Assassin
From Arinthdnd
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 | Maneuvers Readied | |||
---|---|---|---|---|---|---|---|---|
1st | +0 | +0 | +2 | +2 | Keen Senses 1, Poison Use, Canny Defense | 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 | Keen Senses 2 | 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 3 | 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 4 | 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 5 | 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.