Assassin

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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

Maneuvers
Readied
1st+0+0+2+2 Keen Senses 1, Poison Use 4
2nd+1+0+3+3 Evasion 4
3rd+2+1+3+3 --- 5
4th+3+1+4+4 Uncanny dodge 5
5th+3+1+4+4 --- 6
6th+4+2+5+5 --- 6
7th+5+2+5+5 --- 6
8th+6/+1+2+6+6 Improved uncanny dodge 7
9th+6/+1+3+6+6 Hide in Plain Sight 7
10th+7/+2+3+7+7 Improved Evasion, Keen Senses 2 8
11th+8/+3+3+7+7 --- 8
12th+9/+4+4+8+8 Featherfall 20 feet 9
13th+9/+4+4+8+8 --- 9
14th+10/+5+4+9+9 --- 10
15th+11/+6/+1+5+9+9 Keen Senses 3 10
16th+12/+7/+2+5+10+10 --- 10
17th+12/+7/+2+5+10+10 --- 11
18th+13/+8/+3+6+11+11 Featherfall 30 feet 11
19th+14/+9/+4+6+11+11 --- 12
20th+15/+10/+5+6+12+12 Keen Senses 4 12

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.

Martial Disciplines: As their martial discipline, Assassins can choose between the Viper Fang, Shadow Hand, Diamond Mind, and Setting Sun disciplines. Once he makes this choice, it can't be changed.

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 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.

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