League of Assassin (3.5e Class)

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League of Assassin[edit]

The League member is a highly skilled in most martial arts and skilled in killing someone without breaking a sweat. If you are making one, be sure what kind of member you are for there are different types to the variant. Some league members like to be up close and personal, while others like to kill from a far with little to no efforts in getting away. If you choose to put this in your campaign and like to role play, any league member that is not a part of the league of assassins anymore are usually exiles or people that are done with their training and are special exceptions to leave the league. Most league members do not follow a code, they kill without fear and they get the job/mission done with no hesitation. They can be swift and deadly, but they can also hold their own in battle not needing to hide.

Making a League of Assassin[edit]

Choosing this class doesn't mean that your a brooding character. You just know how to kill and do it well. But you are well aware of of all your surroundings will be a cautious character because you know when something is a trap are when someone is about to come after you. This class is the sense of an anti assassin. Other assassins dream of joining the league, but fall short to the call because they can't hold their own in battle when it comes done to a failed assassination attempt. The DM may give you cues to roll without the rest of the party's knowledge so be ready to always be ready.

Abilities: Every member has a High Reflex and can tell when danger is coming their way (6th Sense).

Races: Any Race is chosen to be a member to be a part of the League if they prove themselves.

Alignment: They abide by the laws in public and only act in the shadows, any Lawful Alignment

Starting Gold: starting gold; 5d6×10 gp

Starting Age: The Average Age to start is little a 17.

Table: The League of Assassin

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +3 +0 Evasion, Sneak Attack +1d6
2nd +2 +0 +3 +0 League Training
3rd +3 +1 +3 +1 Uncanny Dodge, Sneak Attack +2d6
4th +4 +1 +4 +1 League Training
5th +5 +1 +4 +1 Combat Expertise, Sneak Attack +3d6
6th +5 +2 +5 +2 League Training
7th +6, 1 +2 +5 +2 Improved Disarm, Sneak Attack +4d6
8th +6, 1 +2 +6 +2 League Training
9th +6, 1 +3 +6 +3 Improved Trip, Sneack Attack +5d6
10th +7, 2 +3 +7 +3 League Training
11th +7, 2 +3 +7 +3 Sneack Attack +6d6
12th +8, 3 +4 +8 +4 League Training
13th +9, 4 +4 +8 +4 Sneack Attack +7d6
14th +9, 4 +4 +9 +4 League Training
15th +10, 5 +5 +9 +5 Sneak Attack +8d6
16th +11, 6, 1 +5 +10 +5 League Training
17th +12, 7, 2 +5 +10 +5 Sneak Attack +9d6
18th +13, 8, 3 +6 +11 +6 League Training
19th +14, 9, 4 +6 +11 +6 Sneak Attack +10d6
20th +15, 10, 5 +6 +12 +6 League Training, League Master

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Climb (Int), Balance (Dex), Move Silently (Dex), Hide (Dex), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Craft (Int), Jump (Str),

Class Features[edit]

The League of Assassin member is very unique and there are usually never two of the same member. One member can be nothing but swords, while one member can be more useful with his bare hands. Feel around and see what you are, you can be solely one type and be a master of it or even be a jack of all trades. The League member uses Dexterity more than anything and is better with finesse then overpowering someone, but can use the strength he is given to is advantage as well. All of the following are class features of the League of Assassin.

Weapon and Armor Proficiency: The League of Assassin is Proficient with all weapons and Excotic weapons. The only weapons that will be difficult to use is any weapon that has the "Heavy" feature. They are also proficient with light armor and shields. A League member can be diverse and can make anything work. There are no two members alike.

Sneak Attack (Ex) At 1st level, the League member has the ability to take advatage of an unaware opponent and deal an extra 1d6 damage to them. The League member can gain more damage at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19 level.

Combat Expertise (Ex) You can take a penalty on your attack roll and add the same number (up to your B.A.B., max. +5) as a dodge bonus to your AC. This feat can only be used when you choose the attack or full attack action in melee. The changes to attack rolls and armor class last until your next action. Without this feat: You can fight defensively while using the attack or full attack action to take a –4 penalty on attack rolls and gain a +2 dodge bonus to AC.

Improved Disarmed (Ex) You do not provoke an attack of opportunity when attempting to disarm an opponent; you also gain a +4 bonus on the opposed attack roll you make to disarm the opponent. The opponent gets no chance to disarm you if your disarm attempt fails.

Improved Trip (Ex) You do not provoke an attack of opportunity when attempting to trip an opponent while unarmed; you also gain a +4 bonus on the Strength check to trip the opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.

League Training A League member will go through extensive training that would put his body to the test and will define him as the warrior he is. The League of assassin can choose between the following when he has the time to train these abilities.

League Wielding (Ex): (Dexterity must be 15 or higher) Your penalties on attack rolls for fighting with two weapons are reduced

League Advance Wielding (Ex) (Must have League Wielding) When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

League Master Wielder (Ex) (Dexterity must be 17) (Must have League Advance Wielding) In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it.

Rah's Master Wielding (Ex) (Dexterity must be 19) (Must have League Master Wielder) You get a third attack with your off-hand weapon, you can also block or parry with no penalties.

League Martial Arts (Ex) (Dexterity Must be 13) You are considered to be armed even when unarmed. You do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your option (without taking the normal –4 penalty on attacks to deal lethal damage).

League Advance Martial Arts (Ex) (Dexterity must be 15) (Must have League Martial Arts) You do not provoke an attack of opportunity on the touch attack made to start a grapple; you also gain a +4 bonus on all grapple checks

League Master Martial Arts (Ex) (Dexterity Must be 17) (Must have League Advance Martial Arts) Once per round, when you would normally be hit by a ranged weapon, you can deflect it so you take no damage from it. Also, you may catch the weapon instead of simply deflecting it.

Rah's Master Martial Arts (Ex) (Dexterity Must be 19) (Must have League Master Martial Arts) A foe damaged by your unarmed attack must make a Fortitude save (DC 10 + ½ your character level + your WIS modifier) or be stunned for 1 round (until just before your next action). You must declare you are using this feat before making your attack roll (i.e. a failed attack roll ruins the attempt). You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round.

League Archer (Ex) (Dexterity must be 15) You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 ft. When you use a projectile weapon (e.g. a bow), its range increment increases by one-half

League Advance Archer (Ex) (Dexterity must be 17) (Must have League Archer) Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. When you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen

League Master Archer (Ex) When using the full attack action, you can get one extra attack per round with a ranged weapon. As a standard action, you may fire two arrows at a single opponent within 30 ft. Both arrows use the same attack roll (with a –4 penalty) to determine success and deal damage normally. For every 5 points of B.A.B. above +6, you may add one arrow to this attack (to a maximum of four arrows at +16). However, each arrow after the second adds a cumulative –2 penalty on the attack roll (for a total penalty of –6 for three arrows and –8 for four). Regardless of the number of arrows fired, you apply precision-based damage (e.g. sneak attack damage) only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.

Rah's Master Archer (Ex) When using the attack action with a ranged weapon, you can move both before and after the attack (provided that the total distance moved is not greater than your speed).

Campaign Information[edit]

They are not that many in the world, but the few that do exist walk around as either escapes or The league master's henchmen. When you encounter one, be warn that they can battle and sneak around as if they were one with the shadows.

Playing a League of Assassin[edit]

Religion: any religion, but they do not fear death.

Other Classes: This class can hold of a group or sneak in and kill like the true assassin they are.

Combat: They can fill the roll as a fighter can or like a rogue can.

Advancement: This class can multi class and mesh very well with anything

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