Blood Assassin (3.5e Class)
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 Blood Assassin
|“||To make the kill and complete the mission, regardless of the sacrifice; such is the nature of the Blood Assassin.||”|
Adventures: Usually a Blood Assassin is trained from childhood in the arts of swift assassinations and are brought up on the mindset that nothing else matters as long as the mission is completed. Upon finishing their training a decade or so later they usually joins an organization (typically of their choosing). This organization is now considered to be the Blood Assassin's primary contact and employer in terms of missions and the likes. The tasks given to the Blood Assassin vary in range and environment. However, in much rarer cases, some Blood Assassins may choose to work alone.
Characteristics: Blood Assassins are mostly known for their cunning, power, versatility and work ethic. However, the one trait which is prominent in all Blood Assassins is their slightly masochistic tendencies. Though they require their own blood for some of their more specialized techniques, they tend to have a slight obsession with it. This obsession is weak in new Blood Assassins, but it grows with time. Eventually their masochism leads to their downfall. (Please note that this does not need to mean that they commit suicide.)
 Making a Blood Assassin
A Blood Assassin relies on their versatility and health, for the most part. Versatility for missions; health for their Blood Techniques. Without these key attributes, a Blood Assassin would not last long.
<-Strong points and weak points, and effectiveness with party members.->.
Abilities: Constitution, Dexterity and Intelligence are the three key points of a Blood Assassin. Constitution allows the extended use of their Blood Techniques while Dexterity allows them to execute swift and precise strikes. Intelligence on the other hand allows Blood Assassins access to a variety of skills to be used to complete missions.
Races: Any race may pick up on the Blood Assassin class; all that is needed is effort and dedication.
Starting Gold: 1d10 x10 gp.
Starting Age: Simple
|1st||+1||+0||+2||+0||(Skill is Everything or Knowledge is Everything)|
|4th||+4||+1||+4||+1||Uncanny Dodge, Evasion, Blood Technique|
|6th||+6/+1||+2||+5||+2||Mobility, Death Attack|
|8th||+8/+1||+3||+6||+3||Blood Technique, Life's Drain|
|9th||+9/+2||+3||+6||+3||Improved Uncanny Dodge,|
|12th||+12/+5/+1||+4||+8||+4||Blood Technique, Blood Rite,|
Class Skills (8 + Int modifier per level, ×4 at 1st level)
 Class Features
All of the following are class features of a Blood Assassin.
Weapon and Armor Proficiency: A Blood Assassin is proficient with all weapons (all means all) and bucklers but is not proficient with any type of armor or heavier shield and cannot gain proficiencies.
Skill is Everything or Knowledge is Everything: At the 1st level the Blood Assassin is able to choose their current specialization between Dexterity and Intelligence. The chosen style uses the appropriate ability modifier INSTEAD of Strength for Attack and Damage Rolls. At 5th level, the style which was not chosen at the 1st level is then automatically picked up. These two styles stack. In simple terms, at level 1 a Blood Assassin would use either their Dexterity or Intelligence modifier instead of their Strength in Attack and Damage Rolls.
Dodge: The Blood Assassin gains the feat Dodge.
two weapon fighting: The Blood Assassin gains the feat two weapon fighting.
Evasion: A Blood Assassin's evasion functions as the traditional Rogue's evasion. A successful reflex check which would half the damage of an attack would totally nullify all damage.
Uncanny Dodge: A Blood Assassin can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Improved Evasion: A Blood Assassin's improved evasion functions as the traditional Rogue's improved evasion. Even on a failed reflex check, the damage of an attack is halved.
Improved Uncanny Dodge: A Blood Assassin can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does.
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 rogue level required to flank the character.
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 Int 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.
Life's Drain: A 8th level Blood Assassin learns the technique Life's Drain. This technique allows the Blood Assassin to siphon HP from an enemy. A touch attack must first be made (and succeeded) provoking an attack of opportunity. A Blood Assassin may siphon a number of hit points equal to 1d4 +int mod; This technique is usable a number of times per day equal to the Blood Assassin's charisma modifier. This technique may be used during a grapple.
Blood Techniques: At 4th level and every other four levels after, the Blood Assassin gains access to a new blood technique to a max of three.
Sanguine Vein: If you drink from your latest kill within 2 rounds you may gain back 1d4 + half level (rounded up) in h.p. at 100% normal rate.
Pain's Power: Sacrifice 2 hit points to increase your next attack roll by 1. Whether the attack succeeds or fails it only applies to the next attack. You may sacrifice more hit points cumulatively for more damage. (Immediate Action)
For Example: Telano the Bloody wants to add four bonus damage to his next attack. Telano has to sacrifice 2 h.p for the first bonus point of damage, 4h.p for the second, 6 h.p. for the third, and 8h.p. for the fourth totaling up to 20 H.P. sacrificed.
Blood Poisoning: Sacrifice 10% of your maximum hit points to imbue your weapon or ammunition with a poison for a number of rounds equal to your Intelligence modifier which does 1d2 constitution damage per hit (initial and secondary effects are the same). An enemy may only take the constitution damage once per round. Fortitude save DC (10 + 1/2 level + Int mod). (Swift Action)
Feeble Blood: Sacrifice 3hp/level of your current hit points to make your next attack do 1d6 points of temporary strength and dexterity damage to a single target. The target must be within 30ft of the Blood Assassin. Fortitude save DC (10 + 1/2 level + Int mod). ( Full-Round Action - does not provoke)
Red Blur: Sacrifice 2 hp/level of your current hit points to double your movement speed for 1d6+1 rounds. (Swift Action)
Crimson Skill Burst: Sacrifice 1 hp/level of your current hit points to increase a skill check made by you by 5.
Blood Rites: At 6th level and every other six levels after, the Blood Assassin gains a Blood Rite. Blood rites are usable only once per day per Charisma modifier(min 1) and are half actions to complete but may be used as free actions for double hit point cost. Only a maximum of two may be learned.
Crimson Rain: Sacrifice 3 hp/level of your current hit points to create bloody rain in a 50ft radius. The rain provides cover for you and your allies (as per the spell Obscuring Mist) and all enemies in the rain must succeed a Fortitude save (DC 10 + 1/2 Level + Int) or become sickened. This save must be made every round. Lasts for 1 minute/level.
Blood Field: Sacrifice 4 hp/level of your current hit points to create a 30ft. radius around you in which the ground itself is soaked with the malice and killing intent of your blood. Everyone (except you) takes 1d6 damage/2 level per round while standing in the area. Lasts for 2 rounds/level.
Half-Life: Sacrifice 50% of your total hit points to do 50% damage of a target's total hit points on your next attack. Whether it's successful or not.
Blood Boost: Sacrifice 2 hp/level of your current hit points to give you and all allies in 30ft. +5 on all skill checks for up to 3 minutes/level.
Blood Burst: Sacrifice 3 hp/level to Release an explosion of energy that deals 1d6/level to all enemies in a 30ft. radius. Reflex Save (DC 10 + 1/2 level + Int) for half damage. All enemies effected by this ability must also make a Fortitude save or become sickened.
Crimson Secrets: At 20th level, the Blood Assassin has gained mastery of a single Crimson Secret. Crimson Secrets are usable only once per day, and are full round actions to complete.
Sacrificial Kill: Sacrifice 12 hp/level to kill a target with less than or equal to 125% that of the blood Assassin's health(Fort save). If save is successful, the target still takes 1d6/every 2 levels.
Crimson Field: Sacrifice 6 hp/level to drain all blood from each fallen enemy in battle. For every slain enemy within 60ft you gain +2 on attack and damage rolls for a number of rounds equal to your Intelligence modifier.
Crimson Kamikaze: Sacrifice all remaining hp (down to -9) to deal damage equal to the amount sacrificed to everyone (Including Allies) in a 30 ft radius.