Assassin (Graatel)

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Assassin (Graatel)[edit]

Making a Graatel Assassin[edit]

Alignment: Any non good.

Starting Age: Moderate

Table: The Assassin (Graatel)

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Sneak Attack +1d6, Trap Finding
2nd +2 +3 +3 +0 Uncanny Dodge
3rd +3 +3 +3 +1 Poisoner, Trap Maker
4th +4 +4 +4 +1 Sneak Attack +2d6
5th +5 +4 +4 +1
6th +6/+1 +5 +5 +2
7th +7/+2 +5 +5 +2 Sneak Attack +3d6, Evasion
8th +8/+3 +6 +6 +2 Maiming Blow, Bonus Feat
9th +9/+4 +6 +6 +3
10th +10/+5 +7 +7 +3 Sneak Attack +4d6, Hide in Plain Sight
11th +11/+6/+1 +7 +7 +3 Improved Sneak Attack
12th +12/+7/+2 +8 +8 +4 Improved Uncanny Dodge
13th +13/+8/+3 +8 +8 +4 Sneak Attack +5d6
14th +14/+9/+4 +9 +9 +4 Death Strike
15th +15/+10/+5 +9 +9 +5
16th +16/+11/+6/+6 +10 +10 +5 Sneak Attack +6d6, Bonus Feat
17th +17/+12/+7/+7 +10 +10 +5 Improved Evasion
18th +18/+13/+8/+8 +11 +11 +6
19th +19/+14/+9/+9 +11 +11 +6 Sneak Attack +7d6
20th +20/+15/+10/+10 +12 +12 +6 Assassinate

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Class Features[edit]

All of the following are Class Features of the assassin prestige class.

Weapon and Armor Proficiency: Assassins are proficient with all simple weapons, all martial weapons and the hand crossbow. 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.

Trapfinding: Assassins can use the Search skill to locate traps when the task has a Difficulty Class higher than 20 without the feat from the Feats Revamped book.

Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic trap requires a DC of 25 + the level of the spell used to create it.

Assassins can use the Disable Device skill to disarm magic traps. A magic traps generally has a DC of 25 + the level of the spell used to create it.

An assassin who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

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 (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.

Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. In addition Upon reaching 3rd level and gaining the Poisoner ability an assassin can craft and preserve poisons for future use.

Trap Maker (Ex): A Graatel assassin of 3rd level can use his extensive knowledge of traps to make his own. Whenever the individual wishes to place the traps the assassin must have the materials on hand (25gp per CR level of the trap) and spend 1 round per CR to arm it correctly. If the trap also involves any sort of excavation, such as a pit trap, the time to ready the site is added to the trap construction time. The DC to correctly setup a trap is 10 plus double the CR of the trap, and the assassin receives a bonus equal to his class level on the roll.

Evasion (Ex): At 7th level and higher, an assassin can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the assassin is wearing light armor or no armor. A helpless assassin does not gain the benefit of evasion.

Maiming Blow (Ex): Once he reaches 8th level the Graatel assassin is capable of inflicting massive pain on an enemy he striked with his sneak attack. Whenever the assassin performs a sneak attack he inflicts 2 temporary ability points of damage to either strength, constitution or dexterity. These points are recovered normally through rest.

Bonus Feat: An assassin gains a bonus feat from the [Skill] or [Combat] lists in the Feats Revamped source book at level 8 and level 16.

Hide in Plain Sight (Su): At 10th 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.

Improved Sneak Attack (Ex): The Graatel assassin at 11th level is now capable of affecting all creatures with his sneak attack. No creature types are immune to sneak attack damage, though they are still immune to critical hits.

Improved Uncanny Dodge (Ex): At 12th 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).

Death Strike (Ex): At 14th level a Graatel assassin becomes truly deadly. The assassin is now capable of making a Death Strike against a target which inflicts one half (1/2) of the total amount of damage done in the previous round directly to their target. Death strike may be used no more often than once an encounter, and a maximum of 1/day per 7 levels.

Improved Evasion (Ex): This ability works like evasion, except that while the assassin still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless assassin does not gain the benefit of improved evasion.

Assassinate (Su): At 20th level a Graatel assassin can attempt to assassinate someone if they have spent sufficient time studying their prey without alerting them. If a Graatel assassin can observe a target for 1 minute without detection he may activate Assassinate whenever he is within weapon range. The target makes a DC (10 + 1/2 assassin character level + Dexterity) reflex save against the assassin. Failure to meet the DC causes the following penalties: the assassins attack is considered maximized, and all variables are counted at the highest possible numbers (sneak attack, bonus enchantments); the attack is considered a critical strike and a save vs death from massive damage may be appropriate; the attack forces a 4 point temporary ability damage on every attribute of the target; finally the target is stunned (and helpless) for 3 rounds.

Epic Assassin[edit]

Hit Die: d8.

Skill Points at Each Additional Level: 4 + Int modifier.

Sneak Attack: The epic assassin’s sneak attack damage increases by +1d6 every three levels after 19th.

Uncanny Dodge: The assassin’s uncanny dodge bonus on saves against traps doesn’t increase after 10th level.

Bonus Feats: The epic assassin gains a bonus feat (selected from the list of [Combat] or [Skill] feats) every four levels after 20th.

Table: The Epic Graatel Assassin

Level Special
22nd Sneak attack +9d6
24th Bonus feat
25th Sneak attack +10d6
28th Sneak attack +11d6, Bonus feat

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