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Back to [[Serpents and Sewers: Character Classes|Character Classes]] Back to the [[Serpents and Sewers|Main page]] =Role and Description= Assassins are specialized, professional murderers. They have great expertise in hunting and killing other people, and are deadly when they have the tactical advantage. Many assassins have profound knowledge of anatomy and poisons and are experts in the art of silent killing. An assassin is much more focused on stealth and violence than a thief, and has a more focused set of traits. Archetypical Assassins from history or popular media include people like the traditional Hashishin order or the traditional ninjas of Japan, but also the typical psychotic killer of slasher horror movies or Jack the Ripper would be representative examples. The assassin kills people - or things. He doesn't do much else (except a bit of acrobatics and stealth), but he is a deadly enemie when hes able to ambush an enemy. In a direct confrontation, the assasssin is going to lose against most decent fighters (including the thief), but when it is all about sneaking and silent killing, the assassin is great. The greatest problem of the assassin is a roleplaying one. To put it shortly, the assassin is no nice character and in a more heoric party, a character whose major gimmic is "I am a skulduggery psychokiller for hire" is going to lead to significant problems. Killing people is bad, and all that. As a side note, the assassin's will save is intentionally low - both as it fits a scoundrel who kills for fun and profit, but also to encourage taking a code of honor, turning the assassin into the traditional ninja. '''Class Skills''' The Assassin's class skills (and the key ability for each skill) are Acrobatics (2xDEX), Athletics (STR + CON), Concentration (CON + WIS), Craft (INT+?), Disable Device (DEX + INT), Intimidate (CHA + STR), Intrigue (2x CHA), Knowledge (2x INT) ,Languages (INT + CHA), Legerdemain (DEX + CHA), Perception (CON + WIS), Profession (WIS + ?), Sense Motive (WIS + CHA) and Stealth (DEX + CON). '''Skill Points at 1st Level''': (6 + Int modifier) x 4. '''Skill Points at Each Additional Level''': 6 + Int modifier. '''Hit Points at 1st Level''': 12 + Con modifier '''Hit Points at Each Additional Level''': 3 + Con modifier. =Table: The Assassin= {| border="1" !Level !BAB !BDB !Fortitude !Reflex !Will !Special |- |1st | +1 | +0 | +1 | +2 | +0 | Sneak Attack +1d6, Trapfinding |- |2nd | +2 | +2 | +1 | +3 | +0 | Poison Use |- |3rd | +3 | +2 | +2 | +3 | +1 | Sneak Attack +2d6 |- |4th | +4 | +3 | +2 | +4 | +1 | Nimbleness +1 |- |5th | +5/+0 | +3 | +3 | +4 | +1 |movement +10’, Sneak Attack +3d6 |- |6th | +6/+1 | +4 | +3 | +5 | +2 | great leap |- |7th | +7/+2 | +5 | +3 | +5 | +2 | Speed climb, Sneak Attack +4d6 |- |8th | +8/+3 | +6 | +4 | +6 | +2 | Nimbleness +2, crippling strike |- |9th | +9/+4 | +6 | +4 | +6 | +3 | Evasion, Sneak Attack +5d6 |- |10th | +10/+5/+0 | +7 | +5 | +7 | +3 | Hide in Plain Sight |- |11th | +11/+6/+1 | +8 | +5 | +7 | +3 | Sneak Attack + 6d6 |- |12th | +12/+7/+2 | +9 | +6 | +8 | +4 | Nimbleness + 3 |- |13th | +13/+8/3 | +9 | +6 | +8 | +4 | improved Poison use, Sneak Attack +7d6 |- |14th | +14/+9/+4 | +10 | +6 | +9 | +4 | Invisible mind, armor training |- |15th | +15/+10/+5/+0 | +11 | +7 | +9 | +5 | movement +20’, Sneak Attack + 8d6 |- |16th | +16/+11/+6/+1 | +12 | +7 | +10 | +5 | Nimbleness + 4, ghost sight |- |17th | +17/+12/+7/+2 | +12 | +8 | +10 | +5 | Sneak Attack +9 d6 |- |18th | +18/+13/+8/+3 | +13 | +8 | +11 | +6 | Killing the Deadless |- |19th | +19/+14/+9/+4 | +14 | +9 | +11 | +6 | Sneak Attack + 10d6 |- |20th | +20/+15/+10/+5/+0 | +15 | +9 | +12 | +6 | Nimbleness + 5, True Death |- |} =Assassin Class Features= * ''Weapon and Armor Proficiency'': Assassins are proficient with all simple weapons, plus the hand crossbow, shortbow (including composite shortbow), shuriken, shortsword and garrotte. Assassins are proficient with light armor but not with shields. When wearing medium or heavy armor, using a shield, or carrying a medium or heavy load, a assassin loses her AC bonus, as well as her fast movement abilities. * ''Trapfinding'': Assassins can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Assassins can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. An assassin who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it. * ''Sneak Attack (Ex)'': If an assassin can catch an opponent when he is unable to defend himself effec-tively from her attack, she can strike a vital spot for extra damage. The assassin’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the assassin flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every other assassin class level thereafter up to a maximum of 10d6 at 19th level. 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 sap (blackjack) 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. An assassin can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The thief 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 crea-ture with concealment or striking the limbs of a creature whose vitals are beyond reach. * ''Poison Use (Ex)'': At 2nd level and higher, an assassin never risks accidentally poisoning herself when applying poison to a weapon. * ''Nimbleness (Ex)'': Starting at 4th level, a assassin gains a +1 bonus on Acrobatic and Athletics checks. At 8th level and every four levels thereafter, this bonus increases by +1. * ''Fast Movement (Ex)'': Starting at 5th level, a assassin gains a +10 feet bonus to her speed. At 15th level, this bonus increases to +20 feet. An assassin loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load. * ''Great Leap (Ex)'': At 6th level and higher, an assassin always makes Jump checks as if she were run-ning and had the Run feat, enabling her to make long jumps without a running start and granting a +4 bonus on the jump. This ability cannot be used if she is wearing medium or heavy armor, or carrying a medium or heavy load. * ''Speed Climb (Ex)'': An assassin of 7th level or higher can scramble up or down walls with great speed. She can climb at her speed (instead of one-quarter or one-half her speed) as part of normal movement with no penalty (though she still needs to make successful Climb checks). An assassin needs only one free hand to use this ability. This ability cannot be used if an assassin is wearing medium or heavy ar-mor, or carrying a medium or heavy load. * ''Crippling Strike (Ex)'': An assassin of 8th level or higher can sneak attack opponents with such preci-sion that his blows weaken and hamper them. An opponent damaged by one of his sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. * ''Evasion (Ex)'': At 9th level or higher, if an assassin makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she 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. If an assassin already has evasion from a different class she automatically gains improved evasion instead. * ''Improved Poison Use (Ex)'': Starting at 13th level, an assassin can apply poison to a weapon as a move action. Normally, applying poison is a standard action, like applying an oil. * ''Invisible Mind (Su)'': At 14th level, an assassin gains a special resistance to spells of the divination school. To detect or see an assassin with such a spell, the caster must make a caster level check (DC 20 + the assassin's class level). In the case of scrying spells (such as arcane eye) that scan the assassin's area, a failed check indicates that the spell works but the assassin simply isn't detected. Scrying attempts tar-geted specifically at the assassin do not work at all if the check fails. * ''Armor Training (Ex)'': Starting at 14th level, an assassin reduces the armor check penalty imposed on her by light armor by 2 (to a minimum of 0). * ''Ghost Sight (Su)'': At 16th level and higher, an assassin can see invisible and ethereal creatures and ob-jects as easily as she sees material creatures and objects. * ''Killing the Deadless (Ex)'': An assassin of 18th level can spend one spellpoint to load his weapon with energy. For the a time span equal to the assassin’s class levels in rounds, his Sneak Attacks and critical hits are also applied to targets which are normally immune to such damage like undeads or oozes. * ''True Death (Ex)'': At 20th level, an assassin has mastered the Art of killing to an amount that his victims never come back. An assassin can spend a standard action to mutilate a body of one of his victims. This leads to the effect of ten wound injury and makes it impossible to raise the victim as an undead or with any spells of 8th grade or lesser.
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