Assassin, Nuki (3.5e Class)
From D&D Wiki
- 1 Nuki Assasin
- 1.1 Making a Nuki Assasin
- 1.2 Campaign Information
The Nuki Assasin is all about speed. Assasins in general are seen as murderers the evil of the world, in reality Assasins hold the highest respect for all of their foes studying them learning from them. Nuki assasins pray for the souls theve sent on daily basis seeing it as there duty to uphold life after death.
Making a Nuki Assasin
Assassins work as well with other classes, specifically the monk regarding his skill focus and martial mastery. It is very impressive seeing spellcasters as unhonourable and barbarians as crude brutes but still learning even from them.
Abilities: Dexterity is highly important for the Nuki Assassin as most of his class features are based off of it and helps with his low AC. Intelligence is also important because some of their class skills depend on it and it helps the Nuki Assassin to gain more skill points.
Races: Due to there size and bonus to their dexterity halflings often become Assassins. Humans, being as versatile as they are, are also very good category. However Nuki Assassins come from everywhere.
Starting Gold: 5d4x10
Starting Age: As Rogue.
|Saving Throws||Special||Spells per Day||AC Bonus|
|1st||+0||+0||+2||+2||Fatal Strike, Armored in Life, Mixed Martial Arts, Spell Casting||2||—||—||—||—||—||—||+2|
|2nd||+1||+0||+3||+2||Assasin's Sight, Improved Initiative, Nuki Slash+1d6||3||0||—||—||—||—||—||+3|
|3rd||+2||+1||+3||+3||Weapon Finesse, Mesmerizing Step, Nuki Slash+2d6||3||1||—||—||—||—||—||+3|
|4th||+3||+1||+4||+3||Opportunist , Hide in Plain sight,||3||2||0||—||—||—||—||+4|
|5th||+3||+2||+5||+3||Flash step, Uncanny Dodge, [[[Nuki Slash|Nuki Slash+3d6]]||3||3||0||—||—||—||—||+4|
|7th||+5||+3||+6||+4||Evasion, Nuki Slash+4d8||3||3||2||—||—||—||—||+5|
|8th||+6/+1||+3||+6||+4||Improved Uncanny Dodge||3||3||2||0||—||—||—||+6|
|9th||+6/+1||+3||+7||+5||Exotic Weapon Proficieancy, Nuki Slash+5d8||3||3||3||1||—||—||—||+6|
|13th||+9/+4||+5||+9||+7||Special Ability, Nuki Slash+7d8||3||3||3||3||2||—||—||+8|
|17th||+12/+7/+2||+7||+11||+8||Martial Weapon Proficiency, Nuki Slash+9d8||3||3||3||3||3||2||0||+10|
|18th||+12/+8/+3||+7||+12||+9||Poison Immunity, Nuki Slash+10d8||3||3||3||3||3||3||1||+11|
|19th||+14/+9/+4||+8||+12||+9||Special Ability,Nuki Slash+11d8||3||3||3||3||3||3||2||+11|
Class Skills (8 + Int modifier times, 8 at 1st level)
Nuki Assassin's are fast and deadly killers, trained from the moment they can walk. They are taught how to be honorable killers. All of the following are class features of the Nuki Assassin.
Weapon and Armor Proficiency: Nuki Assassin's are proficient with Fukimi-Bari, Chakram, Blowgun, Greater Blowgun, Shikome-zue, Kusari-gama, Chijiriki, Ratling Tail Spikes, Ninja-to, Kawanaga, War Fan, Jitte, Kau Sin Ke, Katana, Nagamaki, Nunchaku, Sai, Tachi, Akuchi, Shuriken, Siangham And Crossbows. They are also proficient with light armor, but no shields.
Spells: Nuki Assassins cast arcane spells. Nuki Assassins choose their spells from the Sorcerer/Wizard spell list these spells must be drawn from the divination, illusion and the necromancy school.
Fatal Strike (Ex): 1st level. Nuki Assassins are so dexterous that he can aim and strike with surgical precision, hitting vital organs. The Nuki Assassin may add half of his dexterity modifier as a competence bonus to all melee attack rolls so long as he is proficient with the weapon being used. At level 5 he may add his full Dexterity modifier to melee attack rolls.
Armored in Life (Su): At 1st level The nuki assassin gains a +2 bonus to AC. This special armor bonus applies whenever he is not using armour or shields that he is not proficient in. This armour bonus applies to the nuki assassin's touch and flatfooted AC. If the Naki Assassin wears armor which he is proficient in (for example: normal clothing) that has an enhancement bonus, that enhancement bonus applies to his Armored in Life Armor Bonus.
Mixed Martial Arts: 1st level. Nuki Assassins are trained in the mixed martial arts. A Nuki Assassin's unarmed strike deals 1d4 damage at 1st level. At every 3rd level interval after that they it increases one die level ceasing at 9th level (ie. 3rd 1d6 th 1d8 9th 1d10). This ability also functions the same as having the feat Improved unarmed strike.
Assassin's Sight (Su): At 2nd level a nuki assassin can study an opponent to find the weak spots. This ability takes a standard action to use. You can use this ability to gain a +2 on one of the following options: damage, grapple, bull rush, and attacks of opportunity. You take advantage this bonus on the same round that you use this ability or it is wasted.
Improved Initiative: At 2nd level Nuki Assassins gain the Improved Initiative Feat
Nuki Slash (Ex): 2nd level. Nuki assassin's are quicker then most other's and gain a bonus to their AoO damage. Nuki Assassin's deal an extra 1d6 damage at 2nd level on AoO this bonus increases first at level 2 then 3rd and every 2nd level thereafter (ie. 2nd+1d6 3th+2d6 5th+3d6....) Than at level 17,18,19,20 an additional die is added.
Weapon Finesse: 3rd level. Nuki assassin's gain Weapon finesse As a bonus feat.
Mesmerizing step (Sp): 3rd level. You cast Hypnotism as the spell without any verbal components.
Opportunist: 4th level. Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Hide in plain sight (Su): 4th level. A Assassin can hide in unusual locations, and may hide in areas without cover or concealment without penalty. An Assassin may even hide while being observed. This ability does not remove the -10 penalty for moving at full speed, or the -20 penalty for running or fighting.
Flash Step (Sp): 5th level. you can teleport 1 square per level(max 10 squares) unless you would normally invoke an AoO from moving.
Improved Uncanny Dodge: 8th level. An Assassin of 8th level or higher can no longer be flanked. This defense denies another character the ability to sneak attack the character by flanking him, unless the attacker has at least four more levels in a class that provides sneak attack than the target. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.
Nimble Fingers:6th level. Nuki Assassins gain the Nimble Fingers feat.
'Evasion (Ex):7th level. If subjected to an attack that allows a Reflex save for half damage, a character with evasion takes no damage on a successful save.
Uncanny Dodge: 5th level. an Assassin can react to danger before his senses would normally allow him to do so. He retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized. If an Assassin already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead.
Exotic weapon proficiency: 9th level. Nuki Assassins gain the Exotic Weapon Proficiency feat.
Special Ability: 10th level. Look at the [url=http://www.dandwiki.com/wiki/SRD:Rogue#Special_Abilities]Rogue[/url] special Abilities
Skill Focus: 12th level. Nuki Assassins gain the Skill focus feat.
Poison Resistance (Ex): 14th level. Nuki Assassins gain resistance 20 to all poisons
Martial Weapon Proficiency: 17th level. Nuki Assassins gain the Martial Weapon Proficiency feat.
Poison Immunity (Su): Nuki Assassins are immune to all poisons.
Nuki Assassins that willingly wear heavy or medium armour lose all there Supernatural and Extraordinary powers and cannot gain them back without divine intervention.
Epic <-class name->
|21st||<-any improvements to class features gained at this level, including any bonus feats->|
|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
|23rd||<-any improvements to class features gained at this level, including any bonus feats->|
|24th||<-any improvements to class features gained at this level, including any bonus feats->|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||<-any improvements to class features gained at this level, including any bonus feats->|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||<-any improvements to class features gained at this level, including any bonus feats->|
|29th||<-any improvements to class features gained at this level, including any bonus feats->|
|30th||<-any improvements to class features gained at this level, including any bonus feats->|
<-number of skill points-> + Int modifier skill points per level.
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->|| <-armor check penalty based on starting armor. If innapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a Nuki Assassin
Religion: Nuki Assassins Typically worship Vecna but they can worship anyone.
Other Classes: Assassins work as well with other classes specifically the monk regarding his skill focus and martial mastery very impressive seeing spellcasters as unhonourable and barbarians as crude brutes but still learning even from the barbarian.
Combat: Nukis ussualy fill the roll of the rogue however they can fill the role of the fighter weakly but they can they can also fill the roll of a magic user but it is not recomended.
Advancement: The most typical Multiclass is the Master Swordsman.
Naki in the World
|“||It was fun meeting you to bad it wont happen again||”|
|—Wilche gron, Halfling Nuki Assassin|
Naki Assassin's fit nowhere and everywhere they are wanderers.
Daily Life: Fighting, Stealing, Drinking "Gambling".
Naki Assassin Lore
Characters with ranks in Knowlegde(Religion) can research Naki's to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Nuki Assassin's are hired by many people for there killing skill is highly effective.|
|10||The art of the Nuki Assassin was invented by samurai.|
<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.