target must make a Fortitude or die. Unlike the classic death attack, a this is not spoiled if the enemy recognize the initiator as an enemy.
Thousand Dagger: As Shadow Hand, except that it is made with a thrown weapon rather than a melee attack.

Improved Hide in Plain sight (Su): An 11th level Sublime Assassin can use Hide in Plain Sight as long as she is within 30 feet of shadow.

Escape Plan (Ex): Once per encounter, a 13th level Sublime Assassin may automatically ready or refresh an expended [Rush] maneuver after she slay a creature with a strike or her death attack. If she ready a [Rush] it is readied instead of the strike or expended maneuver used for the death attack.

Perfect Balance (Ex): A 17th level Sublime Assassin can initiate stance and a boost with the same swift action.

Master of Killers (Ex): A 20th level Sublime Assassin is a living legend to end other legends. Whenever she slay a creature with one of her strike, that strike is automatically refreshed at the start of her next turn.



Back to Main Page3.5e HomebrewClassesBase Classes

Base Attack Bonus ProgressionGood +
Class AbilitySneak Attack +
Fortitude Save ProgressionPoor +
Length20 +
Minimum Level1 +
Reflex Save ProgressionGood +
SkillAppraise +, Autohypnosis +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Handle Animal +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Martial Lore +, Move Silently +, Open Lock +, Perform +, Profession +, Ride +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spellcraft +, Spot +, Survival +, Swim +, Tumble +, Use Magic Device + and Use Rope +
Skill Points8 +
Will Save ProgressionGood +