Assassin Player Class


Homebrew and House Rules


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.

Grand Lodge

I think this gets a few too many tricks, especially with a full BAB and two good saves. I would suggest just making it an archetype for the rogue class. You should look at the ones they have already built, mix and match a little. This actually fairly well represents Dwayne Johnson's character from the Scorpion King movie, but that was probably a gestalt fighter/rogue since it was him and the scrawny dude for most of the movie. Most assassins won't have good fortitude saves, but you can use something similar to fighter's bravery to get them about where they should be.


Personally, there are a couple of things that I see wrong with this class. it's really busy. This isn't really the worst thing, because a lot of the Pathfinder class creation guides urge you to create things for the player to look forward to every level.
Here's the catch though...

You are adding several elements from different classes and meshing them into one class. Your hit-die is right for your BAB/Saves, but in one package, it's probably a bit too strong.

I would say that if you took down the hit-die to a D8, brought down the BAB one step, and kept the saves as they are, you'd be on the right track.
Next: Your first two levels look good, but after that, start to get strange--some things I personally think are a bit strange:

Cat's Grace seems powerful. I know there have been 3.5 classes that have similar features, and those tend to be part of max-ac builds.
Weapon Discipline doesn't seem right for this class. This is just my opinion--I think it needs to be replaced.
The Black Cat should not be added together with Angel of Death for last level. Both of those kind of shout, "We're capstone abilities". To me, they shouldn't be coupled in the same level. I think it should simply be taken off.

Those are just my 2pence for right now.

Keep working on it, though :P


i actually considered it had too many good saves, let me adjust a sec.

Oh and explain what i was going for, i wanted to offer variety and hinge it on the Assassin's natural capability of learning underhanded tricks to his trade through a mentor or trial and error, guild,so forth, possibly picking up minor martial arts (at least the ability to dodge more efficiently), weapons training or going long range death on his intended contract, Stealthy Killer this is definitively a striker,a master in the Art of killing. Not rely on magic, but possibly some arcanic rights/ minor training, hence the Angel of Death ability at the end, i didn't want to put the Rogue out of business either, why i only grabbed a few select talents of the Rogue, but still kept it with a Rogue-esque feel due to their similarities, and limited the sneak attack, and threw in the limited but efficient Poisoned Blade ability.

And I of course used the PF Assassin Prestige pretty heavily, and jacked from the Ranger as well, ranger was a stout model, and with all the tricks/spells/ plus pet of the Ranger, or the immense abilities set of the Monk, comparatively, I thought it was fairly balanced, yet was unsure.

Hope that helps, and thanks for the input, anything else, any play testers willing to brave this with their DM ? =)


thanks Kais and Lach, hmm let me look at it and play with it, want some more pennies in the pot before i start removing bits. But its not allowing me to edit my first post anymore, ideas ? I at least at the moment, want to drop the Fort saves down I can agree with those to begin with.

I wonder if i should leave the Wetwork potential Assassin to the fighter class...pondering... i could see dropping the base attack and hit die down one, and renaming an ability or two to combine the fluff, my only key concern about changing abilities was to make a class that players didn't have to dip into other classes to pick up too many abilities that others have made mention of numerous times as being sort of credential to the assassin's tale.

Grand Lodge

Dottin' to steal from later. :)


this "Class" is just a mishmash of abilities stolen from other classes. there seems to be an attempt at a common concept put together with shoddy work. but it's hard for me to see it when i see the package of abilities. it's got more tricks than a monk, and better Bab/hit dice. and it can actually wear armor (unlike the monk). this looks a little unbalanced to me.


TriOmegaZero wrote:
Dottin' to steal from later. :)

No probs XP

What peaked your interest ?

Grand Lodge

My own half-finished project. :)


Shuriken Nekogami wrote:
this "Class" is just a mishmash of abilities stolen from other classes. there seems to be an attempt at a common concept put together with shoddy work. but it's hard for me to see it when i see the package of abilities. it's got more tricks than a monk, and better Bab/hit dice. and it can actually wear armor (unlike the monk). this looks a little unbalanced to me.

see my post above Tri mate, and im fixing to reup this with lower fort, hit die, and base attack, since seems to be the common issue


ok adjusted BAB, Fort save, hit die, and rolled Angel of Death and Black Cat into one capstone, rename Cat's Grace to Devil's Luck, and renamed a few Advanced Crafts to be more fluffier, I can only imagine someone yelling "its a Demon !!!" and then prominently shot with a needler... ;P

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.

Abilities: Dex, Int, Cha

Hit Dice: D8

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 +0 +0 +2 +0 Crafty, Deadly Shadow, Sneak Attack +1D6
2 +1 +0 +3 +0 Assassin Craft, Evasion, Poison Use
3 +2 +1 +3 +1 Poisoned Blade +1D6,
4 +3 +1 +4 +1 Assassin Craft, Uncanny Dodge
5 +3 +1 +4 +1 Devil's Luck, Sneak Attack +2D6, Weapon Discipline
6 +4 +2 +5 +2 Assassin Craft
7 +5 +2 +5 +2 Fast Movement +10, Poisoned Blade +2D6
8 +6/+1 +2 +6 +2 Assassin Craft, Improved Uncanny Dodge
9 +6/+1 +3 +6 +3 Sneak Attack +3D6
10 +7/+2 +3 +7 +3 Advanced Craft, Assassin Craft, Death Attack, Weapon Discipline
11 +8/+3 +3 +7 +3 Poisoned Blade +3D6
12 +9/+4 +4 +8 +4 Assassin Craft
13 +9/+4 +4 +8 +4 Devil’s Whispers, Sneak Attack +4D6
14 +10/+5 +4 +9 +4 Assassin Craft, Fast Movement + 20
15 +11/+6/+1 +5 +9 +5 Weapon Discipline, Poisoned Blade +4D6
16 +12/+7/+2 +5 +10 +5 Assassin Craft
17 +12/+7/+2 +5 +10 +5 Sneak Attack +5D6
18 +13/+9/+4 +6 +11 +6 Assassin Craft
19 +14/+10/+5 +6 +11 +6 Poisoned Blade +5D6
20 +15/+11/+6 +6 +12 +6 Angel of Death, Assassin Craft

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.

-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 Grace (Ex): The Assassin adds his Int mod to his Reflex saves. He loses this bonus when he is immobilized or helpless, wearing anything other than light armour, or when he carries a medium or heavy load.

-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 quickdraw 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.

-Third Eye (Ex): The Assassin adds his Int mod to his Will saves versus enchantments and illusions.

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.
On another note 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.


TriOmegaZero wrote:
My own half-finished project. :)

Looking pretty good there, though more of a mystic assassin/ Ninja, which is kewl is its own right, ive been working with a player on a separate Ninja class from this project, similar to yours, ill have to get him to give me the other half hes been fiddling with and ill put that up for you to, it uses ki powers, with a few twists. =D


I *do* like the idea of making an Assasin a base class, especially since it fits many archetypes which fit into many fantasy games. One problem that i have with the prestige class at the moment is that it lacks the versatility and the power it had in 3.5 making it only worth taking if you really really need a weak death attack early in the game.

A couple of points which I've noticed in addition to the comments already made:

*"Black cat" looks horribly powerful. If you're not intending to remove it entirely, maybe limit it to once per round and perhaps scale it back a bit in power to reducing a critical to a normal hit (Or a normal to no hit). Also perhaps limit to physical attacks only?

*"Weapon Discipline" looks appropriate for the idea of the class, but perhaps too powerful? Each "step" gives the equivalent of Weapon focus, Greater weapon focus & Weapon specalisation - This is overkill. Perhaps allow something like a rangers list of weapon style feats or a warriors bonus feats (with a limited list) giving the player a choice of specialising in one weapon or becoming a little more versatile.

*The class seems to be getting a lot. "Sneak attack + Extra poison damage" plus "Assasin crafts / Advanced crafts" plus "Weapon Discipline". These mixed with the high skill points, (Early) Death attack, Swift movement and Uncanny Dodge? There's just too much here to balance against what other classes get.

I can see you have a passion for the archetype of the Assasin; there's a lot to put in if you want to cover each type, from the James bond style bluffer to the deadly and silent Ninja; but maybe consider trimming a few of the features down or having them as optional.


i have a great idea to help salvage your class

what if we turned the assassin crafts into rogue talents?

and

took some of the salvageable class features and turned them into a series of rogue archtypes?

i will admit that some of the assassin's crafts are a little imbalanced compared to similar abilities from other sources.

Here is an Example of how we can salvage your work:

Kuroneko Archtype

some rogues revere the kuroneko or black cat, striving to emulate it's supernatural qualities. some become assassins who bear the blessing of the kuroneko herself. the ability to bring ill fortune to others.
most kuroneko tend to wear loose black garments, dye thier hair black and wear black false cat ears. and most if not all kuroneko are assassins blessed by the goddess of ill fortune.

Armor of Ill Fortune

at 4th level A Kuroneko adds her intellegence modifier (minimum +1) as a luck bonus to her armor class and combat manuever defense whenever she meets the following conditions, wearing light armor (or no armor) carrying a light load and not wearing a shield. this bonus applies even when the rogue is flat footed, immobilized, stunned, or helpless.

this ability replaces uncanny dodge

Weapons of Ill Fortune

at 8th level, when a Kuroneko attacks with a light melee weapon, she adds her intellegence modifier as a luck bonus to the damage roll. (minimum +1)

this ability replaces improved uncanny dodge

Incarnation of Ill fortune

at 20th level, when a kuroneko is struck by a critical hit, she may negate the hit by spending an immediate reaction that consumes her swift action for the next round. she may otherwise use this ability a number of times per day equal to her intellegence modifier (minimum +1)

this ability replaces master strike.

notes the abilities i used in this example were slightly modified versions of your weapon training, cat's grace and black cat abiltiies


Anthony Neal wrote:

I *do* like the idea of making an Assasin a base class, especially since it fits many archetypes which fit into many fantasy games. One problem that i have with the prestige class at the moment is that it lacks the versatility and the power it had in 3.5 making it only worth taking if you really really need a weak death attack early in the game.

A couple of points which I've noticed in addition to the comments already made:

*"Black cat" looks horribly powerful. If you're not intending to remove it entirely, maybe limit it to once per round and perhaps scale it back a bit in power to reducing a critical to a normal hit (Or a normal to no hit). Also perhaps limit to physical attacks only?

*"Weapon Discipline" looks appropriate for the idea of the class, but perhaps too powerful? Each "step" gives the equivalent of Weapon focus, Greater weapon focus & Weapon specalisation - This is overkill. Perhaps allow something like a rangers list of weapon style feats or a warriors bonus feats (with a limited list) giving the player a choice of specialising in one weapon or becoming a little more versatile.

*The class seems to be getting a lot. "Sneak attack + Extra poison damage" plus "Assasin crafts / Advanced crafts" plus "Weapon Discipline". These mixed with the high skill points, (Early) Death attack, Swift movement and Uncanny Dodge? There's just too much here to balance against what other classes get.

I can see you have a passion for the archetype of the Assasin; there's a lot to put in if you want to cover each type, from the James bond style bluffer to the deadly and silent Ninja; but maybe consider trimming a few of the features down or having them as optional.

Start with Black Cat, I rolled that into Angel of Death, and its only usable 3 times per day, not unlimited or overtly powerful, i considered that to be a decent capstone, considering the other part of angel of death is just making sure your victims aint coming back from the grave so easily, nothing really combat amazing, but it works. Good alternatives welcomed.

Weapon Discipline, doesn't go up to a full plus 4 like the Fighter's Weapon Training, its just 3 weapons groups with +2/+2 one time class bonus each, i found this to be acceptable and not too overpowering, and i imagine the Assassin to be capable of mastering many weapon sets, so i felt it wasn't ripping the fighter, and it should compliment the new lower base attack. I font believe fighter fighter feats to be necessary.

and last but not least, the sneak attack goes up to +5D6, the Poisoned blade however is limited in uses, once applied it only last 4 rounds, then must be reapplied, a full round action, typically speaking.

As Far as the Death Attack goes this Assassin gets Death Attack at lvl 10, PF Assassin Prestige requirements:
Requirements:

To qualify to become an assassin, a character must fulfill
all the following criteria.
Alignment: Any evil.
Skills: Disguise 2 ranks, Stealth 5 ranks.
Special: The character must kill someone for no other
reason than to become an assassin.

that means PF Assassin get Death attack at level 6, 5 levels of Rogue then Death Attack at first level of Assassin Prestige.

and I can move swift movement to 8th and 16th levels if that seems more appropriate

I appreciate your acknowledgment of the work at hand ^_^


Shuriken Nekogami wrote:

i have a great idea to help salvage your class

what if we turned the assassin crafts into rogue talents?

and

took some of the salvageable class features and turned them into a series of rogue archtypes?

i will admit that some of the assassin's crafts are a little imbalanced compared to similar abilities from other sources.

** spoiler omitted **

This is a great idea, but the question then remains "Do i need to design a new class, or just an archetype build for an existing one?". I think many of the suggestions on this thread would swing towards the latter rather than the former.

Also, you might want to have a quick look at the APG if you haven't already since there's a lot which is covered there which might also be applicable to this.


Shuriken Nekogami wrote:

i have a great idea to help salvage your class

what if we turned the assassin crafts into rogue talents?

and

took some of the salvageable class features and turned them into a series of rogue archtypes?

i will admit that some of the assassin's crafts are a little imbalanced compared to similar abilities from other sources.

** spoiler omitted **

I like the fluff and the ideas, really nicely thought out, but still doesnt give the variety im looking for, but i will kindly if you dont mind use that as an alternate Rogue progression and might even play it sometime in my world


Actually, I forgot about a couple of critiques I felt needed to be brought to light. First we should look at the Assassin Crafts. I would sift through books that grant similar abilities through class-specializations. Maybe add several more Assassin Crafts to the list. More importantly though, add level requirements to some of them. One that comes to mind is "Swift Shadow". Some classes don't get a similar ability to that until 7th or 9th IIRC. So do some thinking about that. They don't all need level requirements, but there should be some thought put into that.
Secondly, I want to go back to Black Cat. Perhaps you should tie that into Assassin Crafts at a high prerequisite. The idea given earlier in this thread to perhaps power it down a bit, usable 1/day+dex mod *maybe*. Mixed with Angel of Death, it just seems lazy to me (and I don't mean offense by that).
Thirdly, I think that you have a nice outline for your class right now. Tweak that. You aren't going to get it with your first try, or your second... or your third. Make it something new, instead of a mix of different class abilities. Change some names around, tweak their mechanics around.

A lot of your criticism here is that it isn't anything super new. That's not to say that you don't have some great ideas here, but for the sake of balance and flavor, you or your players will want something that has some consistency.

:)


Lachlan_Macquarie wrote:

Actually, I forgot about a couple of critiques I felt needed to be brought to light. First we should look at the Assassin Crafts. I would sift through books that grant similar abilities through class-specializations. Maybe add several more Assassin Crafts to the list. More importantly though, add level requirements to some of them. One that comes to mind is "Swift Shadow". Some classes don't get a similar ability to that until 7th or 9th IIRC. So do some thinking about that. They don't all need level requirements, but there should be some thought put into that.

Secondly, I want to go back to Black Cat. Perhaps you should tie that into Assassin Crafts at a high prerequisite. The idea given earlier in this thread to perhaps power it down a bit, usable 1/day+dex mod *maybe*. Mixed with Angel of Death, it just seems lazy to me (and I don't mean offense by that).
Thirdly, I think that you have a nice outline for your class right now. Tweak that. You aren't going to get it with your first try, or your second... or your third. Make it something new, instead of a mix of different class abilities. Change some names around, tweak their mechanics around.

A lot of your criticism here is that it isn't anything super new. That's not to say that you don't have some great ideas here, but for the sake of balance and flavor, you or your players will want something that has some consistency.

:)

sounds good, i appreciate the words and optimism, anymore suggestions/ possible add ins, more than welcomed.

Some of what im aspiring to here, is variety yet consistency, taking into accounts previous mentionings of the Assassin Prestige that people brought up durring Beta testing for PF Core book, as well as some Movies, anime and video game models :

Assassin's Creed (novel and game series)
Wet
The Way of Shadows (novel)
Wanted (Movie not comic ((though comic, truly wicked))
Mr. and Mrs Smith
Gross Point Blank
Smoking Aces
Hitman
Assassins (Sylvester Stalone/ Anotonio Banderas)
Bankok Dangerous
Berserk (anime) (when Guts does a job or three for Griffith)
Lusiphur from Poison Elves
Noir (anime)
Gunslinger Girl (anime)
just to list a few and steer clear of the Ninja as the two are viewed upon differently in flavor.


Think about what would be useful for an Assassin.

You have a couple down already, but lets go through the list:

Assassins have been portrayed as unassuming individuals with specialized skill-sets, able to walk through normal society unnoticed. Alternatively, they are masters of disguise. But the underlying factor here is subtlety or stealth.

Already we have: Assassin
-Unassuming
-Disguised
-Deceitful
-Subtle/Stealthy

These are traits valued among assassins for the most part--things that you can work around when building class abilities. It's best to gear your class toward a couple different archetypes for assassin to be safe. What next?

Assassin's have to be efficient. Who hires an assassin that can't get the job done quickly, quietly and discreetly? The Poisoner, the Knife in the Dark, The Saboteur, the Sniper? I'm sure there are more, but these are well-defined archetypes as well. Perhaps offer an array of paths for your Assassin. Keep in mind that while a knife in the dark isn't a master of poisons, he may still be able to poison, however he may outsource for those skills, instead of gaining them through his natural progression... maybe not. Up to you.

-Poisoner
-Knife in the Dark
-The Sabateur
-The Sniper
-(could be more)

Spells like nondetect... slippery mind... things that hide his alignment and intentions. Abilities that enhance skill-sets or paths. Synergy.

Thanks for reading this. I hope it helps a bit. I may elaborate more if I can think of anything.


Azzy-Kun wrote:
Shuriken Nekogami wrote:

i have a great idea to help salvage your class

what if we turned the assassin crafts into rogue talents?

and

took some of the salvageable class features and turned them into a series of rogue archtypes?

i will admit that some of the assassin's crafts are a little imbalanced compared to similar abilities from other sources.

** spoiler omitted **

I like the fluff and the ideas, really nicely thought out, but still doesnt give the variety im looking for, but i will kindly if you dont mind use that as an alternate Rogue progression and might even play it sometime in my world

go ahead.


Ive got a full semester of art classes and kids, so ill be checking this puppy out only once a day or if i get a slit sec twice, but wont be able to do much to it this week, till Friday-ish and I am currently reading "The Way of Shadows",for material for this clas, so just wanted to acknowledge that im here and still seeking a bit of assistance, ideas, maybe play test,thoughts, and if you please, if your going to say its overbalanced, due the courtesy of an explanation, and give something to correct it with, and or at least further assistance in the variety of Crafts , please and thank youz all ;D


Anthony Neal wrote:
Shuriken Nekogami wrote:

i have a great idea to help salvage your class

what if we turned the assassin crafts into rogue talents?

and

took some of the salvageable class features and turned them into a series of rogue archtypes?

i will admit that some of the assassin's crafts are a little imbalanced compared to similar abilities from other sources.

** spoiler omitted **

This is a great idea, but the question then remains "Do i need to design a new class, or just an archetype build for an existing one?". I think many of the suggestions on this thread would swing towards the latter rather than the former.

Also, you might want to have a quick look at the APG if you haven't already since there's a lot which is covered there which might also be applicable to this.

will do


Alrighty I'm back, need suggestions/ ideas to culminate and well, bring variety and yet consistency. And above all not negate/ nerf the efficiency of the class, an Assassin is prepared( this means poisons/herbal studies out the wazoo, weapons training/ combat training galore, marksman training/steady hand, safe houses/disguises/ knowledge of many types to better hide their identity to get close to their target, and explosives/demolitions use), an Assassin while not meant to take on more than a few at a time in any events, is still prepared and combat ready if necessary to adjust his chances of survival whilst taking out the deader or escaping after the fact, or such, they do have an extreme repertoire of tricks of the lethal, stealthy, and illusionist (possibly some magics to increase their stealth, or buff their speed, possibly even mage hand like abilities to give them an edge) variety, some are flamboyant and leave their marks for all to see, sometimes for blocks around, most are extreme survivalist, and they leave mo witnesses and any Wetboy who wants to survive and continue his trade is a jack of many trades. I want to point out that many classes have bits of useful abilities that make right sense for an average assassin to have, and many more are necessary to do a Wetboy justice. Im not trying to make the uber class, im just trying to stay consistent with the fantasy versed myths and fluff, so please help, lets make this a discussion board and give this class its proper due, many of you have said im on to something/ on the right path, I'd like to know the plusses and negatives of the above "READJUSTED VERSION" of the class. Thankyou all in advance.

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