| Post/Author/DateTime | Post |
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| Aggrenox04-30-07, 05:43 PM | The Assassin http://www.wizards.com/dnd/images/dmg35_gallery/DMG35_PG180_WEB.jpg Image from WOTC art gallery. Adventures: Assassins are hired killers, hitmen, and "problem solvers". Assassins might adopt a cause and further that cause the way they know best, removing the opposition. Characteristics: Dexterity, Strength and Intellegence are the most important statistics for an assassin, as their Vital strikes are based upon these stats. Religion: Assassins follow no peticular gods, but are never found among the ranks of most good gods. Races: (Writing) Table 1 The Assassin Level BaB Fort Ref Will Special 1 +0 0 2 0 Vital Strike (Eye Gouge, Vascular Lasceration) 2 +1 0 3 0 Poison Use 3 +2 1 3 1 Vital Strike (Tendon Rip) 4 +3 1 4 1 Evasion 5 +3 1 4 1 Vital Strike (Concussive Blow) 6 +4 2 5 2 Shadow +2 7 +5 2 5 2 Vital Strike (Vascular Lasceration II) 8 +6/1 2 6 2 Improved Poison use 9 +6/1 3 6 3 Vital Strike (Tendon Rip II) 10 +7/2 3 7 3 Death Attack 11 +8/3 3 7 3 Vital Strike (Concussive Blow II) 12 +9/4 4 8 4 Shadow +4 13 +9/4 4 8 4 Vital Strike (Tendon Rip III) 14 +10/5 4 9 4 Blood-letter 15 +11/6/1 5 9 5 Vital Strike (Vascular Lasceration III) 16 +12/7/2 5 10 5 17 +12/7/2 5 10 5 Vital Strike (Concussive Blow III) 18 +13/8/3 6 11 6 Shadow +6 19 +14/9/4 6 11 6 Vital Strike (Death Strike) 20 +15/10/5 6 12 6 Background Game Rule Information Alignment: Any non-good. Hit Die: D8 Class Skills The Assassin class skills (and the key ability for each skill) are are Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Swim (Str), Tumble (dex), and Use Rope (Dex). See Chapter 4 in the Players Handbook 1 for skill descriptions. Skill Points at 1st Level: 6 + Int modifier x 4 Skill Points at each additional Level: 6 + Int modifier All of the following are class features of the Assassin. Weapon and Armour Proficiency: Assassins are proficient with all simple and martial weapons . Assassins are proficient with light armor, but not with shields. Vital Strike If an Assassin can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for a terrible effect. The Assassin can make a Vital Strike any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Assassin flanks his target. An Assassin can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Assassin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An Assassin cannot Vital Stike while striking a creature with concealment. Eye Gouge: The Assassin strikes the enemy in its eyes. The target makes a fortitude save DC (10+ ½ the Assassin's level + the Assassin's Dexterity modifier). If the save fails the enemy is blinded. This effect may be removed by recieving any magical healing, the remove blindness/deafness spell, two days of natural healing, or a DC 15 heal check. The Assassin must use a piercing weapon for this attack. Vascular Lasceration: The Assassin strikes the enemy in a vital artery or vein, causing massive bleeding. The target makes a fortitude save DC (10+ ½ the Assassin's level + the Assassin's Intellegence modifier). If the save fails the enemy takes 1d3 damage, and 1d3 damage every round after that for a number of rounds equal to the Assassins Intellegence modifier, or until he recieves any magical healing or a DC 15 heal check. The Assassin must use a slashing weapon for this attack. At 7th level the assassin also deals 1d4 Constitution damage with this attack. At 15th level the Constitution damage increases to 2d4. Tendon Rip: The Assassin strikes the enemy in its tendons, causing great pain and slowing movement. The target makes a fortitude save DC (10+ ½ the Assassin's level + the Assassin's Strength modifier). If the save is failed the enemies base move is halved. This effect will not stack with itself. The Assassin must use a slashing weapon for this attack. At 9th level the assassin also deals 1d4 Dexterity damage with this attack. At 13th level the Dexterity damage increases to 2d4. Concussive Blow: The Assassin strikes the enemy in its head, confusing and disorienting his opponent. The target makes a fortitude save DC (10+ ½ the Assassin's level + the Assassin's Strength modifier). If the target fails the save, the enemy is Dazed for 1 round. At 11th level the assassin also deals 1d4 Intellegence damage with this attack. At 17th level the Intellegence damage increases to 2d4. Death Strike: The assassin my use his Death Attack ability as a Vital strike after 1 round of observation. He may use this abilty a number of times perday equal to his Intellegence modifier. Poison Use Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. Evasion (Ex) At 4th level and higher, an Assassin can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Assassin is wearing light armor or no armor. A helpless Assassin does not gain the benefit of evasion. Shadow: Starting at 6th level, the Assassin gets a +2 bonus on hide and move silently checks. This bonus increases to +4 at 12th level and +6 at 18th level. Improved Poison Use: The assassin may apply poison to a weapon as a move action. 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 Int 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 the assassins intellegence modifier. If the victim’s saving throw succeeds, the attack is just a normal 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. Blood-letter: The Assassin is a viscious combatant. Any weapon he wields is treated as having the Wounding special ability. Background At 20th level, the assassin has mastered the art of not being noticed. The assassin (unless activly trying to hide) is considered taking a 5 on hide checks, at all times. The assassin does not require cover of any sort for this ability to function. Once the assassin speaks or does anything other than move, this effect ends and does not start again until no one is observing the assassin. Blinded The character cannot see. He takes a -2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. Dazed The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. |
| Aggrenox04-30-07, 07:33 PM | Dang what did I do wrong this time? Where dat peach at homies?! |
| Yosho04-30-07, 08:02 PM | I realy like this class alot. This is how an assassin should be, deadly with a couple of strikes. However I am not entirely sure if its balenced or not. May I also recomend giving your assassin some more option in terms of movement and hiding as an assassin should be good at getting in, killing, and getting out. Nice work either way. P.S. When do they get death strike? |
| Aggrenox04-30-07, 08:44 PM | 19th, fix'd it in the text. |
| Aggrenox05-01-07, 02:48 PM | :bump: for peach pls. |
| shamus_the_daft02-16-08, 04:21 AM | looks cool oh yeah:bump: |
| TheDarkPrince02-16-08, 04:42 AM | Simple and to the point. Great class. Kudos! Cheers! :D |
| Soul_Devourer02-16-08, 02:46 PM | This class is very nice - I like it, but I have a couple of questions. Can Vital Strike be used with ranged attacks? If so, what's the range? Death Attack [...] If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) [...] Shouldn't it be 1 per 2 levels? This class is a bit MAD - maybe it would be better if the DC of Vital Strike was based on Intelligence? I know that right now it is more realistic, but D&D isn't about realism. |
| shamus_the_daft02-16-08, 03:17 PM | well I know the creator so I'll ask him to post and clarify but personally I think the death attack dc should as you said be 10 + 1/2 assassin level +int mod and I think that it was just an mistype also I'm assuming that vital strike can be ussed at range and it is probably subject to the same range restriction as sneak attack but lets wait and see |