Assassin

From Arinthdnd

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|+'''Table: The Assassin'''
|+'''Table: The Assassin'''
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!Level!!Base<BR>Attack<BR>Bonus!!Fort<BR>Save!!Ref<BR>Save!!Will<BR>Save!! align="left" | !!  !!<BR>Maneuvers<br>Readied!!
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!Level!!Base<BR>Attack<BR>Bonus!!Fort<BR>Save!!Ref<BR>Save!!Will<BR>Save!! align="left" | !!  !!<BR>Sneak Attack Dice!!
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|-
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|1st||+0||+0||+2||+2|| align="left" | Keen Senses 1, Poison Use, Canny Defense || || 4
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|1st||+0||+0||+2||+2|| align="left" | Keen Senses 1, Poison Use, Canny Defense || || +1d6
|- class="even"
|- class="even"
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|2nd||+1||+0||+3||+3|| align="left" | Evasion || || 4
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|2nd||+1||+0||+3||+3|| align="left" | Evasion || ||  
|-
|-
-
|3rd||+2||+1||+3||+3|| align="left" | --- || || 5
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|3rd||+2||+1||+3||+3|| align="left" | Hide in Plain Sight|| || +2d6
|- class="even"
|- class="even"
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|4th||+3||+1||+4||+4|| align="left" | Uncanny dodge || || 5
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|4th||+3||+1||+4||+4|| align="left" | Uncanny dodge || ||  
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|-
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|5th||+3||+1||+4||+4|| align="left" | Keen Senses 2 || || 6
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|5th||+3||+1||+4||+4|| align="left" | Keen Senses 2 || || +3d6
|- class="even"
|- class="even"
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|6th||+4||+2||+5||+5|| align="left" | --- || || 6
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|6th||+4||+2||+5||+5|| align="left" | Palm Weapon || ||  
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|-
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|7th||+5||+2||+5||+5|| align="left" | --- || || 6
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|7th||+5||+2||+5||+5|| align="left" | Skill Mastery || || +4d6
|- class="even"
|- class="even"
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|8th||+6/+1||+2||+6||+6|| align="left" | Improved uncanny dodge || || 7
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|8th||+6/+1||+2||+6||+6|| align="left" | Improved uncanny dodge || ||  
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|-
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|9th||+6/+1||+3||+6||+6|| align="left" | Hide in Plain Sight || || 7
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|9th||+6/+1||+3||+6||+6|| align="left" | Hide in Plain Sight || || +5d6
|- class="even"
|- class="even"
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|10th||+7/+2||+3||+7||+7|| align="left" | Improved Evasion, Keen Senses 3 || || 8
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|10th||+7/+2||+3||+7||+7|| align="left" | Keen Senses 3 || ||  
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|-
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|11th||+8/+3||+3||+7||+7|| align="left" | --- || || 8
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|11th||+8/+3||+3||+7||+7|| align="left" | Improved Evasion || || +6d6
|- class="even"
|- class="even"
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|12th||+9/+4||+4||+8||+8|| align="left" | Featherfall 20 feet || || 9
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|12th||+9/+4||+4||+8||+8|| align="left" | Featherfall 20 feet || ||  
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|-
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|13th||+9/+4||+4||+8||+8|| align="left" | --- || || 9
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|13th||+9/+4||+4||+8||+8|| align="left" | Mind Blank || || +7d6
|- class="even"
|- class="even"
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|14th||+10/+5||+4||+9||+9|| align="left" | --- || || 10
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|14th||+10/+5||+4||+9||+9|| align="left" | Defensive Roll || ||  
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|-
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|15th||+11/+6/+1||+5||+9||+9|| align="left" | Keen Senses 4 || || 10
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|- class="even"
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|16th||+12/+7/+2||+5||+10||+10|| align="left" | --- || || 10
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|-
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|17th||+12/+7/+2||+5||+10||+10|| align="left" | --- || || 11
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|- class="even"
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|18th||+13/+8/+3||+6||+11||+11|| align="left" | Featherfall 30 feet || || 11
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|-
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|19th||+14/+9/+4||+6||+11||+11|| align="left" | --- || || 12
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|- class="even"
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|20th||+15/+10/+5||+6||+12||+12|| align="left" | Keen Senses 5 || || 12
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|-
|-
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|15th||+11/+6/+1||+5||+9||+9|| align="left" | Heart-Stopper|| || +8d6
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|}
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'''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.
+
'''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 no armor or shields.  Assassins are also proficient with one exotic weapon of their choice.
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'''Martial Disciplines:''' As their martial discipline, Assassins can choose between the Viper Fang, Shadow Hand, Diamond Mind, and Setting Sun disciplinesOnce he makes this choice, it can't be changed.  
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'''Keen Senses''': The assassin's keen senses allow him to strike critical hits more easily.  The range to score a critical hit increases by 1.  This increases by 2 at 16h level, and by 3 at 20th levelEach level of Keen Senses also gives a +1 modifier to confirm critical hits.
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'''Keen Senses''': At 12th level, the assassin's keen senses allow him to strike critical hits more easily.  The range to score a critical hit increases by 1.  This increases by 2 at 16h level, and by 3 at 20th levelEach level of Keen Senses also gives a +1 modifier to confirm critical hits.
+
Example; a character using a short sword normally needs a natural 20 to strike a critical hit.  With Keen Senses 1, he may roll a 19 or a 20With Keen Senses two, he can roll an 18, 19, or 20With Keen Senses 3, he can roll a 17 through 20.
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Example; a character using a short sword normally needs a natural 20 to strike a critical hit.  With Keen Senses 1, he may roll a 19 or a 20With Keen Senses two, he can roll an 18, 19, or 20With Keen Senses 3, he can roll a 17 through 20.
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'''Deadly Senses''': Whenever the assassin scores a critical hit, his damage multiplier increases by one.   
 +
 
 +
'''Heart-Stopper''':  Whenever the assassin score a critical hit, enemies must make a fortitude check with a DC equal to the damage inflicted by the hitIf they fail, they dieEnemies immune to critical hits are also immune to this effect.

Revision as of 21:56, 19 June 2009

Assassin

Alignment: Chaotic Good, Lawful Neutral, Neutral, Chaotic Neutral, Lawful Evil, Neutral Evil

Hit Die: d6.

Class Skills

The assassin’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), 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) x4.

Skill Points at Each Additional Level: 6 + Int modifier.

Table: The Assassin
LevelBase
Attack
Bonus
Fort
Save
Ref
Save
Will
Save

Sneak Attack Dice
1st+0+0+2+2 Keen Senses 1, Poison Use, Canny Defense +1d6
2nd+1+0+3+3 Evasion
3rd+2+1+3+3 Hide in Plain Sight +2d6
4th+3+1+4+4 Uncanny dodge
5th+3+1+4+4 Keen Senses 2 +3d6
6th+4+2+5+5 Palm Weapon
7th+5+2+5+5 Skill Mastery +4d6
8th+6/+1+2+6+6 Improved uncanny dodge
9th+6/+1+3+6+6 Hide in Plain Sight +5d6
10th+7/+2+3+7+7 Keen Senses 3
11th+8/+3+3+7+7 Improved Evasion +6d6
12th+9/+4+4+8+8 Featherfall 20 feet
13th+9/+4+4+8+8 Mind Blank +7d6
14th+10/+5+4+9+9 Defensive Roll
15th+11/+6/+1+5+9+9 Heart-Stopper +8d6

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 no armor or shields. Assassins are also proficient with one exotic weapon of their choice.

Keen Senses: The assassin's keen senses allow him to strike critical hits more easily. The range to score a critical hit increases by 1. This increases by 2 at 16h level, and by 3 at 20th level. Each level of Keen Senses also gives a +1 modifier to confirm critical hits.

Example; a character using a short sword normally needs a natural 20 to strike a critical hit. With Keen Senses 1, he may roll a 19 or a 20. With Keen Senses two, he can roll an 18, 19, or 20. With Keen Senses 3, he can roll a 17 through 20.

Deadly Senses: Whenever the assassin scores a critical hit, his damage multiplier increases by one.

Heart-Stopper: Whenever the assassin score a critical hit, enemies must make a fortitude check with a DC equal to the damage inflicted by the hit. If they fail, they die. Enemies immune to critical hits are also immune to this effect.

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