Undying Assassin (3.5e Class)

From D&D Wiki

Jump to: navigation, search

Undying Assassin[edit]

The Undying Assassin is a part of an order that more so than not, is unknown. They are born, trained, and more often than not, die under the teachings that make them such deadly foes. The order stands with out name, as do they, unless a temporary one for purpose of an assignment. They tend to respond when asked who they are with, "A part of the Nightmare you will never know you feared." When they say mom, they are referring to the matron currently in charge of the order, this is the only thing anyone knows about them, other than that they don't exist, which is obviously false information.

Making an Undying Assassin[edit]

In melee and ranged combat, the Undying assassin can prove a useful companion. In a good party however, the assassin would quickly find himself in conflict with the party. Seeking the path of least resistance, the assassin does not seek any goal beyond accomplishing his mission, this means that the party will often have trouble with the Assassin accomplishing anything that does not move towards that target.

Abilities: The Undying Assassin is trained to be able to move quietly and strike fast while channeling the primal rage a Barbarian does.

Races: Base Race.

Alignment: Any Evil or Strong tendencies towards Evil.

Starting Gold: 5D10 times 10*300gp

Starting Age: As Simple.

Table: The Undying Assassin

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Sneak attack 1d6; Trained Liar; Unbalancing Fist; Shadow Task Aid; Side Step; Found Critical
2nd +2 +3 +3 +0 Evasion; Fast Movement;Rage 1/day
3rd +3 +3 +3 +1 Sneak Attack 2d6
4th +4 +4 +4 +1 Rage 2/day; Uncanny Dodge
5th +5 +4 +4 +1 Senseless Devotion; Sneak Attack 3d6; Shadow Task Aid
6th +6/+1 +5 +5 +2 Trap Sense +2
7th +7/+2 +5 +5 +2 Sneak Attack 4d6
8th +8/+3 +6 +6 +2 Rage 3/day; Improved Uncanny Dodge
9th +9/+4 +6 +6 +3 Sneak Attack 5d6; Trap Sense +3
10th +10/+5 +7 +7 +3 Profound Perspective; Phase Through Wall 1/day+Cha Modifier; Shadow Task Aid
11th +11/+6/+1 +7 +7 +3 Sneak Attack 6d6
12th +12/+7/+2 +8 +8 +4 Rage 4/day; Trap Sense +4
13th +13/+8/+3 +8 +8 +4 Sneak Attack 7d6
14th +14/+9/+4 +9 +9 +4 Great Rage; Phase Through Wall 2/day+Cha Modifier
15th +15/+10/+5 +9 +9 +5 Sneak Attack 8d6; Trap Sense +5; Shadow Task Aid
16th +16/+11/+6/+1 +10 +10 +5 Rage 5/day
17th +17/+12/+7/+2 +10 +10 +5 Sneak Attack 9d6; Indomitable Will
18th +18/+13/+8/+3 +11 +11 +6 Trap Sense +6; Phase Through Wall 3/day+Cha Modifier
19th +19/+14/+9/+4 +11 +11 +6 Sneak Attack 10d6
20th +20/+15/+10/+5 +12 +12 +6 Rage 6/day; Tireless Rage; Shadow Task Aid; Death's Touch

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

The Undying Assassin is almost like a race of his own. He is trained to fight like the strongest, but silently as the deadliest assassins. They become a supernatural extension of their Deity. All of the following are class features of the Undying Assassin.

Weapon and Armor Proficiency: Undying Assassins are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short bow, long bow, short sword and long sword. Undying Assassins are proficient with light armor, but not with shields.

Trained Liar: At 1st level the Assassin gains a skill bonus equal to Int. modifier to bluff, knowledge, diplomacy, sense motive

Found Critical: any weapon you use doubles its critical range

Unbalancing Fist: Declare you are using the move before the roll. If you successfully attack an opponent with an unarmed strike, the enemy rolls a Fort. save ( DC 10 + all existing levels + wis mod) In addition to suffering normal damage, if the defender fails, he is flat-footed for 1 round. May use a number of times per day equal to your wis mod, but no more then 1 per round.

Side Step: If the enemy deals damage for the first time, you can then roll a save to avoid all damage ( DC20 + reflex save + dex modifier ) against the damge delt. After that the Assassin can no longer use a SideStep against that enemy, save or fail.

Phase Through Wall (Su): Starting at 10th level, the Undying Assassin is granted the ability to step through a solid surface as though it were not there. He may do this once per day plus his Charisma Modifier, and an additional time every 4th level after that.

Deaths' Touch (Su): At 20th level, the Silent One the Assassin the greatest gift of all, Its' touch. Upon skin-to-skin contact between the Assassin and an opponent, the opponent must make a Fort save DC10+(the Assassins' Hit Die minus the targets hit die). If the opponent fails the save, they die, if not, nothing happens. Ex: If the Assassin is level 20, and the target is level 5, 20-5, equaling 15, plus 10, makes the save a DC25. However, the Assassin is the same level, but the opponent is level 25, suddenly the save is DC5.

Shadow Task Aid: The Undying Assassin picks 2 from a list of gifts to aid in the given task every 5 levels. The gifts are as follows.

True Sight: Darkness is no foe of the Undying Assassin. Even Magical Darkness poses no complication to the Assassins task. The Assassin gains Dark Vision for 60ft, as well as the ability to see in Magical Darkness for 30ft. The range doubles every time this Task is taken, up to 3 times.

Damage Reduction: The character gains damage reduction equal to his dex modifier

Darkness Falls: Shadows are greatest advantage of the Assassin, creating Darkness through magic is another gift granted those that serve. The Undying Assassin can cast Darkness the first time this is taken, and Deeper Darkness the second time it is taken once per day.

Paralyzing Strike: The Assassin knows just how to strike his foe, forcing them to make a DC 10 + 1/2 the Assassins Character level + Dex Modifier. If the target fails the save, they are stunned for 1d4 rounds. The Assassin may use this ability once per day + their Wis Modifier. The Assassin must first announce he is using this Task before attacking.

Shadow Regeneration: The character gains Regeneration, making him able to regrow severed limbs in 1d4 hours, however, if the limb is severed during the day, that limb will not regenerate through this ability, and must be fixed via common means.

Fast Healing: The Assassin gains Fast Healing.

Silent Strike: On a Successful Sneak Attack with a ranged weapon, the Assassin does not take negatives to remain hidden

Shadow Walk: In Darkness or in Shadows, the Assassin gains +2 to all Move Silent and Hide checks. This stacks with other feats or class abilities.

Deaths' Gaze: Upon using Deaths' Gaze, the Assassin gains a +2 to all Cha based checks while dealing with the target unless eye contact is broken. The target my make a DC15 + the Assassins' Charisma Modifier to negate affects, though the target is not aware of the attempt.

True Seeing: The Assassin may use True Seeing once per day as a standard action for one minute.

Scry Target: Once per day, the Assassin may invoke a 1 hour ritual to Scry his target and their immediate surroundings.

Ex-Undying Assassin[edit]

The character can not deviate from his given task for any reason. If he does, he loses all of his Shadow Task Aid abilities, as well as his ability to speak. The character can only regain his voice and abilities if he is to accomplish the task, or lose all his memory for some reason. "Secrets told, are no secrets at all. A man with no voice, tells no truths not meant never to be heard."

Campaign Information[edit]

Playing a Undying Assassin[edit]

Religion: The Order worships a deity known as the Silent One, or more formally as death.

Other Classes: This class tends to be quiet towards any class. He is neutral to anybody, aside from those between him and his task. Those are foolish enough to do so, will probably die.

Combat: The Assassin will typically dual wield, and take the related feats. Rage and Sneak Attack make for a brutal front hand assault, combine that with their Shadow Task Aid's and a level 5 Undying can typically fight two or three creatures of equal level. At range, the Assassin will duck and dodge, but avoid it in open areas.

Undying Assassins in the World[edit]

"They told me I stood no chance, and so I laughed. They told me I was going to die, and so I laughed. They severed my arm, and so I laughed. They cried out in fear of the darkness, and so I laughed. They gurgled and glubed in their own blood, and so I laughed. The Target begged for mercy, and so I killed him, then I laughed. Mom always says, one needs a sense of humor, when all one does is kill.
—Unknown, Unknown, Undying Assassin Task Master

Daily Life: Eat, locate target, eliminate target, eat, start for home.

Notables: Task Masters' (levels 15-20), as well as the Matron and the Removers. The Removers are epic level Undying Assassins, the Matron AKA Mom.

Organizations: No one knows, but for DM purposes, they always have only one location. A wizard will teleport the Assassins to the nearest location to the target away from Civilization. They will give the Assassin a magical tool that only they ca use that will take them back when the task is done, or turn into a normal stone if the Assassin fails.

NPC Reactions: NPCs tend to treat them as they would either a rogue or a barbarian, depending on the Assassins preference of "tool".

Undying Assassins in the Game[edit]

They are a very rare breed, and should be used very scarcely in game. Limit PC characters of this class to experienced players.

Sample Encounter: One of the players has been designated a Target by the Silent One. The Assassin seems to come from no where, first several arrows fly from the bushes, injuring the parties Cleric, though the party can not locate the assailant. As soon as the cleric hits the ground, Deeper Darkness shrouds the players, a flurry of blades spinning through the air can suddenly be heard as first the wizard, then the rogue are brought down. Finally it comes down to the Blind Monk and the assailant, the battle is drawn out, almost seeming endless, neither one landing a hit in the flurry of blows. Finally the fighter stands again, healed by the cleric who had barely made it herself, and soon they overwhelm the surrounded Assassin. After the battle, they find that a small note is his pocket. They read it to the monk, his name being on it. It says: "This man was but a simpleton, we thank you for ending him, but the next one will be no game."

Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!