Hitman, Assassin (3.5e Class)
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The Assassin is part of the Hitman campaign class group, which also includes Thieves, Equivocators, and Snipers. The Assassin is a master of stealth, melee murder, and utilizing a wide array of instant kill options for creative expression and tactical advantage. Approaches can vary from loud and fast to quiet and precise. For an assassin, no one is untouchable.
Making an Assassin
Not as stealth oriented as the thief, the assassin relies on dispatching guards in order to infiltrate highly guarded areas. When an assassin is in a one on one situation combat situation, or when he is hidden, the many deadly abilities at his disposal will make quick work of his opponent; however, when confronted with multiple enemies, the best course of action for an assassin is to use his mastery of mobility, which allows him to escape from most situations.
Abilities: Dexterity will be crucial for the assassin's armor class. Intelligence greatly improves the assassin's execution features.
Races: Human, halfling
Alignment: Usually evil
Starting Gold: starting gold; 5d4×10 gp.
Starting Age: Simple
|Saving Throws||Special||Study Rounds||Executions Known|
|1st||+1||+1||+1||+0||Execution I, Bonus Feat, Alternate HP||1||—||—||—||—||1||—||—||—||—|
|2nd||+1||+1||+1||+0||Evasion, Stat Increase||1||—||—||—||—||2||—||—||—||—|
|3rd||+2||+2||+2||+1||Parkour I, Bonus Feat 2||1||—||—||—||—||3||—||—||—||—|
|6th||+4||+3||+3||+2||Extraordinary Athlete I||1||1||—||—||—||4||2||—||—||—|
|10th||+7/+2||+4||+5||+3||Extraordinary Athlete II||1||1||2||—||—||4||4||2||—||—|
|14th||+10/+5||+5||+7||+4||Extraordinary Athlete III||1||1||1||2||—||4||4||4||2||—|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Assassin.
Weapon and Armor Proficiency: Assassins are proficient with all simple weapons, and the hidden blade. They are proficient with light armor, but not with shields.
Execution (Ex): In order to perform an execution, an assassin must study a creature with a discernible anatomy for at least one round. He gains +1d6 bonus damage per round that he spends studying the creature, with a maximum number of bonus d6 equal to his intelligence bonus. After the studying period, the assassin uses an execution from his list of known executions, adding his base damage, the bonus execution damage, the assassin's intelligence modifier, and the effect of the chosen execution (Min: 1). An assassin can attempt an execution while in plain sight; however, he will have a -4 to his attack bonus.
The assassin can only use executions from tiers that he has unlocked. At 1st level tier I is unlocked, and at every four levels after at 5th, 9th, 13th, and 17th level, a new tier is unlocked.
Every new level, the assassin gains a new execution. The number of known executions is listen on Table: The Assassin.
Executions Tier I:
Silent Kill (Ex): The assassin's blade silently cuts through the subject's neck, preventing him from making a sound.
Incapacitate (Ex): The assassin deals non-lethal damage to render his foe unconscious for 1d4 rounds.
Nerve Point (Ex): The assassin targets a deadly and also painful spot, guaranteeing a loud scream.
Brutal Strike (Ex): The assassin's strike deals an extra 1d6 damage on top of the bonus execution damage.
Ranged Execution (Ex): The assassin performs an execution with a ranged or thrown weapon up to 30 ft.
Executions Tier II:
Weak Point (Ex): The assassin targets a vulnerable spot. The attack counts as a melee touch attack.
Full Strike (Ex): The assassin strikes forcefully, gaining a +2 to base attack. The subject must make a will save with a DC equal to the assassin's class plus his intelligence modifier or become stunned for 1 round.
Bleed Out (Ex): The assassin targets a spot with few nerve clusters for an inconspicuous wound. The subject will die within 1-5 rounds as chosen by the assassin. The subject makes a will save with a DC equal to the assassin's class plus his intelligence modifier to notice the wound.
Clean Kill (Ex): The assassin targets a concealed spot on the subject. The wound can only be seen by making a spot check with a DC equal to the assassin's class plus his intelligence modifier.
Swift Strike (Ex): Ignoring the -4 penalty for in-combat executions, the assassin performs a fast and deadly strike against an opponent. The subject is flatfooted to this attack.
Executions Tier III:
Limb Break (Ex): The assassin breaks a limb of a subject dealing non-lethal damage. He first makes a melee touch attack, and if he succeeds, he may make a strength check with a DC of 15 to break an arm for 1d6 damage or a DC of 20 to break a leg for 1d8 damage. The assassin can choose whether to add the bonus execution damage.
Double Execution (Ex): The assassin performs two executions on two different subjects within 10 feet of each other in one standard action. The study time is equal to the tier of each execution effect added together.
Precise Strike (Ex): The assassin strikes with pinpoint accuracy. His intelligence modifier is added to his base attack.
Death From Above (Ex): The assassin leaps from a height onto an enemy, softening the fall and increasing damage. For every 10 ft. of height fallen, add 1d6 damage. When calculating personal fall damage, ignore the first 10 ft and roll damage 1d4 per 10 feet fallen.
Blood Spray (Ex): Ignoring the -4 penalty for in-combat executions, the assassin targets the cartoid arteries in the neck, causing spurts of blood. All enemies within 30 ft. must make a will save with a DC equal to the assassin's class plus his intelligence modifier or be shaken for 1d4 rounds.
Executions Tier IV:
Run-by-Strike (Ex): The assassin makes a full round move action, using the execution as a free action any time during the move action.
Upgraded Execution (Ex): The assassin combines 2 different execution effects in a single execution. The study time is equal to the tier of each execution effect added together. Contradicting execution effects cannot be combined, nor can the effects Upgraded Execution, Flawless Strike, or any execution that provides multiple executions be added.
Choke Hold (Ex): The assassin strangles a subject over time. During the Choke Hold's duration, the assassin is treated as having Improved Grapple. The assassin may attempt to grapple. If he is successful, he deals 1d8 lethal damage and the subject cannot speak, but may attempt to break out of the grapple. On the assassin's subsequent tuns, he may make another grapple check that, when successful, deals another 1d8 lethal damage.
Disposal (Ex): The assassin uses the execution and then may immediately make a hide check within 10 ft. for himself, the body, or both.
Body Shield (Ex): Ignoring the -4 penalty for in-combat executions, the assassin executes a subject, then utilizes them as a body shield, gaining a +8 to AC against ranged attacks from one direction and a +4 against non-flanking melee; however, he takes a -4 to base attack bonus and his speed is reduced by 20 ft.
Executions Tier V:
Mark and Execute (Ex): The assassin can choose up to as many creatures as his intelligence modifier who are within 10 feet of each other. He must study the creatures for one round each. Then, as a full round action, he can make an execution against each one. The bonus execution damage applied to each creature is 1d6 per creature targeted. The executions made cannot be executions that provide multiple executions.
Mutilate (Ex): The assassin repeatedly stabs a subject. As a standard action, the assassin can attack a single subject 1d4+2 times. The bonus execution damage is added to each attack.
Death Attack (Ex): The assassin deals lethal damage through a melee strike. If the attack deals damage, the subject must make a fortitude save with a DC equal to the assassin's class plus his intelligence modifier or die.
Mind Wipe (Ex): The assassin deals non-lethal damage. The subject must then make a will save with a DC equal to the assassin's class plus his intelligence modifier or be knocked unconscious for 4d4 hours and lose all memory of the past 1d10 years.
Flawless Strike (Ex): The assassin performs the perfect melee strike. The attack hits unerringly unless the subject has total concealment.
Bonus Feat: At first level, the Assassin can choose between using dexterity for jump and climb checks, or +5 HP.
Hidden Quickdraw: The Hitman Assassin can quickdraw hidden weapons.
Alternate HP: At 1st level, the thief starts with an extra +10 HP; however, he does not add his constitution modifier upon leveling up.
Evasion (Ex): At 2nd level, if the assassin makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he 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.
Stat Increase: Increase a stat by 2.
Parkour I (Ex): At 3rd level, the assassin gains a +10 to movement speed and can make a DC 10 tumble check to ignore the first 10 ft. of fall damage.
Bonus Feat 2: At 3rd lvl, the Hitman Assassin can choose either Rapid Shot, or Ranged dodge as a bonus feat.
Extraordinary Athlete I (Ex): At 6th level, the assassin gains a +5 to climb, jump, and tumble. The assassin can also climb at half his normal speed while climbing without penalties.
Evasive Maneuvers (Ex): At 7th level, the assassin gains a +1 to AC for every 10 ft. added to the normal base speed of 30 ft. This does not include charging and running.
Extraordinary Athlete II (Ex): At 10th level, the assassin gains another +5 to climb, jump, and tumble. The assassin can now move at normal speed while climbing without penalties.
Parkour II (Ex): At 11th level, the assassin gains another +10 to movement speed and can make a DC 20 tumble check to ignore the first 20 ft. of fall damage.
Extraordinary Athlete III (Ex): At 14th level, the assassin gains another +5 to climb, jump, and tumble. The assassin can move up to double speed while climbing without penalties.
Parkour III (Ex): At 15th level, the assassin gains another +10 to movement speed and can make a tumble check to avoid fall damage. The result of the tumble check is the feet of fall damage ignored.
Defensive Roll (Ex): As many times per day as the assassin's intelligence modifier, when he would be reduced to 0 or fewer hit points by damage in combat, the assassin can attempt to roll with the damage. To use this ability, the assassin must attempt a Reflex saving throw (DC=damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied her Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the assassin’s evasion ability does not apply to the defensive roll..
Legendary Assassin (Ex): At 20th level, the minimum study time requirement for all executions is 0. Any execution made without studying automatically counts as having a bonus 3d6 execution damage.
An Ex-Assassin loses all special abilities of being an assassin.
Playing an Assassin
Combat: Direct combat should be avoided beyond three 2-3 enemies.
Advancement: Assassin's rely on their abilities, which are lost when multi-classing; therefore, it is advised to advanced within the class.
Assassins in the World
|“||Why challenge a man to a lengthy duel in which the threat of injury and death hangs over both parties, when you can sort the situation out diplomatically? And by diplomatically, I mean a knife to the jugular.||”|
|—Graven the Coward, Human Assassin|
NPC Reactions: Assassin's are usually low profile; however, if an assassin's nature is discovered by an NPC, he will likely be shunned. Guards will likely kill an assassin on the spot.