Assassin

From Arinthdnd

[edit] Assassin

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

Hit Die: d6.

[edit] 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 Slippery Mind
9th+6/+1+3+6+6 Improved Uncanny Dodge +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.

Personal tools