Skilled Assassin (3.5e Class)
- This article is a variant of the Tome Assassin. if you need the base assassin SRD:Assassin.
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This Assassin has mastered killing in its Entirety nothing can escape it. If Killing is an art, then you are its painter, and your weapons are the brushes 20 1 Moderate Good Good Poor Sneak Attack Spontaneous Arcane Spellcasting Full
Lawful Good Lawful Neutral Lawful Evil Neutral Good Neutral Neutral Evil Chaotic Good Chaotic Neutral Chaotic Evil
|“||Blood will always be on our hands, yes ours, both yours and mine, i just change the degree.||”|
These Assassin are trained from a young age either by a Brotherhood or lone teacher and are taught the art of killing. Before even obtaining the title of Master, they must undergo rigorous physical trails, painful weapon training, unparalleled studies, acts of stealth, extremely deadly poison making, mastering traps and all their machinations,tireless spellcasting, and endless anatomy lessons of all beings and creatures. After all the lessons and trials they must take their first life, no help, no failures accepted, once completed they earn the title Assassin. They continue taking lives over and over until the time comes they reach maturity.
At maturity, they have a final task before earning the title of Master. An impossible task tailored to their weaknesses and strengths, and when they complete it, they submerge their bodies in the shadows and darkness. When they emerge full fledged beings of the dark, able to traverse the shadows they gain the title Master Assassin.
Making a Skilled Assassin
Abilities: Intelligence is the hallmark of a Skilled assassin that separates him for the killers for hire associated with his title, Dexterity for his reflexes and Maneuverability, and Strength for His Athletic skills and damage.
Starting Gold: 6d4 x 10 gp (150 gp)
|Saving Throws||Special||Spells per Day|
|1st||+0||+2||+2||+0||Improved Unarmed Strike, Personal Immunity, Lethal Strike +1d6,||2||—||—||—||—||—||—|
|2nd||+1||+3||+3||+0||Uncanny Dodge, Shadow Vision||3||0||—||—||—||—||—|
|3rd||+2||+3||+3||+1||Modus Operandi, Lethal Strike +2d6||3||1||—||—||—||—||—|
|4th||+3||+4||+4||+1||Hide in Plain Sight||3||2||0||—||—||—||—|
|5th||+3||+4||+4||+1||Cloak of Discretion, Lethal Strike +3d6||3||3||1||—||—||—||—|
|7th||+5||+5||+5||+2||Blur, Lethal Strike +4d6||3||3||2||0||—||—||—|
|9th||+6/+1||+6||+6||+3||Improved Uncanny Dodge, Lethal Strike +5d6||3||3||3||2||—||—||—|
|11th||+8/+3||+7||+7||+3||Poisonmaster, Lethal Strike +6d6||3||3||3||3||1||—||—|
|13th||+9/+4||+8||+8||+4||Exotic Method, Lethal Strike +7d6||3||3||3||3||2||0||—|
|14th||+10/+5||+9||+9||+4||Nerve of the killer||3||3||3||3||3||1||—|
|15th||+11/+6/+6||+9||+9||+5||Killer's Proof, Lethal Strike +8d6||3||3||3||3||3||2||—|
|17th||+12/+7/+7||+10||+10||+5||Death by a Thousand Cuts, Lethal Strike +9d6||3||3||3||3||3||3||1|
|19th||+14/+9/+9||+11||+11||+6||Exotic Method, Lethal Strike +10d6||3||3||3||3||3||3||3|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Assassin.
Weapon and Armor Proficiency: Assassins are proficient with all Light Weapons, as well as simple weapons, shortbow and composite shortbow, repeating crossbows, and hand crossbows. At first level, an Assassin gains proficiency with one Exotic Weapon of her choice. Assassins are proficient with Light Armor and Medium Armor but not with shields.
Spellcasting: The Assassin is an Arcane Spellcaster with the same spells per day and spells known progression as a Bard, except that he gains no more than three spell slots per level. An Assassin’s spells known may be chosen from the Sorcerer/Wizard list, and must be from the schools of Divination, Illusion, or Necromancy. To cast an Assassin spell, she must have an Intelligence at least equal to 10 + the Spell level. The DC of the Assassin's spells is Intelligence based and the bonus spells are Intelligence based.
Poison Use (Ex): An Assassin may prepare, apply, and use poison without any chance of poisoning herself.
Contacts (Ex): Assassin's either in groups or alone often have contacts wherever they go whether they be fences or illegal poison specialist or just plain information gatherers. An assassin can mke the contacts whenever he enters a new town, city, or village. 2 days for village, 4 days for a town, and 7 days for a city. these contacts offer slight discounts or just generally unavailable ideas or items if, something happens to his contact it takes 1 day and a money cost to replace them discreetly.
Improved Unarmed Strike (Ex): The Assassin shows his Talent for the art of combat, even so far as to prove her hands as deadly weapons. A 1st level assassin Gains Improved Unarmed Strike, she already has this feat from another class she make pick another.
Focused Strike (Ex): An Assassin may spend a full-round action to study an opponent who hasn't Noticed the Assassin or unable to defend himself effectively from her attack. If she does so, her next attack is a Lethal Strike if she makes it within 2 rounds. A Lethal Strike inflicts 1d6 + her Int modifer at first level and 1d6 + Int mod extra every 2 levels after. Special attacks such as a coup de grace may be a Lethal Strike. Assassins are well trained in eliminating magical or distant opponents, and do not have to meet the stringent requirements of a sneak attack, though if a character has both sneak attack and death attack, they stack if the character meets the requirements of both. An Assassin may load a crossbow simultaneously with his action to study his target if he has a Base Attack Bonus of +1 or more.
At 7th level, if the Assassin studies an opponent to perform a Lethal Strike, she can make a full attack during the next round where every attack inflicts Lethal Strike damage as long as the target was denied their Dexterity bonus to AC against the first attack in the full attack action.
Personal Immunity (Ex): Choose four poisons, an Assassin is immune to all four of those poisons, even if they are made available in a stronger strength. At levels 5, 7, and 12 the Assassin may choose one more type of poison to become immune to. At level 14, an Assassin becomes immune to all poisons.
Uncanny Dodge (Ex): Starting at 2nd level, an Assassin can react to danger before his senses would normally allow him to do so. He retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized. If an Assassin already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead.
Shadow Vision (Su): All assassins train in darkness due to their affinity with the shadows. As a result, an assassin gains low-light vision. If he already has low-light vision, he may choose to gain darkvision with a range of 60 feet or to double the effectiveness of his low-light vision. If he already has darkvision and low-light vision, he may instead choose to retain a semblance of color in his darkvision.
Modus Operandi (Ex): At 3rd level Assassin gains a personalized method of elimination: Any Feats Gained are gained regardless of perquisite.
- Archer: Assassin gains point blank shot. at level 7 he gains rapid shot. at level 11 he gains manyshot. at level 16 he gains Swarm of arrows
- Twin Grip: Assassin gains Two Weapon Fighting. at level 7 he gains improved two weapon fighting. at level 11, he gains Whirlwind attack. at level 16 he gains two weapon rend.
- Thrower: Assassin can throw any weapon +10 feet. at level 7 +20 feet. at level 11 +30 feet and any weapon thrown can blink back to the assassins hand if its still within 100 feet. at level 16 +40 feet.
- Duelist: Assassin gains +2 to hit chance if he uses a light weapon in one hand and no weapon in the other. +4 at level 7 and gains Power attack. +6 at level 11 and gains Cleave. +8 at level 16 and gains Great Cleave.
Hide in Plain Sight (Ex): A 4th level Assassin can hide in unusual locations, and may hide in areas without cover or concealment without penalty. An Assassin may even hide while being observed. This ability does not remove the -10 penalty for moving at full speed, or the -20 penalty for running or fighting.
Palm Weapon (Ex): At 6th level, the Assassin learns to conceal weapons with supernatural skill. Any weapon successfully concealed with Sleight of Hand cannot be found with divination magic.
Shadow Step (Su): At 8th level, A shadow step is similar to a teleport; however, it only affects the assassin and any gear on his person. Whenever the assassin shadow steps, he disappears from his current location, travels through the Shadow Plane, and reappears in the new location. Bursts of shadow appear in both squares affected. Unless otherwise specified, shadow steps have unlimited range, but must begin and end on the same plane. If the assassin shadow steps to an occupied square, he is shoved towards the nearest space large enough to hold his body mass (which may or may not be within the same square, depending on what now occupies it). Shadow Step can only be used as part of a movement action.
Improved Uncanny Dodge (Ex): An Assassin of 9th level or higher can no longer be flanked and gains a +1 Dodge bonus to AC. This defense denies another character the ability to sneak attack the character by flanking him, unless the attacker has at least four more levels in a class that provides sneak attack than the target. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.
Bleeding Wound (Sp): At level 10, since assassins have a complete anatomical knowledge of creatures they understand where to attack vital areas and reduce their overall health, all attacks made by the Assassin do 1D4 of bleeding damage at the start of the enemy's turn the SRD:Heal can cure this oozes and construct will not bleed but rather slowly decay in stay. Bleed damage does not stack.
Poisonmaster (Ex): At 11th level, the Assassin learns alchemic secrets for creating short-term poisons. By expending an entire healer’s kit worth of materials and an hour of time, he can synthesize one dose of any poison in the DMG. This poison degrades to uselessness in one week.
Paralyzing Strike (Ex): At 12th Level the Assassin has memorized almost every pressure point for most beings, an assassin must declare this before using and only used on a successful attack roll, when using your an unarmed strike, your target must make a Fortitude saving throw (DC 10 + 1/2 your class level + your INT modifier). If the target fails they are paralyzed for 1 round (until after his Next turn), a Paralyzed foe can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. An Assassin may use this ability once per day, one additional time every 3rd level.
Exotic Method: At 13th, 16th, and 19th level the Assassin learns an exotic form of killing from the list below. Once chosen, this ability does not change:
- Carrier (Sp): Three times per day, the Assassin can cast contagion as a swift action spell-like ability.
- Poison of the Cockatrice (Sp): Twice per day, the Assassin can cast flesh to stone as a swift action spell-like ability.
- Killer Faerie Arts (Sp): Twice per day, the Assassin can cast polymorph other as a swift action spell-like ability.
- Proxy Assassin (Sp): Twice per day, the Assassin can cast summon monster vii as a spell-like ability. This effect lasts 10 minutes.
- Death By Plane (Sp): Once per day, the Assassin can cast plane shift as a spell-like ability.
- Dimesional Rip (Sp): Once per day, the Assassin can cast implosion as a spell-like ability. The duration of this effect is three rounds.
- New School: The Assassin may now choose spells known from a new school.
Nerve of the Killer (Su): At 14th level, an Assassin gains immunity to compulsion and charm effects. While studying a target for a Lethal Strike, and for one round afterward, he counts as if he were within a protection from evil effect.
Killer’s Proof (Su): At 15th level, the Assassin learns to steal the souls of those he kills. If he is holding an onyx worth at least 100 GP when he kills an enemy, he may place their soul within the gem as if he has cast soul bind on them at the moment of their death. .
Death by a Thousand Cuts (Ex): At 17th level, the assassin has learned to kill even the hardiest of foes by reducing their physical form to shambles. Every successful Attack inflicts a cumulative -2 Dexterity penalty to the Assassin’s victim. These penalties last one day.
Killing Strike (Su): At 20th level, the Assassin’s Death Attacks bypass his victim’s DR and hardness.
|Allowed Alignments||Lawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +|
|Article Balance||High +|
|Base Attack Bonus Progression||Moderate +|
|Class Ability||Sneak Attack + and Spontaneous Arcane Spellcasting +|
|Class Ability Progression||Full +|
|Fortitude Save Progression||Good +|
|Identifier||3.5e Class +|
|Minimum Level||1 +|
|Reflex Save Progression||Good +|
|Skill||Balance +, Bluff +, Climb +, Concentration +, Craft +, Diplomacy +, Disable Device +, Disguise +, Gather Information +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Perform +, Profession +, Search +, Sense Motive +, Sleight of Hand +, Spellcraft +, Spot +, Survival +, Swim +, Tumble + and Use Magic Device +|
|Skill Points||6 +|
|Summary||This Assassin has mastered killing in its Entirety nothing can escape it. If Killing is an art, then you are its painter, and your weapons are the brushes +|
|Title||Skilled Assassin +|
|Will Save Progression||Poor +|