Difference between revisions of "Assassin"

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(Class Features)
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|1 || align="left"|+0 || +1 || +2 || +0 || align="left"|Poison Use, Sneak Attack (+1d6)
 
|1 || align="left"|+0 || +1 || +2 || +0 || align="left"|Poison Use, Sneak Attack (+1d6)
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|2 || align="left"|+1 || +2 || +3 || +0 || align="left"|1st Favored Poison
 
|2 || align="left"|+1 || +2 || +3 || +0 || align="left"|1st Favored Poison
 
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|3 || align="left"|+2 || +2 || +3 || +1 || align="left"|Uncanny Dodge, Poison Mastery
 
|3 || align="left"|+2 || +2 || +3 || +1 || align="left"|Uncanny Dodge, Poison Mastery
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|-style="background:#AFAFAF;"
 
|4 || align="left"|+3 || +2 || +4 || +1 || align="left"|Sneak Attack (+2d6), Death Attack (Aerterial)
 
|4 || align="left"|+3 || +2 || +4 || +1 || align="left"|Sneak Attack (+2d6), Death Attack (Aerterial)
 
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|5 || align="left"|+3 || +3 || +4 || +1 || align="left"|Quick Kill, Reconnaissance
 
|5 || align="left"|+3 || +3 || +4 || +1 || align="left"|Quick Kill, Reconnaissance
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|-style="background:#AFAFAF;"
 
|6 || align="left"|+4 || +3 || +5 || +2 || align="left"|2nd Favored Poison
 
|6 || align="left"|+4 || +3 || +5 || +2 || align="left"|2nd Favored Poison
 
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|7 || align="left"|+5 || +4 || +5 || +2 || align="left"|Sneak Attack (+3d6)
 
|7 || align="left"|+5 || +4 || +5 || +2 || align="left"|Sneak Attack (+3d6)
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|-style="background:#AFAFAF;"
 
|8 || align="left"|+6/+1 || +4 || +6 || +2 || align="left"|Death Attack (Debilitation)
 
|8 || align="left"|+6/+1 || +4 || +6 || +2 || align="left"|Death Attack (Debilitation)
 
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|9 || align="left"|+6/+1 || +4 || +6 || +3 || align="left"|Improved Uncanny Dodge
 
|9 || align="left"|+6/+1 || +4 || +6 || +3 || align="left"|Improved Uncanny Dodge
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|-style="background:#AFAFAF;"
 
|10 || align="left"|+7/+2 || +5 || +7 || +3 || align="left"|Sneak Attack (+4d6), 3rd Favored Poison
 
|10 || align="left"|+7/+2 || +5 || +7 || +3 || align="left"|Sneak Attack (+4d6), 3rd Favored Poison
 
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|11 || align="left"|+8/+3 || +5 || +7 || +3 || align="left"|Assassin Talent
 
|11 || align="left"|+8/+3 || +5 || +7 || +3 || align="left"|Assassin Talent
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|-style="background:#AFAFAF;"
 
|12 || align="left"|+9/+4 || +6 || +8 || +4 || align="left"|Death Attack (Paralyzation)
 
|12 || align="left"|+9/+4 || +6 || +8 || +4 || align="left"|Death Attack (Paralyzation)
 
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|13 || align="left"|+9/+4 || +6 || +8 || +4 || align="left"|Sneak Attack (+5d6), Assassin Talent
 
|13 || align="left"|+9/+4 || +6 || +8 || +4 || align="left"|Sneak Attack (+5d6), Assassin Talent
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|-style="background:#AFAFAF;"
 
|14 || align="left"|+10/+5 || +6 || +9 || +4 || align="left"|4th Favored Poison
 
|14 || align="left"|+10/+5 || +6 || +9 || +4 || align="left"|4th Favored Poison
 
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|15 || align="left"|+11/+6/+1 || +7 || +9 || +5 || align="left"|Assassin Talent
 
|15 || align="left"|+11/+6/+1 || +7 || +9 || +5 || align="left"|Assassin Talent
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|-style="background:#AFAFAF;"
 
|16 || align="left"|+12/+7/+2 || +7 || +10 || +5 || align="left"|Sneak Attack (+6d6), Death Attack (Death)
 
|16 || align="left"|+12/+7/+2 || +7 || +10 || +5 || align="left"|Sneak Attack (+6d6), Death Attack (Death)
 
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|17 || align="left"|+12/+7/+2 || +8 || +10 || +5 || align="left"|Assassin Talent
 
|17 || align="left"|+12/+7/+2 || +8 || +10 || +5 || align="left"|Assassin Talent
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|-style="background:#AFAFAF;"
 
|18 || align="left"|+13/+8/+3 || +8 || +11 || +6 || align="left"|5th Favored Poison
 
|18 || align="left"|+13/+8/+3 || +8 || +11 || +6 || align="left"|5th Favored Poison
 
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|19 || align="left"|+14/+9/+4 || +8 || +11 || +6 || align="left"|Sneak Attack (+7d6), Assassin Talent
 
|19 || align="left"|+14/+9/+4 || +8 || +11 || +6 || align="left"|Sneak Attack (+7d6), Assassin Talent
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|-style="background:#AFAFAF;"
 
|20 || align="left"|+15/+10/+5 || +9 || +12 || +6 || align="left"|Death Attack (Sever Soul)
 
|20 || align="left"|+15/+10/+5 || +9 || +12 || +6 || align="left"|Death Attack (Sever Soul)
 
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Revision as of 04:29, 5 February 2010

The Assassin
Level BAB Fort Ref Will Special
1 +0 +1 +2 +0 Poison Use, Sneak Attack (+1d6)
2 +1 +2 +3 +0 1st Favored Poison
3 +2 +2 +3 +1 Uncanny Dodge, Poison Mastery
4 +3 +2 +4 +1 Sneak Attack (+2d6), Death Attack (Aerterial)
5 +3 +3 +4 +1 Quick Kill, Reconnaissance
6 +4 +3 +5 +2 2nd Favored Poison
7 +5 +4 +5 +2 Sneak Attack (+3d6)
8 +6/+1 +4 +6 +2 Death Attack (Debilitation)
9 +6/+1 +4 +6 +3 Improved Uncanny Dodge
10 +7/+2 +5 +7 +3 Sneak Attack (+4d6), 3rd Favored Poison
11 +8/+3 +5 +7 +3 Assassin Talent
12 +9/+4 +6 +8 +4 Death Attack (Paralyzation)
13 +9/+4 +6 +8 +4 Sneak Attack (+5d6), Assassin Talent
14 +10/+5 +6 +9 +4 4th Favored Poison
15 +11/+6/+1 +7 +9 +5 Assassin Talent
16 +12/+7/+2 +7 +10 +5 Sneak Attack (+6d6), Death Attack (Death)
17 +12/+7/+2 +8 +10 +5 Assassin Talent
18 +13/+8/+3 +8 +11 +6 5th Favored Poison
19 +14/+9/+4 +8 +11 +6 Sneak Attack (+7d6), Assassin Talent
20 +15/+10/+5 +9 +12 +6 Death Attack (Sever Soul)

 

Assassin

Lyra, iconic assassin
"I am the last thing you'll ever see."

An assassin is an expert on the art of the silent kill. She lacks the general skill expertise of a rogue, but she makes up for it with superior stealth, reconnaissance abilities, and poison use.

Game Rule Information

Assassins have the following game statistics.

Force Alignment: None.

Force Resistances: None.

Abilities: Dexterity and Intelligence are both important for an assassin - dexterity for sneaking about, and intelligence for her death attacks.

Hit Die: d6.

Class Skills: The assassin's class skills (and the key ability for each) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Poisonmaking) (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Per), Move Silently (Dex), Search (Per), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Per), and Tumble (Dex).

Skill Points at Each Level: 6 + Int.

Alignment: Any non-good.

Starting Age: Simple (as a rogue).

Starting Gold: 4d4 x 10gp.

Favored By: None.

Class Features

All of the following are class features of the assassin core class.

Weapon and Armor Proficiency: Assassins are proficient with all simple weapons, light martial weapons, and the hand crossbow, rapier, garotte, shortbow, and short sword. Assassins are proficient with light armor, but not shields.

Poison Use (Ex): Assassins never risk poisoning themselves when applying poison, and can apply poison to a weapon as a move action.

Sneak Attack (Ex): If an assassin can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, the assassin's attack deals extra damage any time her target would be denied a Dexterity bonus to AC. This extra damage is 1d6 at first level, and increases by 1d6 every three assassin levels thereafter. This extra damage isn't multiplied by a critical hit.

Death Attack (Ex): If an assassin studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfuly deals damage, the sneak attack has an additional effect, depending upon what level the assassin is. An assassin can add only one death attack effect to a single sneak attack.

All death attack effects require 3 rounds of study prior to their use. During that time, the assassin can take no action other than studying the target. Studying in this manner is a full-round action that provokes an attack of opportunity each round. The assassin must succeed at a Concentration check to continue concentration if attacked or in adverse weather conditions; failure indicates that the assassin must begin the 3 rounds of study again next round. The target of study must be within 30 feet of the assassin in order to be studied effectively.

Once the assassin has successfully spent 3 rounds studying her target, she has 3 rounds to perform a sneak attack with a death attack effect. Once the 3 rounds has expired, the assassin must study the target again to be able to make a sneak attack with a death attack effect.

Creatures immune to sneak attack are also immune to death attack effects.

  • Aerterial: If the assassin reduces his additional sneak attack damage by +1d6, the attack causes a wound that won't stop bleeding. Every round after taking damage from the attack, the creature takes 1 point of damage per point of the assassin's Intelligence modifier. Multiple aerterial death attacks stack. The continual damage continues until the creature receives a Heal check (DC 10 + assassin's level) or is healed by any form of magical healing.
  • Debilitation: If the assassin reduces his additional sneak attack damage by +2d6, the attack causes a grievous wound that affects the target's ability to function. The sneak attack causes ( 2 + assassin's Intelligence modifier ) points of temporary ability damage to Strength or Dexterity, as the assassin sees fit.
  • Paralyzation: If the assassin reduces his additional sneak attack damage by +3d6, the attack paralyzes the creature. If the creature fails a Fortitude save against DC 10 + one-half assassin's level + assassin's Intelligence modifier, the creature's mind and body become enervated, rendering him helpless and unable to act for 1d6 rounds + assassin's Intelligence modifier.
  • Death: If the assassin reduces his additional sneak attack damage by +4d6, the attack kills the creature. If the creature fails a Fortitude save against DC 10 + one-half assassin's level + assassin's Intelligence modifier, the creature dies.
  • Sever Soul: If the assassin reduces his additional sneak attack damage by +6d6, the attack kills the creature, and in such a way that the creature cannot be raised by any means short of a wish or epic Force effects. If the creature fails a Fortitude save against DC 10 + one-half assassin's level + assassin's Intelligence modifier, the creature dies irrevocably.

Favored Poison (Ex): At 2nd level and every four levels thereafter, an assassin may select a single poison. Due to her extensive study of this chosen poison and training in the proper techniques for utilizing it, the assassin gets a +2 bonus on the Craft (Poisonmaking) check, as well as the saving throw DC for the poison. In addition, at each such level that the assassin gains a new favored poison, the bonuses with any one favored poison (including the one just selected, if so desired), increases by 2.

Uncanny Dodge (Ex): Starting at 3rd level, an assassin can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC even if she is caught float-footed or struck by an invisible attacker. However, she still loses her Dex bonus to AC if immobilized.

Poison Mastery (Ex): At third level, the assassin's familiarity with poisons has lent her the ability to make them far more potent. All variable, numeric effects of a poison applied by an assassin are increased by one-half.

Quick Kill: At 5th level, the assassin has learned to kill and kill quickly. She can perform a coup de grace as a standard action.

Reconnaissance (Ex): At 5th level, the assassin has become adept at scoping out a location and gaining increased insight as to how to move about it. When she studies a small area, such as a street or a ship, for 10 minutes, she gains a +2 competence bonus on all Climb, Disable Device, Disguise, Hide, Move Silently, and Search checks made within that area for the next 12 hours. The area can be no larger than one 10-ft cube per assassin level.

Improved Uncanny Dodge (Ex): An assassin of 9th level or higher can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense deies another assassin the ability to sneak-attack the character by flanking her, unless the atacker has at least four more assassin levels than the target.

Assassin Talent: At 11th level, and every two levels thereafter, the assassin's ability in one particular aspect of death-dealing improves. She may select one of the following special features; unless otherwise specified, each ability can be selected only once.

  • Camouflage (Ex): The assassin has become adept at hiding, such that he can make Hide checks even when her surroundings do not grant cover or concealment.
    • Hide in Plain Sight (Ex): The assassin can use the Hide skill even while being observed. (Prerequisite: Camouflage)
      • Urban Vanish (Ex): The assassin can use the Hide skill even while being observed while in any sort of urban terrain. (Prerequisite: Hide in Plain Sight)
  • Deadly Venom (Ex): All saving throw DCs against poisons the assassin brews increase by 2. You can take this talent multiple times.
    • Virulent Venoms (Ex): The assassin's knowledge of poisons makes her venoms particularly difficult to remove by various effects. Neutralize poison and the like require the caster to make a caster level check against DC 10 + one-half your assassin level + your Int modifier, or else the poison remains unaffected. This ability only affects poison you brew yourself.
      • Hidden Death (Ex): The assassin's knowledge of venom makes even those immune to normal poisons susceptible to her ability, and makes her poisons immune to Force-based detection efforts. You can attempt to poison creatures with anatomy that are immune to poison; such creatures get a +10 bonus on any Fortitude saves against your poisons.
  • Envenom: You can apply poison to a weapon as a free action.
  • Improved Sneak Attack (Ex): Your sneak attack increases by +1d6. You can take this talent up to three times.
  • Improved Death Attacks (Ex): You require only 2 rounds to initiate a death attack against a target, rather than 3.
  • Judge of Character (Ex): The assassin has become very good at judging people. If she listens to anyone talking for at least 10 minutes, she may make a Sense Motive check opposed by the target's Will save (or Sense Motive, whichever is higher). If she succeeds, she learns that person’s alignment/ethos and mental ability scores, and also gains +4 circumstance bonus on Diplomacy and Sense Motive checks against that person for one year. If the opposing party beats the assassin's check by 5 or more, the target knows that the assassin is trying to gain this information.
    • Secret Identity (Ex): The assassin’s alignment/ethos and lies become undetectable by supernatural or Force-based means.
      • Anonymity (Su): The assassin is no longer detectable through supernatural means. He becomes immune to any ability that would detect his presence; this ability only affects the assassin and his possessions. An assassin can suppress or resume this ability at will.