Assassin

To Prestige Classes

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Akseli Gallen-Kallela (1865-1931) Year 1897

Akseli Gallen-Kallela (1865-1931) Year 1897

From D&D Wiki

Hit Die: d6.

Requirements

To qualify to become an assassin, a character must fulfill all the following criteria.

* Alignment: Any evil.

* Skills: Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks.

* Special: The character must kill someone for no other reason than to join the assassins.

Class Skills

The assassin's class skills (and the key ability for each skill) are Balance (Dexterity), Bluff (Charisma), Climb (Strength), Craft (Intelligence), Decipher Script (Intelligence), Diplomacy (Charisma), Disable Device (Intelligence), Disguise (Charisma), Escape Artist (Dexterity), Forgery (Intelligence), Gather Information (Charisma), Hide (Dexterity), Intimidate (Charisma), Jump (Strength), Listen (Wisdom), Move Silently (Dexterity), Open Lock (Dexterity), Search (Intelligence), Sense Motive (Wisdom), Sleight of Hand (Dexterity), Spot (Wisdom), Swim (Strength), Tumble (Dexterity), Use Magic Device (Charisma), and Rope Use(Dexterity).

Skill Points at Each Level: 4 + Intelligence modifier.

The Assassin
  Spells per Day
Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th
1st
+0 +0 +2 +0 Sneak attack +1d6, death attack, poison use, spells 0 - - -
2nd +1 +0 +3 +0 +1 save against poison, uncanny dodge 1 - - -
3rd +2 +1 +3 +1 Sneak attack +2d6 2 0 - -
4th +3 +1 +4 +1 +2 save against poison 3 1 - -
5th +3 +1 +4 +1 Improved uncanny dodge, sneak attack +3d6 3 2 0 -
6th +4 +2 +5 +2 +3 save against poison 3 3 1 -
7th +5 +2 +5 +2 Sneak attack +4d6 3 3 2 0
8th +6 +2 +6 +2 +4 save against poison, hide in plain sight 3 3 3 1
9th +6 +3 +6 +3 Sneak attack +5d6 3 3 3 2
10th +7 +3 +7 +3 +5 save against poison 3 3 3 3

Class Features

All of the following are Class Features of the assassin prestige class.

Weapon and Armor Proficiency: Assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Assassins are proficient with light armor but not with shields.

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an assassin gets a sneak attack bonus from another source the bonuses on damage stack.

Death Attack: If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin-s class level + the assassin-s Intelligence modifier) against the kill effect, she dies. If the saving throw fails against the Paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim-s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Spells: Beginning at 1st level, an assassin gains the ability to cast a number of arcane spells. To cast a spell, an assassin must have an Intelligence score of at least 10 + the spell-s level, so an assassin with an Intelligence of 10 or lower cannot cast these spells. Assassin bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the assassin-s Intelligence bonus. When the assassin gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.

The assassin's spell list appears below. An assassin casts spells just as a bard does.

Upon reaching 6th level, at every even-numbered level after that (8th and 10th), an assassin can choose to learn a new spell in place of one he already knows. The new spell-s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level assassin spell the assassin can cast. An assassin may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.

Assassin Spells Known

Spells Known 
Level 1st 2nd 3rd  4th   

1st

21 - - -

2nd

3 - - -

3rd

3   21 -

4th

4 3 - -

5th

4 3 21

6th

4 4   3 -

7th

4 4 3 21

8th

4 4 4 3

9th

4 4 4 3

10th

4   4 4 4 

1. Provided the assassin has sufficient Intelligence to have a bonus spell of this level.

Save Bonus against Poison: The assassin gains a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two additional levels the assassin gains.

Uncanny Dodge (Ex): Starting at 2nd level, an assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)

If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).

Improved Uncanny Dodge (Ex): At 5th level, an assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a rogue at least four levels higher than the assassin can flank him (and thus sneak attack him).

If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Hide in Plain Sight (Su): At 8th 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 himself from view in the open without having anything to actually hide behind.

He cannot, however, hide in his own shadow.

Assassin Spell List

Assassins choose their spells from the following list:

1st-Level Assassin Spells

Addiction

Subject becomes addicted to a drug. (New)

Angry Ache

Subject takes –2 penalty on attack rolls.

Black Bag

Create extradimensional bag of torture tools. (New)
Critical Strike Upon uttering the ancient phrase that completes the spell, you feel the weapon in your hand drawn toward a creature standing nearby.

Death Grimace

Caster leaves magical “calling card” on a corpse.

Disguise self

Changes your appearance.

Detect poison

Detects poison in one creature or object.

Feather fall

Objects or creatures fall slowly.

Ghost sound

Figment sounds.

Jump

Subject gets bonus on Jump checks.

Mystical void

Surrounds a creature with a field that absorbs the background emanations of magical items or effects. (New)

Obscuring mist

Fog surrounds you.

Silent Portal

This simple cantrip negates the sound of opening and closing a single portal (door, window, gate, drawer, chest lid, or the like).

Sleep

Puts 4 HD of creatures into magical slumber.
Sniper's Shot While muttering a short chant you focus your awareness, looking only at the areas of your foe that seem most vital to its survival.

Stupor

One helpless subject is put in a state that allows him to be moved but take no other actions.
True Strike +20 on your next attack roll.
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2nd-Level Assassin Spells

Alter self

Assume form of a similar creature.
Cat's grace Subject gains +4 to Dexterity for 1 min./level.
Darklight Creates 5-ft.-radius area where all can see without light.
Darkness 20-ft. radius of supernatural shadow.
Fell the Greatest Foe
The subject gains the ability to deal greater damage against larger creatures.
Fox's cunning Subject gains +4 to Intelligence for 1 min./level.
Illusory Script Only intended reader can decipher.
Invisibility Subject is invisible for 1 min./level or until it attacks.
Pass without Trace One subject/level leaves no tracks.
Sacrificial Skill Caster gains +5 bonus on Knowledge (religion) checks made during sacrifice.
Spider Climb Grants ability to walk on walls and ceilings.
Undetectable Alignment Conceals alignment for 24 hours.
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3rd-Level Assassin Spells:

Deep Slumber

Puts 10 HD of creatures to sleep.

Deeper Darkness

Object sheds supernatural shadow in 60-ft. radius.

False Life

Gain 1d10 temporary hp +1/level (max +10).

Magic Circle Against Good

As protection spells, but 10-ft. radius and 10 min./level.

Masochism

For every 10 hp damage caster takes, he gains +1 on attacks, saves, and checks.

Misdirection

Misleads divinations for one creature or object.

Nondetection

Hides subject from divination, scrying.

Sadism

For every 10 hp damage caster deals, he gains +1 on attacks, saves, and checks.

Spider Poison

You inflict a paralyzing poison upon the subject by making a successful melee touch attack.

Wraithstrike

Your weapon becomes translucent almost to the point that you cannot see it, though it still weighs as heavily in your hand.
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4th-Level Assassin Spells:

Clairaudience/Clairvoyance,

Hear or see at a distance for 1 min./level.
Cursed Blade Drawing upon dark powers, you whisper a vehement curse and draw your finger down the weapon.

Dimension Door

Teleports you short distance.

Flesh Armor

Caster gains DR 10/+1.

Freedom of Movement

Subject moves normally despite impediments.

Glibness

You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.

Greater Invisibility

As invisibility, but subject can attack and stay invisible.
Implacable Pursuer With this spell, you become an unerring tracker, instantly aware of your quarry's location whenever it's on the move.

Locate Creature

Indicates direction to familiar creature.

Modify Memory

Changes 5 minutes of subject's memories.

Poison

Touch deals 1d10 Constitution damage, repeats in 1 min.

Sniper's Eye

Whispered words of arcane power seep past your lips with each exhalation. As you complete the spell you feel infused with deadly ability.

Stop Heart

Subject drops to –8 hp immediately.

Epic Assassin

Hit Die: d6.

Skill Points at Each Additional Level: 4 + Intelligence modifier.

Sneak Attack: The epic assassin's sneak attack damage increases by +1d6 every two levels after 9th.

Death Attack: The assassin counts only half his or her class levels beyond 10th when determining the DC to resist this attack.

Spells: The assassin's caster level is equal to his or her class level. The assassin's number of spells per day does not increase after 10th level.

Uncanny Dodge: The assassin's uncanny dodge bonus on saves against traps doesn't increase after 10th level.

Saving Throw Bonus against Poison: The assassin's bonus on saves against poison increases by +1 every two levels after 10th.

Bonus Feats: The epic assassin gains a bonus feat (selected from the list of epic assassin feats) every four levels after 10th.

Epic Assassin Bonus Feat List: Dexterous Fortitude, Dexterous Will, Improved Combat Casting, Improved Death Attack, Improved Sneak Attack, Improved Spell Capacity, Legendary Tracker, Lingering Damage, Sneak Attack Of Opportunity, Spell Knowledge, Spontaneous Spell, Superior Initiative, Tenacious Magic, Uncanny Accuracy.

The Epic Assassin
Level Special
11th Sneak attack +6d6
12th +6 save against poison
13th Sneak attack +7d6
14th +7 save against poison, bonus feat
15th Sneak attack +8d6
16th +8 save against poison
17th Sneak attack +9d6
18th +9 save against poison, bonus feat
19th Sneak attack +10d6
20th +10 save against poison

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