Assassin, Best Vairant (3.5e Class)
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 Assassin *IMPORTANT*
Assassins have existed throughout history killing people for money, revenge, and the occasional damsel. Assassins are known throughout the world as killers without mercy. Whether as Bounty Hunters, or ruthless killers, Assassins are always efficient and get the job done the first time. Rarely taking on large wars/battles, Assassins have a preference for stalking, preying, pursuing, and killing their target. As an Assassin, you will receive benefits by dealing additional critical damage, gaining the upper hand whilst sneaking, and train to be the most nimble killer of history. When lock-picking, locks range from: Common - Important - Very Important - Key Quest locks. When using Pro Locksmith, you may make keys for that the DM decides are according to the scale, while observing the restriction. Key Quest Locks cannot have keys be made for them, unless made by the original intent of the door maker.
 Making an Assassin
Assassins gain a +3 to Dex and a +2 to Str, but take a -2 penalty to Wisdom. It is recommended to advance in Dex and Cha, as these skills will help you when on your missions.
Abilities: Dex and Cha are important, but Int and Cha help greatly when dealing with skill related tasks.
Races: Any race that can sneak around and not be caught are more than welcome to be an Assassin.
Alignment: Unless you are fighting for a government, you would be most likely to be Chaotic. Most Assassins are typically Neutral, but can be other Alignments as well.
Starting Gold: Level 1-10: 1d100, 11-20: 1d2000, 21+ varies.
Starting Age: As Rogue.
|Saving Throws||Special||Spells per Day|| Power
| Maximum Power|
|1st||1||0||2||0||+2 total damage to dual wielding short sword/dagger like weapons, Ambidexterity (no offhand penalties), Two-Weapon Fighting Feat, Improved Unarmed Strike Feat||—||—||—||—||—||—||—||—||—||—||—||—||—|
|2nd||1||0||3||0||Swift Fighting: Attacks with short sword/dagger like weapons are only half actions, Crit Mk. I (x3 instead of 2 to all crits), Evasion||—||—||—||—||—||—||—||—||—||—||—||—||—|
|3rd||2||1||3||1||Trap Sense, Track People, Trackless Step, Woodland Stride, Precognition (+3 to all saves and senses when seeing future events)||—||—||—||—||—||—||—||—||—||—||—||—||—|
|4th||3||1||4||1||Uncanny Dodge, Swift Shooter (ranged weapons are now half actions to use), Quick Draw, Rapid Reload (all weapons)||—||—||—||—||—||—||—||—||—||—||—||—||—|
|7th||5||2||5||2||Special Privileges (Guards are less suspicious on assassination missions, can be used to get out of diplomacy checks concerning minor suspicious behavior)||—||—||—||—||—||—||—||—||—||—||—||—||—|
|8th||6||2||6||2||Improved Uncanny Dodge, Deft Hands (no sound when lock picking or pick pocketing)||—||—||—||—||—||—||—||—||—||—||—||—||—|
|10th||7||3||7||3||Crit Mk. II (x4 instead of 3 to all crits), Over Draw ( +2 to total damage concerning ranged weapons not including abilities)||—||—||—||—||—||—||—||—||—||—||—||—||—|
|11th||8||3||7||3||Special Ability: Light Footed (you no longer trigger pressure plates), Adaptivity (switching between light and darkness no longer affects your eyes), or Mysterious Stranger (a mysterious man occasionally helps you [1d4 chance] and deals a non critical hit of your current equipped weapon)||—||—||—||—||—||—||—||—||—||—||—||—||—|
|13th||9||4||8||4||Lucky Penny Pincher (x2 more gold from pickpocketing)||—||—||—||—||—||—||—||—||—||—||—||—||—|
|15th||11||5||9||5||4 Extra Feats, Spider-like Man (climbing and balancing DC's are now halved for you)||—||—||—||—||—||—||—||—||—||—||—||—||—|
|16th||12||5||10||5||10 Extra Skill points or 1 more Craft skill, Be Efficient (Crafting skill DC's are now halved)||—||—||—||—||—||—||—||—||—||—||—||—||—|
|17th||12||5||10||5||Be Polite (+3 to Bluff and Diplomacy Skills)||—||—||—||—||—||—||—||—||—||—||—||—||—|
|18th||13||6||11||6||A Plan to Kill Every One You Meet (If you crit more than 15 times in the campaign, you gain all of your ranged ammunition back)||—||—||—||—||—||—||—||—||—||—||—||—||—|
|19th||14||6||11||6||Crit Mk. III (x5 instead of 4 to all crits), Dangerous Poisons (5x/day, poisons do x2 more damage), Bio Slashing (all cuts from blades now give the target a random disease)||—||—||—||—||—||—||—||—||—||—||—||—||—|
|20th||15||6||12||6||Weapons Master: +6 to total weapon damage of both Ranged and Melee||—||—||—||—||—||—||—||—||—||—||—||—||—|
Class Skills 8+Int modifier, x4 at the first level. Balance, Bluff Climb, Concentration, Craft: Poison, Disable Device, Disguise, Escape artist, Forgery, Gather Information, Hide, Jump, Knowledge: Local & Architecture, Listen, Move Silently, Open Lock , Search, Sense Motive, Sleight of hand, Spot, Tumble, Use Rope. |}
 Class Features
Weapon and Armor Proficiency: Assassins are proficient in all basic weapons, 1 Exotic and 1 Martial Weapon of their choosing. They are also able to use all ranged weapons.
Spells: Assassins do not have a limitation other than level for casting spells, however they don't consider spells as spells. Spells are instead considered abilities. These can be unlocked if you meet the level requirement (not spell level requirement). All Sustained abilities last until canceled, and are treated as auras.
Starting— Mark: Marks your target, and shows where your target is in the city; Blind: Like Flare, but no flash; Locksmith: Able to pick any lock (+3 to Open Lock); Architect: Learn one possible entrance to any building; Dice Try: May Re-Roll any roll made by an enemy or a personal roll once per turn; Bleed: All targets afflicted with Bleed take an additional 1d6 damage and lose 1d8 damage per anyone's turn; Mercenary Stance: (Sustained) Temporary +2 to Diplomacy, Bluff, Intimidate checks, and +1 to Strength Score
1st— Shadow Form: 25% chance to not be detected while sneaking; Pinpoint Weakness: Reveals one weakness in the opponents armor and gains +5 total damage to that spot (half action); Mark for Death: Marks a target, if killed with a critical hit, then extra experience is gained; Spikes: Creates a 9 square vertical line of spikes dealing 2d8 damage; Jagged Strike: Deals 2d6 damage and has a 25% chance to cause Bleeding
3th— Demolish Resistance: Target is susceptible to disease and poison (25%); Anti-Bio: Gives target a random disease; Slow: Moves target down 1 initiative order, and takes a -2 to AC; Shadow Step: Step behind or next to a target in combat (free action); Smoke: Creates a blinding 5x5 Smoke Bomb Square; Rouge's Stance: (Sustained) Temporary +2 to Move Silently, Disable Device, Open Lock checks, and +1 to Dexterity Score; Archer's Stance: (Sustained) Temporary +2 to all Ranged damage (crits gain an additional +3 damage if Ranged weapon is used)
5th— Burst of Speed: Increase your speed by x5, and move up one line of the initiative order temporarily; Pro Locksmith: Make a key for locks that are similar in a building ( up to very Important locks); Future Sight: See impending danger or a future event (DC= 10 + 1/2 Character Level. Add Int Modifier to help or at level 30 Int Score); Eagle Vision: See Targets (Red) Guards (yellow) and Allies (blue) and hidden information (red); Sap: Stuns a target for 1d8 of any ones turn, if done while sneaking, target stays Sapped for 1d8 more turns unless attacked (does not provoke target into combat); Piercing Shot: The Assassin attempts to make a shot to meet half the AC of a target, and do 1d8 more damage at the cost of a full turn
7th— Cloak: Hide one object from sight; Shadow Teleport: Blend into the shadows teleporting from one shadow to another if there is low/minimal sunlight on that area; Lunar Cloak: 50% less chance to be detected while sneaking; Muffle: Silence and prevent the target from using any spells for 1d10 rounds; Circulating Poison: Poison lasts longer for 1d6 turns; Spider Strike: Deals +1d6 Damage and 1d6 Poison Damage (lasts 8 rounds)
9th— Warped Disguise: Use and organ to transform yourself into the dead target's image (+9 Disguise); Expose Armor: Target takes -5 to AC for 1d12 rounds; Pocket Map: Learn the insides of a targets pockets in a 6x6 Square radius; Throw Voice: Speak in the voice of anyone up to 2hours and project it anywhere; Bleed: Force a Bleed effect on a target; Falling Sun Strike: Strike downward for +1d8 more damage (+1d12 if done at sun set)
12th— Natural Edge: Move bricks to climb on out of the material used to make the structure; Acid Spray: Fling a 5 square horizontal libe of Acid at your opponent(s); Kunai/Arrow Storm: Lauches 10-20 Kunai/Arrow at a 6x6 square radius dealing 1d8 per arrow or 2d6 per kunai; Reverse Decision: Send a trap's effect to an enemy instead of taking the effect yourself; Slaughter: If the target is bleeding, deal +1d10 more damage with this strike
14th— Eagle's Talons: Perform a Jump-Attack and deal +10 Damage (+20 if crit); Eagle Stance: (Sustained) Temporary +3 to All Ranged and Jump-Attacks, +3 to Search ans Spot checks, and +3 to Dexterity Score; Cat's Reflexes: Jumps are free actions when in combat, or use to take a chance on landing on all fours and take 0 falling damage (DC= 1/2 Char Level + 10. Add Tumble to help, even if untrained); Shadow Slash: +2d8 to your next Attack if unseen/stealthing
16th— Shadow Dragon Stance: (Sustained) Temporary + 5 to Move Silently Search, Spot, Listen, and Disguise checks. Plus an additional +4 Dexterity Score; Dragon Clawing: Make four attacks to hit a target, if they all connect, then the targets HP is reduced by 50 in addition to your damage; Disorient: Will Save DC= 10 + Char Level. If failed, Target takes -2 to AC, and has all attack rolls (the d20) reduced by half for 1d12 turns; Rat's Blessing: Turn into a Rat to use mouse holes to sneak around the building (if it has them); Shadow Hide You: 75% less chance to been detected while sneaking
20th— Shadow Meld: Transform into a ground shadow and morph with the target's shadow (cannot attack in this form, can meld with objects); Diamond Razor Strike: An attack that deals 3d12 damage and Causes Bleeding; Tri-Muffle Shot: Shoots 3d12 of Ranged Damage with no trace, no sound, and if they all crit, + 2d12 more damage if unseen; Slick: Spray oil in a cone shape up to 12 squares max, targets in oil have to pass a balance check, or they will slip and fall; Biologist's Cage: Hits the target's Pressure Points in order to stun them for 1d12 turns; Trap Master: Gain the ability to rig any kind of trap; Mark of Immediate Death: Marks the target. Target takes a -6 penalty to their AC and if killed with a crit, triple experience is gained
Assassins are Ex-Assassins when they, fail an assassination, become deficient, expose their organization, or expose Assassins living in the city. Assassins who do this are usually killed after they committed the act.
 Epic Assassin
 Campaign Information
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 Assassins in the World
Assassins are more shady characters than anyone else.
Daily Life: Killing people quickly and quietly for money.
Notables: Lucien LaChance, Zevran Ariani, Leliana (Bard, but does assassin jobs sometimes), Agent 47 Code Name: Hitman.
Organizations: Dark Brotherhood, The Antivan Crows, The Black Hand, Morag Tong.
NPC Reactions: ASSASSIN, KILL IT QUICK!
 Assassin Lore
Characters with ranks in Streetwise can research Assassins to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
 Assassins in the Game
Assassins fit really nicely with people who don't mind sneaking around and killing people quietly.
Adaptation: Rift Stalkers are a good match up for dual classing.
Sample Encounter: As you finish up your business with the Emperor, you see an arrow appear instantaneously through his head. As you look around, you see nothing that shows signs of his death other than the arrow. Guards burst in as you shout murder, and panic as the Emperor has been killed with out a trace. As you collect your thoughts, you realize it must have been some sort of Assassin.