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| #1melkboerJun 01, 2009 10:54:51 | Hy all, based this class on the PS3 game Assassins Creed. What do you people think? OP or weak? Oh btw in one of the abilitys the telling blow feat is hidden, but most DMs think the feat is OP. And so banned from the campaign, thats why i brought it in as an ability Guild Assassin The guild assassin is the master of dealing quick, lethal blows. Assassins also excel at infiltration and disguise. The guild assassin specializes in one of the three weapons used for assassination; the dagger, the short sword or the longsword. Their training in anatomy, stealth and their favored weapon allows them to carry out missions of death with shocking, terrifying precision. As NPCs, assassins work in guilds or secret societies found hidden in cities or based in remote fortresses in the wilderness. And they live by the assassins credo; 1. Never take the life of an innocent. 2. Never reveal yourself in the open. 3. Never compromise the Guild. Occasionally an assassin works alone, but only the most capable are willing to operate without any sort of support or back-up. The guild assassin might join a group depending on his mission. Game Rule Information Guild Assassin have the following game statistics. Abilities: Dex and Int are the most important abilities for the guild assassin. Alignment: Lawful Hit Points: d6 Class Skills The Guild Assasin's skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (guild history) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). Skill Points at 1st Level: (6 + Int modifier) x 4 Skill Points at Each additional level: 6 + Int modifier Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special 1st | +0 | +0 | +2 | +0 | Sneak Attack +1d6 2nd | +1 | +0 | +3 | +0 | Evasion 3rd | +2 | +1 | +3 | +1 | Sneak Attack +2d6 4th | +3 | +1 | +4 | +1 | Uncanny Dodge, Weapon Training 5th | +3 | +1 | +4 | +1 | Sneak Attack +3d6 6th | +4 | +2 | +5 | +2 | 7th | +5 | +2 | +5 | +2 | Sneak Attack +4d6 8th | +6/+1 | +2 | +6 | +2 | Death Attack, Weapon Specialty 9th | +6/+1 | +3 | +6 | +3 | Sneak Attack +5d6 10th | +7/+2 | +3 | +7 | +3 | 11th | +8/+3 | +3 | +7 | +3 | Sneak Attack +6d6 12th | +9/+4 | +4 | +8 | +4 | Weapon Supremacy 13th | +9/+4 | +4 | +8 | +4 | Sneak Attack +7d6 14th | +10/+5 | +4 | +9 | +4 | 15th | +11/+6/+1 | +5 | +9 | +5 | Sneak Attack +8d6 16th | +12/+7/+2 | +5 | +10 | +5 | Weapon Mastery 17th | +12/+7/+2 | +5 | +10 | +5 | Sneak Attack +9d6 18th | +13/+8/+3 | +6 | +11 | +6 | Hide in Plain Sight 19th | +14/+9/+4 | +6 | +11 | +6 | Sneak Attack +10d6 20th | +15/+10/+5 | +6 | +12 | +6 | Master Assassin Class Features Assassins Credo: when a Guild Assassin disobeys one of the tenets he won’t be able to anymore levels as Guild Assassin. Sneak Attack: same as rogue Evasion: If the Guild Assassin is exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw. Uncanny Dodge: the Guild Assassin can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to Armor Class even when caught flatfooted. Weapon Training: the Guild Assassin gains the “weapon focus” feat with a short sword, a long sword or a dagger. Death Attack: same as assassin PrC (DM180), except for the DC of the Fortitude save (DC 10 + ½ the Guild Assassin’s class level + Int modifier). Weapon Specialty: the Guild Assassin gains the “weapon specialization” feat for the weapon chosen with Weapon Training. Even if he doesn’t meet the prerequisites for it. Weapon Supremacy: the Guild Assassin gains the “Weapon Supremacy” feat for slashing weapons. Weapon Mastery: the Guild Assassin gains the following ability depending on the chosen weapon from Weapon Training; - Dagger: the Guild Assassin will be granted the “Deadeye Shot” feat, even if he doesn’t meet the prerequisites for it. - Short Sword: the Guild Assassin gains the ability called “Counter Attack”; instead of making an action the Guild Assassin may declare he is going to counter the next attack. This lets him goes into defense fighting (+2 AC) without losing attack bonus. If the Guild Assassin is able to avoid the next attack he may strike back with a sneak attack (the target loses Dex modifier on AC and any AC from a shield carried). - Long Sword: the Guild Assassin gains the ability called “Combo Attack”; when the Guild Assassin confirms a Critical Hit with a Long Sword, add your Sneak Attack dice to the damage after the multiplier has been applied. Hide in Plain Sight: same as Ranger. Master Assassin: the Guild Assassin only needs 1 round to study the victim before he can make a Death Attack. |