Assassin, 2nd Variant (3.5e Prestige Class)
From D&D Wiki
|Editing:||Constructive edits welcome|
"Your death is inevitable. Your pain, your choice." -Bartholomew Alabaster, Darman Assassin Of the Nether
A drunken rapist runs down the dark alleyway. From the sewers, laughs of several wererats echo in his head. He runs, thinking he can escape death. He turns the corner, out of the shadows and he thinks he's safe. There stands a man, a few feet away who hasnt noticed him. He runs down the street, diving into another shadow. Diving into the blade of an assassin.
This Assassin is more than just a notable killer. They enjoy having varied techniques and resources to meet each challenge. No death to this assassin ought to be the same
Becoming a Assassin
Characters who pursue this class seek not only to kill an enemy, but cripple, torture, and confuse as well. A rogue is the typical shady character to take this prestige class. Intelligence and Dexterity are the most important followed by constitution to make up for the low HD.
|Alignment:||any evil||Skills:||Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks.||Special:||The character must kill someone for no other reason than to join the assassins|
|Level||Base Attack Bonus||Saving Throws||Special||Spells per Day|
|1st||+1||+0||+2||+0||Sneak Attack +1D6, Shadowsight , Alter Self||0||—||||
|2nd||+2||+0||+3||+0||Shadow Walk, Death Attack||1||—||—||—|
|3rd||+3||+1||+3||+1||Sneak Attack +2D6||2||0||—||—|
|5th||+5||+1||+4||+1||Sneak Attack +3D6, Improved Uncanny Dodge||3||2||0||—|
|7th||+7||+2||+5||+2||Sneak Attack +4D6||3||3||2||0|
|8th||+8||+2||+6||+2||Hide in Plain Sight||3||3||3||1|
|9th||+9||+3||+6||+3||Sneak Attack +5D6||3||3||3||2|
Class Skills (<-4-> + Int modifier per level)
All of the following are class features of the Assassin .
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.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an assassin gets a sneak attack bonus from another source the bonuses on damage stack.
Death Attack: If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Dex modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Spells: Beginning at 1st level, an assassin gains the ability to cast a number of arcane spells. To cast a spell, an assassin must have an Intelligence score of at least 10 + the spell’s level, so an assassin with an Intelligence of 10 or lower cannot cast these spells. Assassin bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the assassin’s Intelligence bonus. When the assassin gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. The assassin’s spell list appears below. An assassin casts spells just as a bard does. Upon reaching 6th level, at every even-numbered level after that (8th and 10th), an assassin can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level assassin spell the assassin can cast. An assassin may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.
Save Bonus against Poison: The assassin gains a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two additional levels the assassin gains. Uncanny Dodge (Ex): Starting at 2nd level, an assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).
Alter Self (Sp): At 1rd level, the Assassin gains the ability to use Alter Self as a spell-like ability at will.
Decoy (Su): Starting at 3rd level, an assassin gains the ability to create a single, illusory duplicate of himself. It requires a standard action to make, can only perform one action per turn, has 1/2 the health of the assassin, and is dispelled by the spell, dispel magic and cannot enter an anti-magic field. It has all the abilities of the assassin, except for spells and racial abilities. The decoy lasts until its health hits 0, upon which it fades and cannot be recreated for 2 hours.
Shadowsight: Shadowsight is the magical attunement of the eyes to utter darkness. This ability allows the user to see even in magical darkness albeit in black and white. This ability functions the same as Darkvision. The users eyes develop a light blue glow with this ability
Improved Uncanny Dodge (Ex): At 5th level, an assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a rogue at least four levels higher than the assassin can flank him (and thus sneak attack him). If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character. If the assassin already has Improved Uncanny dodge, they instead gain evasion, just like a rogue of 2nd level. If they already have evasion, they instead gain Improved evasion, just like the Rogue special ability.
Bleeding Effect (Ex): At 10th level, an assassin has become so adept at striking vitals that upon a successful sneak attack, the creature must make a fortitude save of DC 10 + the Assassin's class level + The Assassin's Dex Modifier or take 1D6 damage each turn for 1d6 rounds. Bleeding Effects can stack. A heal check of the same DC will remove the bleeding effect. A heal check must be made for each D6 of the bleeding effect.
Shadow Walk (Sp): At 2rd level, the shadowdancer gains the ability to use shadow walk as a spell-like ability at will.
Hide in Plain Sight (Su): At 8th level, an assassin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.
Multiple Decoys (Su): At 9th level, the assassin has learned to control up to 3 decoys. However, making more than one requires a full- round action. If the assassin creates 2 decoys, they have 1/3 the health of the assassin. If the assassin creates 3 decoys, they have 1/4th the health of the assassin.
Spells: To cast a particular spell, you must have an Intelligence score of at least 10 + the spell's level. Your bonus spells are based on your Intelligence. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Int bonus (if any).
You cast spells as a Bard does. All spells are the same as the SRD Assassin class.
Playing a Assassin
Playing as an Assassin revolves around knowing thy enemy, seeing thy enemy before thine enemy sees thee, and being a shadow to the naked eye.
Combat: Supportive role. Should use poisons and spells to cripple enemies.
Advancement: Rogues, Ninjas, and any stealth based class would benefit from prestige into this.
Resources: Paladins are the assassin's worst enemy, followed by the cleric. Otherwise, any class that does not interfere with the assassin's goals to not get on its bad side. Assassin are usually benefited from some kind of guild such as a Thieve's guild, Assassin's guild, or Wererat guild.