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> | + | !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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- | |1st||+0||+0||+2||+2|| align="left" | Keen Senses 1, Poison Use, Canny Defense || || | + | |1st||+0||+0||+2||+2|| align="left" | Keen Senses 1, Poison Use, Canny Defense || || +1d6 |
|- class="even" | |- class="even" | ||
- | |2nd||+1||+0||+3||+3|| align="left" | Evasion || || | + | |2nd||+1||+0||+3||+3|| align="left" | Evasion || || |
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- | |3rd||+2||+1||+3||+3|| align="left" | | + | |3rd||+2||+1||+3||+3|| align="left" | Hide in Plain Sight|| || +2d6 |
|- class="even" | |- class="even" | ||
- | |4th||+3||+1||+4||+4|| align="left" | Uncanny dodge || || | + | |4th||+3||+1||+4||+4|| align="left" | Uncanny dodge || || |
|- | |- | ||
- | |5th||+3||+1||+4||+4|| align="left" | Keen Senses 2 || || | + | |5th||+3||+1||+4||+4|| align="left" | Keen Senses 2 || || +3d6 |
|- class="even" | |- class="even" | ||
- | |6th||+4||+2||+5||+5|| align="left" | | + | |6th||+4||+2||+5||+5|| align="left" | Palm Weapon || || |
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- | |7th||+5||+2||+5||+5|| align="left" | | + | |7th||+5||+2||+5||+5|| align="left" | Skill Mastery || || +4d6 |
|- class="even" | |- class="even" | ||
- | |8th||+6/+1||+2||+6||+6|| align="left" | Improved uncanny dodge || || | + | |8th||+6/+1||+2||+6||+6|| align="left" | Improved uncanny dodge || || |
|- | |- | ||
- | |9th||+6/+1||+3||+6||+6|| align="left" | Hide in Plain Sight || || | + | |9th||+6/+1||+3||+6||+6|| align="left" | Hide in Plain Sight || || +5d6 |
|- class="even" | |- class="even" | ||
- | |10th||+7/+2||+3||+7||+7|| align="left" | | + | |10th||+7/+2||+3||+7||+7|| align="left" | Keen Senses 3 || || |
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- | |11th||+8/+3||+3||+7||+7|| align="left" | | + | |11th||+8/+3||+3||+7||+7|| align="left" | Improved Evasion || || +6d6 |
|- class="even" | |- class="even" | ||
- | |12th||+9/+4||+4||+8||+8|| align="left" | Featherfall 20 feet || || | + | |12th||+9/+4||+4||+8||+8|| align="left" | Featherfall 20 feet || || |
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- | |13th||+9/+4||+4||+8||+8|| align="left" | | + | |13th||+9/+4||+4||+8||+8|| align="left" | Mind Blank || || +7d6 |
|- class="even" | |- class="even" | ||
- | |14th||+10/+5||+4||+9||+9|| align="left" | | + | |14th||+10/+5||+4||+9||+9|| align="left" | Defensive Roll || || |
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+ | |15th||+11/+6/+1||+5||+9||+9|| align="left" | 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 | + | '''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. |
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.
Level | Base 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.