Assassin (Base Class) [Archive] - Wizards Community

Post/Author/DateTimePost
Ian0311

02-05-08, 10:12 PM
I don't expect this to be powerful enough, really. I just made it because the last assassin I saw was too powerful.

Assassin (Base Class Remake)

HP: d6

BAB: +1/Level (Assassins are not the toughest warriors, but they are definitely skilled in combat.)

Skills: 4+int modifier points/level

Weapon and Armor Proficiencies: Assassins are proficient with all simple and martial weapons, and light armor. They are not proficient with shields.

Class List: Balance (Dex), Bluff (Cha), Climb (Str), Craft Poison (Int), Disguise (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), and Use Rope (Dex)

(Assassins have a very specialized list of skills. Though some assassins have very fancy or outlandish ways of destroying their foes, almost all of them rely on the following skills.)

Saves: Reflex Good


Class Features

1st Level:

Poison Use: As per the feature of the Original PrC assassin.

Evasion: As per rogue class feature.


2nd Level:

Sneak Attack +1d6


3rd Level:

Improved Initiative: As per feat. Assassins, despite the fact that they are not frontline combatants, react quickly.


4th Level

Mobility Specialist: Assassins can take ten on any jump or climb check.


5th Level

Death Blow: Coupe de Graces can be made as a standard action. (Complete Adventurer)


6th Level:

Sneak Attack +2d6

Death Attack: As per standard, except DC = 10 + (Assassin Class level – 5) + Int modifier (minimum 0). Death attack can be used as part of a coupe de grace on an helpless (unaware) opponent, forcing them to make two saves to survive. This represents the fact that an assassin can very easily execute someone who is helpless and very few circumstances can make them fail.


7th Level

Poison Save Bonus: Assassins receive +2 on all saves against poison.


9th Level

Lucky Catch: Three times per day, an assassin can reroll a check if the result of a failed check causes them to fall. This does not work if the assassin does not want it to work or if they would fall regardless of a roll's result.


10th Level:

Sneak Attack +3d6


11th Level:

The observation time on a death attack drops to 2 rounds.


12th Level:

Poison Save bonus rises to +4


14th Level:

Sneak Attack +4d6


16th Level:

The observation time on a death attack drops to 1 round.


17th level:

Poison Save Bonus rises to +6.


18th Level:

Sneak Attack +5d6


20th Level:

Death Attacks require no observation; they are simply made on unaware targets.
RhynoD

02-06-08, 01:36 AM
You may want to clarify the bit at level 9. I'm also thinking it's redundant since they can go ahead and take 10 on climb/jump checks.

I'm thinking the save DC for the death attack should be 1/2 assassin level.

Pretty solid, though.
Ian0311

02-06-08, 05:00 AM
Updating with weapon and armor proficiencies.
Neraagile

02-06-08, 07:42 PM
very good, very good. But wouldn't it just make more sense that he gets more skilled using poisons? It would also make sense if he couldn't poison himself accedentaly (as I belive can happen if I remember correctly)
Ian0311

02-06-08, 08:54 PM
Poison use covers that can't poison himself thing; I just labeled it as a feat instead of a feature.