Assassin, Creed Variant (3.5e Class)
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Assassin, Creed Variant
Assassins of the Brotherhood have been hiding in the shadows of the world for thousands of years. They know how to reach their targets through a variety of ways, and disappear after they dispatch their prey. Removing their target from the living world is a necessary evil done for the right reasons. While they may not be as durable in a scrap as others, they more than make up for it in skills that most would consider unsavory. These hunters believe in freedom above all else and fight to defend it by any means at their disposal.
Adventures: Assassins adventure not for fame or fortune, these would only make their task harder due to the increased notoriety. They tend to be more at home in cities, where more targets tend to be available to be disposed.
Characteristics: Assassins are skilled in infiltration and means of a quick escape. Front line fighters they are not, but underestimating them is a mistake that many do not live to make again. As they become more skilled, they learn new ways of eliminating their prey and remaining undetected.
Alignment: Assassins of the Brotherhood kill for the greater good and tend to lean toward chaotic good. Diversity in thinking is respected in the Brotherhood and as a result any non evil alignment being is accepted into their ranks.
Regligion: Assassins come from a variety of backgrounds. Because of this, they worship a great many gods, the most common being celerity, patience, and protection. It common for an assassin to not worship any gods at all.
Background: Assassins of the Brotherhood maintain contact with the guild overseers present in all major cities. Assassins rarely venture out in groups with each other, that way if they are caught or killed, the blow to the brotherhood is not as severe. While not the first to conceal weapons, they have perfected the art with the engineering of the hidden blade, an extendable stiletto hidden inside a gauntlet.
Races: The brotherhood does not turn any away any they deem to be worthy of becoming members. Humans and elves tend to be the most common among assassins. Creatures like orcs are exceedingly rare due to their tendency for evil. Dwarves have the sentiment, but are not as stealthy as others.
Other Classes: Assassins work with others well, especially those that aid their efforts. They respect frontline warriors like fighters and barbarians because they provide distraction. Casters like wizards and sorcerers are tolerated, but not preferred as any magical aid rendered increases the risk of detection. Those with healing abilities like clerics and druids are a welcome sight because even the most novice assassin knows plans can go wrong at any time.
Role: Similar to a rogue, an assassin provides a great many skills to a party. They prefer to strike from the shadows as opposed to direct conflict. An extended fight is not the goal of an assassin, and they will escape when they are able. Until that opportunity arises, they are capable of holding their own.
Game Rule Information
Assassins have the following game statistics.
Abilities: Dexterity is key for an assassin. Not only does it allow him to remain undetected, it allows him to fight. Intelligence is a close second for it allows for options in getting close enough to kill his target.
Alignment: Any non evil.
Starting Gold: 4d4×10 gp (100 gp).
Starting Age: Complex.
All of the following are class features of the assassin. In order to use all of these extraordinary abilities, he must be in armor no heavier than light and wield no shield.
Weapon and Armor Proficiency: Assassins are proficient with all simple weapons, plus the rapier, shortsword, hidden blade, and repeating crossbows.
Sneak Attack (Ex): If an assassin can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. This extra damage does not apply if the assassin wields a weapon other than daggers or hidden blades.
The assassin’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the assassin flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every odd assassin level thereafter. Should the assassin score a critical hit with a sneak attack, this extra damage is not multiplied.
An assassin can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The assassin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An assassin cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Quick Draw: The assassin knows how important it is to have a weapon at the ready. He is granted the Quick Draw feat at level 1.
Smoke Bomb: The assassin knows just how important the ability to disappear is. At first level, he knows how to make smoke bombs, each bomb costs 1gp worth of simple materials. They can be drawn and thrown to the ground at the assassins feet as a move action, or free action with Quick Draw. Upon impact, they explode in a 15 foot diameter centered upon the assassin granting concealment and obscuring vision for 2d4 rounds. His vision has been trained well enough that enemies caught in the smoke do not gain the benefits of concealment against his attacks. Should the assassin wish to use the lingering smoke to hide, he may do so as a part of his move action for the round.
Eagle Vision (Ex): The assassin has been trained to work in the shadows as well as notice even the most mundane of details. He gains low-light vision and a +2 bonus to search and spot checks starting at level 2. If he already has low light vision, he gains dark vision at the same range. If he has dark vision, he can now see in color with darkvision. Every 4th assassin level after, he gains an additional +1 to search and spot.
Assassin Style (Ex): At 2nd level, an assassin must select one of two assassin styles to pursue: duelist or knife thrower. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way.
If the assassin selects duelist, he gains the Blade Defense ability. When wielding a weapon qualifying for Weapon Finesse, even if he does not already have the feat, he gains his Wisdom modifier, if any, as a shield bonus to his AC.
If the assassin selects knife thrower, he gains the Far Throw ability. This adds 10' to the range of all thrown weapons he is proficient with.
Death Strike (Ex): At 3rd level, the assassin gains the Death Strike ability. He is able to find the weakest point in his target and exploit it to its fullest advantage. When a sneak attack attempted with the hidden blade lands, the target must make a Fortitude saving throw of DC10 + assassin level or the opponent takes double sneak attack die. This ability can only be used when the assassin is hidden and the opponent must be unaware of his presence, flanking and other means of sneak attack do not count toward this ability. Enemies that otherwise are immune to sneak attacks take normal sneak attack damage on a failed fortitude save.
Evasion (Ex): At 4th level and higher, an assassin can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), he instead takes no damage. A helpless assassin (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
Leap of Faith (Ex): At 4th level, an assassin knows how to make an escape from a height. When intentionally jumping from a height of less than 100 ft into a soft landing pad such as a pile of hay or another material capable of cushioning a fall, an assassin takes zero damage. If the descent is unintentional, fall damage is calculated normally. Jumps over 100ft into a soft landing have their damage calculated as if their height was 100ft less. For example, a jump from 150 ft onto a soft landing pad would be calculated as an intentional jump down from 50 ft.
Blend with the Crowd (Ex): At 5th level, an assassin has learned to hide himself more skillfully in a group of people. He suffers no movement penalty entering a friendly or neutral crowd and gains a +4 circumstance bonus to hide checks made while he is within the crowd. A diplomacy check of DC10 can be made to direct a friendly crowd, DC15 for neutral.
Improved Assassin Style (Ex): At 6th level, an assassin's aptitude in his chosen assassin style (duelist or knife thrower) improves.
If he selected duelist at 2nd level, he gains the Strike First ability. An assassin has learned the hard way that the first blow in a fight must come on his terms. This ability allows him to add his Wisdom modifier, if any, to his initiative roll.
If he selected knife thrower at 2nd level, he gains the Flying Daggers ability. Thrown weapons seem to leap from the assassin's hand. He may now throw 2 daggers at a time with his main hand, applying half his strength bonus, rounded down, to each instead of the full bonus to 1.
Uncanny Dodge (Ex): Starting at 7th level, an 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.
If an assassin already has uncanny dodge from a different class (an assassin with at least two levels in barbarian, for example), he automatically gains Improved Uncanny Dodge instead.
Improved Evasion (Ex): At 8th level, an assassin gains the Improved evasion ability. This ability works like evasion, except that while the assassin still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, he now takes only half damage on a failed save. A helpless assassin (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.
Death from Above (Ex): At 9th level, an assassin gains the Death from Above ability. This allows the assassin to leap down from a height of at least 10 ft above his target and make a Death Strike if the enemy is unaware of his presence. Should the enemy survive the attack, the opponent is knocked prone.
Improved Uncanny Dodge (Ex): At 10th level, and assassin can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies another class capable of sneak attack the bonus sneak attack damage to the character by flanking him, unless the attacker has at least four more class levels capable of sneak attack than the target does.
If a character already has uncanny dodge 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.
Assassin style Mastery (Ex): At 11th level, an assassin's aptitude in his chosen assassin style (duelist or knife thrower) improves again.
If he selected duelist at 2nd level, he gains the Nimble Charge ability. When making a charge, he can charge over difficult terrain (as long as the corresponding checks are made) and may make a sharp turn (90 degrees) as long as the movement after the turn is 10 ft or more.
If he selected knife thrower at 2nd level, he gains the Fan of Knives ability. The Flying Daggers ability now applies to the off hand as well. The standard penalties for fighting with two weapons still apply.
Dual Death Strike (Ex): At 12th level, an assassin can now use Death Strike on two adjacent targets, providing he has a hidden blade equipped to each wrist. The standard penalties for fighting with two weapons apply.
The Hidden One (Ex): At 14th level, an assassin gains the ability to hide in plain sight. He may use any person, object, terrain, or shadow near him to hide and can use the hide skill even while being observed. Should he do this in combat, the attempt to hide counts as a part of his move action for the round.
Master Assassin (Ex): At 20th level, an assassin has become a master at dispatching his targets. When the Death Strike ability is used, the target is killed instantly if it fails its Fortitude saving throw.
Ex-Assassins, Creed Variant
While assassins do kill, they do it because they believe their actions are in the interest of the greater good. When they have been determined to be using their skills in opposition to the creed and slip into an evil alignment, they are shunned the Brotherhood and may no longer gain levels in assassin. An assassin that wishes to remain in the ranks must redeem himself in the eyes of the overseers or be expelled. Most often, they are given expelled members of the brotherhood as targets to stalk, gather intelligence on, and eliminate. In seeing what has become of those that have fallen, the overseers hope those who are merely misguided can swing back to their former path.
Epic Assassin, Creed Variant
|21st||Sneak Attack +11d6|
|22nd||Eagle Vision +7|
|23rd||Sneak Attack +12d6, Bonus Feat|
|25th||Sneak Attack +13d6|
|26th||Eagle Vision +8, Bonus Feat|
|27th||Sneak Attack +14d6|
|29th||Sneak Attack +15d6, Bonus Feat|
|30th||Eagle Vision +9|
8 + Int modifier skill points per level.
Eagle Vision: The epic assassin's bonus increases by +1 every four levels higher than 18th.
Bonus Feats: The epic assassin gains a bonus feat (selected from the list of epic assassin bonus feats) every three levels after 20th.
Epic Assassin Bonus Feat List: Blinding Speed, Combat Archery, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Improved Combat Reflexes, Improved Sneak Attack, Legendary Climber, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Uncanny Accuracy.
Elf Assassin, Creed Variant Starting Package
Weapons: Rapier (1d6, crit 18-20/x2, 2lb., one-handed, piercing).
Dagger (1d4, crit 19-20/x2, range inc. 10 ft., 1 lb., light, piercing or slashing).
Hidden blade (1d6, crit 18-20/x2, 1 lb., light, piercing).
Armor: Leather (+2AC, speed 30ft., 15 lb.).
Skill Selection: Pick a number of skills equal to 8 + Int modifier.
|Sleight of Hand||4||Dex||-|
Feat: Improved Initiative
Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, and flint and steel. Thieves' tools. Hooded lantern and 3 pints of oil.
Gold: 4d4 gp.
Assassin, Creed Variant Lore
Characters with ranks in Knowledge:Local 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.
|5||Some high profile people in the land have been killed without the ones responsible being found.|
|10||There are tales of assassins that are especially good at dispatching foes.|
|15||The assassins targets are overwhelmingly evil, or exposed to be after death.|
|20||The brotherhood trains assassins to combat evil from the shadows.|