Sublime Assassin (3.5e Class)

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Author: Leziad (talk)
Date Created: 1st April 2015

Reworked: 19th November 2017

Status: Finished
Editing: Clarity edits only please
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The Sublime Assassin is a versatile combatant, using sudden strike and maneuver in order to defeat her foe.

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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.


Sublime Assassin[edit]

When the Temple of the Nine closed, a lost disciple of the Shadow Hand master funded a school of assassins alongside a few of the other students. While the school also disbanded later, it teaching survived and made the Sublime Assassins. These blackguards use the maneuvers thought by the temple in order to kill their target, supplemented by various other secondary talents that are taught to them or that they pick up along the way.

A Sublime Assassin is a lightly armored maneuver-user, they possess full base attack bonus, sudden strike, alongside a variety of powerful martial and stealth abilities. They are much less resilient than warblades and less learned than swordsage, but pose a great threat to vulnerable targets.

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.

Races: The shadowy tradition that came after Temple of the Nine has been on the down-low, very few of any race know about it. Those who learn tend to be be drows, orcs, human tiefling and races that make good thieves.

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 +2 +2 +0 Fighting Style, Sublime Focus, Sudden Strike (+1d6) 4 3 1
2nd +2 +3 +3 +0 AC Bonus, Killer's Talent 4 3 1
3rd +3 +3 +3 +1 Bonus Feat, Deadly Precision, Sudden Strike (+2d6) 5 4 1
4th +4 +4 +4 +1 Killer's Talent 6 4 2
5th +5 +4 +4 +1 Urban Camouflage 7 4 2
6th +6/+1 +5 +5 +2 Bonus Feat, Killer's Talent, Sudden Strike (+3d6) 7 5 2
7th +7/+2 +5 +5 +2 Sublime Death Attack 8 5 2
8th +8/+3 +6 +6 +2 Killer's Talent 9 5 2
9th +9/+4 +6 +6 +3 Sudden Strike (+4d6) 10 6 2
10th +10/+5 +7 +7 +3 Killer's Talent 10 6 3
11th +11/+6/+1 +7 +7 +3 Hide in Plain Sight 11 6 3
12th +12/+7/+2 +8 +8 +4 Bonus Feat, Killer's Talent, Sudden Strike (+5d6) 11 7 3
13th +13/+8/+3 +8 +8 +4 Escape Plan 12 7 3
14th +14/+9/+4 +9 +9 +4 Killer's Talent 12 7 3
15th +15/+10/+5 +9 +9 +5 Sudden Strike (+6d6) 13 8 3
16th +16/+11/+6/+1 +10 +10 +5 Killer's Talent 4/Day 14 8 4
17th +17/+12/+7/+2 +10 +10 +5 Perfect Balance 15 8 4
18th +18/+13/+8/+3 +11 +11 +6 Bonus Feat, Killer's Talent, Sudden Strike (+7d6) 15 9 4
19th +19/+14/+9/+4 +11 +11 +6 Soul Steal 16 9 4
20th +20/+15/+10/+5 +12 +12 +6 Master of Killers, Killer's Talent 16 9 4

Class Skills (6 + 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 weapons. They also gain proficiency with assassin needles, assassin daggers and the Improved Unarmed Strike feat. 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, Diamond Mind, Dancing Goddess, Shadow Hand, 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 add all Knowledge to your list of class skills, and roll twice when identifying creatures, using the higher result.
Wisdom: You gain a +2 insight bonus to your Initiative.
Charisma: You may use gain a +3 bonus on Bluff and Intimidate checks.

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.

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.

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.

Killer's Talent (Ex): A 2nd level sublime assassin receive a special ability from the list below, she must meet the prerequisites of a talent to select it. The Sublime Assassin gains an additional killer talent at 4th level and each even level thereafter.

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.
Evasion: You gain Evasion as the Rogue ability. If you are 10th or higher level you may select this talent twice, gaining Improved Evasion.
Exotic Weapon Master: You gain proficiency with any one weapon of your choice.
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 20 feet and Low-Light Vision. If she already possessed such ability she increase the range of her Darkvision by 20 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.
Rogue Talent: You may choose any rogue talent, using your sublime assassin level as your effective rogue level.
Shielded Killer (Ex): You gain proficiency with all shields except tower shields and the Improved Shield Bash feat as a bonus feat.
Speedster: You gain the Monk's Unarmed Speed bonus using your Sublime Assassin levels as a Monk of your level. You must be 4th level or higher in order to learn this Killer's Talent.
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 immediately duplicate the effect of the dimension door spell but limited to close range and you become invisible as the spell for 1 round. This ability can only be used once every 5 rounds. You must be at least 6th level in order to select this Killer's Talent.

Bonus Feat: At 3rd, 6th and each 6 level thereafter, a Sublime Assassin gain a bonus feat she meet the prerequisite for. She choose from the following list of bonus feat: Any [Ambush] feats, Adaptive StyleToB, Batman In Plain Sight, Bleeding Strike, Combat Expertise, Combat Reflexes, Improved Disarm, Improved Feint, Improved Grapple, Improved Trip, Quick Draw, Skill Advantage, Skill Focus, or any Discipline [Tactical] feat.

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. This does not stack with any other effect which allow you to add your Dexterity to damage and is precision damage.

If you possess an ability which allow you replace your Strength with your Dexterity on damage roll, this ability instead allow you to add your Strength bonus as precision damage on your damage roll with all the limitation above.

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.

Urban Camouflage (Su): At 5th level, a sublime assassin can use the Hide skill in any sort of urban terrain, even if the terrain doesn’t grant cover or concealment.

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.
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.
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.

Hide in Plain Sight (Su): An 11th level a sublime assassin gains hide in plain sight as an assassin.

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.

Soul Steal (Su): A 19th level sublime assassin can steal the soul of a slain opponent after a killing blow, as per the soul bind spell as an immediate action. She must provide a focus as per the spell.

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.

Adaptation[edit]

Path of War Disciplines: A sublime assassin using the path of war ruleset has access to the following discipline: Broken Blade, Cursed Razor, Mithral Current, Steel Serpent and Veiled Moon. A sublime assassin with this class feature must choose variant death attack.

Variant Death Attack (Ex): A 7th level sublime assassin may observe a foe as a 1 round action. To complete this observation, the foe must remain within her line of sight the entire time. Once her observation is complete, the next attack she makes against the observed target gains competence bonus on the attack roll equal to half her level and automatically deals double sudden strike damage. If she loses line of sight against the target before she can make this attack, it is wasted.



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Leziad's Homebrew (4525 Articles)
Leziadv
Article BalanceHigh +
AuthorLeziad +
Base Attack Bonus ProgressionGood +
Class AbilitySneak Attack +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
Rated BySpanambula +, BackHandOfFate + and SecondDeath777 +
RatingRating Pending +
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 Points6 +
SummaryThe Sublime Assassin is a versatile combatant, using sudden strike and maneuver in order to defeat her foe. +
TitleSublime Assassin +
Will Save ProgressionPoor +