Grazzt

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So I figured I'd asked you all a couple of questions regarding feats/ abilities for the Rogue and Gunslinger, I haven't had much time as of late to dig through books and the SRD as I'd like and thought that some of you may know the answers off the top and this would be really appreciated. Now the answers I'm looking for, I don't want to see anything regarding 3.5, just Pathfinder RAW, if you please.

Rogue: Are there any feats/ abilities, currently, that will allow a Rogue to sneak attack/ flank at greater distance? How does sniping work in regards to this. Is there a way to flank without being A. Directly on top of an opponent in melee, or with a reach weapon, I'm talking are there any ranged flanking feats/ abilities ?

Gunslinger: Similar questions, can you ranged flank an opponent with guns ? Or is there a ranged feat that allows for turning guns into attack of opportunity weapons. I read some where on here that there were feats you could take to not provoke attacks of opportunity when firing or reloading, what are they ?

Think that covers my questions for the moment, thank you. =)


As the title suggests, I'm looking for an alignment system that incorporates Good, Neutral and Evil, I've never much liked the Chaotic or Lawful bits of prev. DnD incarnations, as i saw too many take stock and abuse the concepts with their own interpretations. Ive done some googling and so forth but haven't found much to resemble what im after.

I'm looking for something with auras when it comes to using Detect evil and Good, and sort of aura based, where based on the degree of your crimes or piety, or even moralities.

I wanted to see what others had come up with, if they'd be willing to share, Id be grateful as heck.


SO need the obvious question answered on this one, is the class balanced, and to answer a few questions before they're asked, I rolled up Swim and Climb into an Athletics skill, my world uses firearms and is a Knowledge skill, as well as Demolitions as a Craft skill, the Demolitions feat is one found from the DnD wiki, and the Journeyman Alchemist Feat is a derivative of the WoW More Magic and Mayhem book line of Alchemist Feats. Also used some bits from the PF Assassin Prestige Class. Any further questions, suggestions, advice all welcomed and ill be checking this daily, thanks in advance. ^_^

Assassin

Characteristics: The Assassin, since the earliest days of the first races there have been those who were paid to kill one another, this has not changed throughout time. Contract Killer, Executioner, Mercenary, Slayer, Vindicator, Wetwork, the Assassin is known by many names. They are focused warriors who rely on their strength of mind and agility to see them through to their rewards. Their art lies in their ability to slay their foes without being killed or captured in return. Through Explosives, Long Ranged Sniping, Poisons, Traps, and even the classic blade to the gut, the Assassin will make sure their contracts are fulfilled.

Alignment: Any.

Primary Abilities: Dex, Int, Cha

Hit Dice: D10

Class skills: The Assassin’s class skills are Acrobatics (Dex), Athletics (Str), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Firearms) (Int), Knowledge (local) (Int), Knowledge (Tactics) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), and Stealth (Dex).

Skill Ranks Per Level: (6+Int modifier)

Level Base Attack Bonus Fort Save Reflex Save Will Save Special
1 +1 +2 +2 +0 Crafty, Deadly Shadow, Sneak Attack +1D6
2 +2 +3 +3 +0 Assassin Craft, Evasion, Poison Use
3 +3 +3 +3 +1 Poisoned Blade +1D6,
4 +4 +4 +4 +1 Assassin Craft, Uncanny Dodge
5 +5 +4 +4 +1 Cat’s Grace, Sneak Attack +2D6, Weapon Discipline
6 +6/+1 +5 +5 +2 Assassin Craft
7 +7/+2 +5 +5 +2 Fast Movement +10, Poisoned Blade +2D6
8 +8/+3 +6 +6 +2 Assassin Craft, Improved Uncanny Dodge
9 +9/+4 +6 +6 +3 Sneak Attack +3D6
10 +10/+5 +7 +7 +3 Advanced Craft, Assassin Craft, Death Attack, Weapon Discipline
11 +11/+6/+1 +7 +7 +3 Poisoned Blade +3D6
12 +12/+7/+2 +8 +8 +4 Assassin Craft
13 +13/+9/+4 +8 +8 +4 Devil’s Whispers, Sneak Attack +4D6
14 +14/+10/+5 +9 +9 +4 Assassin Craft, Fast Movement + 20
15 +15/+11/+6 +9 +9 +5 Weapon Discipline, Poisoned Blade +4D6
16 +16/+12/+7/+1 +10 +10 +5 Assassin Craft
17 +17/+12/+7/+2 +10 +10 +5 Sneak Attack +5D6
18 +18/+13/+8/+3 +11 +11 +6 Assassin Craft
19 +19/+14/+9/+4 +11 +11 +6 Poisoned Blade +5D6
20 +20/+15/+10/+5 +12 +12 +6 Angel of Death, Assassin Craft, The black Cat

Class Features

Weapon and Armor Proficiency: The Assassin is proficient with all simple and martial weapons, and firearms. They are proficient with light armor, but not with shields.

Crafty: An Assassin uses everything to his advantage especially, poisons and traps, the Assassin adds 1/2 his class level to crafting both poisons and traps. The Assassin can use Perception, and Disable Device, to locate and disarm traps of DC 20 or higher including magical traps,

Sneak Attack: If an Assassin can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage.
The Assassin’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Assassin flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 4 Assassin levels thereafter. Should the Assassin score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), an Assassin can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The Assassin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An Assassin cannot sneak attack while striking a creature with concealment.

Deadly Shadow (Ex): An Assassin adds half his level (minimum 1) to Knowledge (Local) skill checks made to study, locate, or to Stealth skill checks to follow his intended target without being seen.

Evasion (Ex): At 2nd level and higher, an Assassin can avoid even magical and unusual attacks with great agility. If he 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.

Assassin Crafts: As an Assassin gains experience, she learns a number of crafts that aid her. Starting at 2nd level, the Assassin gains one Assassin Craft. She gains an additional Assassin Craft for every 2 levels of Assassin attained after 2nd level. An Assassin cannot select an individual Craft more than once.

-Swift Shadow (Ex): An Assassin can move at full speed while using the Stealth skill without penalty.

-Hidden Weapons (Ex): An Assassin becomes more adept at hiding weapons on his body. He gains +4 to all Sleight of Hand skill checks made to prevent others from noticing them.

-Fierce Constitution (Ex): The assassin gains a +3 saving throw bonus against poisons.

-Ranged Death (Ex): The Assassin gains the ability to use his sneak attack within the first increment of his ranged weapon.

-Mouse Trap (Ex): The Assassin’s traps gain a +4 circumstance bonus to not be seen by others.

-Demolisher (Ex): The assassin that selects this Craft gains Demolitions as a bonus feat.

- Field Alchemist (Ex): The assassin that selects this Craft gains Journeyman Alchemist as a bonus feat.

-Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to an Assassin with this ability, even if they have already acted.

Poison Use: Assassins are trained in the use of poison and cannot accidentally poison themselves when applying poison to a blade (see Poison, page 557 PFC).

Poisoned Blade: An Assassin endeavors to get the most out of the tools of his trade, thus when coating his tool of death in an appropriate poison versus a susceptible opponent, he may cause extra aggravated damage.

Through the use of alchemy an Assassin learns to strengthen his poisons, so that they deal extra damage on a successful use of the poison versus his opponent. If used on a weapon, the weapon stays coated for 4 rounds, this is aggravated damage that does not require a fort save from the victim.

This extra damage is 1d6 at 3rd level, and increases by 1d6 every 4 Assassin levels thereafter. Should the Assassin score a critical hit with a Poisoned Blade, this extra damage is not multiplied. This extra dammage effects only the opponent the poison is appropriate for, to use alchemical silver on a human will do nothing, however versus an undead it will be effective. Versus, those who are immune to poison due to divine favor, this extra dammage is halved. Only constructs and oozes are truly immune to this extra dammage.

Uncanny Dodge (Ex): Starting at 4th level, an Assassin can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. An Assassin with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Chapter 8) against her. If a Assassin already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Weapon Discipline (Ex): Starting at 5th level, an Assassin can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +2 bonus on attack and damage rolls.

At 10th and 15th level he may choose another group to add the +2 bonus on attack and dammage to. Bonuses granted from overlapping groups do not stack.

An Assassin also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the Assassin’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon groups are defined as follows:

Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.

Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.

Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword.

Bows: composite longbow, composite shortbow, longbow, and shortbow.

Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.

Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.

Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc doubleaxe, quarterstaff, and two-bladed sword.

Explosives and Splashers: grenades, alchemical and distilled splashers.

Flails: dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.

Firearms: blunderbuss, hand cannon, pistols, rifles.

Hammers: club, greatclub, heavy mace, light hammer, light mace, and warhammer.

Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.

Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.

Pole Arms: glaive, guisarme, halberd, and ranseur.

Spears: javelin, lance, longspear, shortspear, spear, and trident.

Thrown: blowgun, bolas, club, dagger, dart, half sling, sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident

Cat’s Grace (Ex): Starting at 5th lvl, when wearing Light armour or Unarmored and unencumbered, the Assassin adds his intelligence bonus (if any) to his AC and his CMD. This bonus to AC applies against touch attacks and when the Assassin is flat-footed. He loses this bonus when he is immobilized or helpless, or when he carries a medium or heavy load.

Improved Uncanny Dodge (Ex): An Assassin of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more Assassin levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum Assassin level required to flank the character.

Advanced Craft: At 10th level, and every two levels thereafter, an Assassin can choose one of the following Advanced Crafts in place of an Assassin Craft.

-Cat’s Eyes (Ex): The Assassin adds his Int mod to his Will saves versus enchantments and illusions.

-Cat’s Landing (Ex): The Assassin adds his Int mod to his Reflex saves, can be used only if the Assassin is wearing light armor or no armor. A helpless Assassin does not gain the benefit of this craft.

-Devil’s Constitution (Su): Fierce Constitution must be taken before this can. The assassin is now immune to poisons, including magical or divine.

-Devil’s Rush (Ex): Three times per day, an assassin can make a death attack against a foe without studying the foe beforehand. He must still sneak attack his foe using a melee weapon that deals damage.

-Hide in Plain Sight (Su): An assassin can use the Stealth 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 Evasion (Ex): An Assassin’s evasion improves. This ability works like evasion, except that while the Assassin still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless Assassin does not gain the benefit of improved evasion.

-Improved Hidden Weapons (Ex): Hidden Weapons must be taken before this. An Assassin becomes a master at hiding weapons on his body. He adds 1/2 his assassin level to all Sleight of Hand skill checks made to prevent others from noticing them, and can quick draw them as a free action.

-Sniper (Ex): The Ranged Death craft must be taken before. The Assassin has obtained the ability to use his ranged weapon to Sneak Attack at 4 times his range increment, and raises the critical mod of the weapon by one step.

Death Attack (Ex): Starting at 10th level If an assassin studies his victim for 3 rounds and then makes a sneak attack with a weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). Studying the victim is a standard action.
The death attack fails if the target detects the assassin or recognizes the assassin as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Check or is flanked). If the victim of such a death attack fails Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect, she dies.
If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack.
Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Devil’s Whispers (Ex): At 13th level, whenever an assassin kills a creature using his death attack during a surprise round, he can also make Stealth check, opposed by Perception checks of those in the vicinity to prevent them from identifying him as the assailant. If successful, those nearby might not even notice that the target is dead for a few moments, allowing the assassin to avoid detection.

Angel of Death (Su): at 20th level the Assassin becomes a master of death.
Once per day, when the assassin makes a successful death attack, he can cause the target’s body to crumble to dust. This prevents raise dead and resurrection (although true resurrection works as normal). The assassin must declare the use of this ability before the attack is made. If the attack misses or the target successfully saves against the death attack, this ability is wasted with no effect.

The Black Cat (Su): at 20th level the Assassin has prayed on many accounts and proven himself to be worthy of the Gods of Luck and Shadows’ favor, his prayers finally answered, and even smiled upon. Three times per day, when a critical is made against the Assassin, he can choose to nullify the attack made against him.