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5e Prestige Class) - D&D Wiki

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Assassin, Creed Variant (3.5e Prestige Class)


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Contents
1 Assassin
1.1 Requirements
1.2 Class Skills
1.3 Class Features

Assassin
Hit Die: d8.

Requirements
To qualify to become an assassin, a character must fulfill all the following criteria.
Alignment: Any non-lawful.
Skills: Climb 4 ranks, Hide 8 ranks, Move Silently 8 ranks.
Special: The character must save someone from law enforcment or the church.

Class Skills
The assassins class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha),
Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis),

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Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
Table: The Assassin
Level Base Attack Bonus Fort Save Ref Save Will Save
1st
+0
+0
+2
+0
2nd
+1
+0
+3
+0
3rd
+2
+1
+3
+1
4th
+3
+1
+4
+1
5th
+3
+1
+4
+1
6th
+4
+2
+5
+2
7th
+5
+2
+5
+2
8th
+6
+2
+6
+2
9th
+6
+3
+6
+3
10th
+7
+3
+7
+3

Special
Sneak attack +1d6, death attack, poison use, Combat expertise
Blend, uncanny dodge
Sneak attack +2d6, improved disarm
Improved feint, Hidden Blade
Improved uncanny dodge, sneak attack +3d6
Eagle Strike, Eagle Vision
Sneak attack +4d6
Improved Hidden Blade
Sneak attack +5d6, Agile Drop
Improved Eagle Strike

Class Features
All of the following are Class Features of the assassin prestige class.
Weapon and Armor Proficiency: Assassins are proficient with the crossbow (hand, , or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Assassins
are proficient with light armor but not with shields.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). If an assassin gets a sneak attack
bonus from another source the bonuses on damage stack.
Death Attack: If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of
possibly either paralyzing or killing the target (assassins choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the
target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassins class level + the assassins 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
victims 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.
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Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Combat Expertise: When an Assassin uses the attack action or the full attack action in melee, he can take a penalty of as much as 5 on his attack roll and add the same number (+5 or less) as a
dodge bonus to his Armor Class even if he does not meet the prerequisites of this feat. This number may not exceed his base attack bonus. The changes to attack rolls and Armor Class last until
his next action.
Blend: While in any sort of urban terrain, an assassin of 2nd level or higher can use the Hide skill even while being observed as long as he is in a crowd.
Uncanny Dodge (Ex): Starting at 2nd level, an assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any
Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).
Improved Disarm: At the 3rd level, an assassin does not provoke an attack of opportunity when he attempts to disarm an opponent, nor does the opponent have a chance to disarm him. he also
gains a +4 bonus on the opposed attack roll he makes to disarm his opponent.
Improved Feint: At the 4th level, an assassin can make a Bluff check to feint in combat as a move action.
Hidden Blade: At the 4th level, an assassin may conceal a dagger or dagger-like weapon in his sleave. A DC 10 Search check is necessary to discover it. The assassin is granted Quick Draw to
use this weapon.
Improved Uncanny Dodge (Ex): At 5th level, an assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This
defense denies rogues the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a rogue at least four levels higher than the assassin can flank him (and thus
sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum
rogue level required to flank the character.
Eagle Strike: At the 6th level, if an assassin is at least 10ft above an opponent who is unaware of his presence, that opoonent is considered helpless. As a full-round action, the assassin may use a
melee weapon to deliver a coup de grace to the opponent. Use the assassin's Dexterity modifier to hit. If it hits, the assassin scores a critical hit. The assassin gets his extra sneak attack damage
when making this attack. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die. If it misses, the assassin is considered flatfooted until his next action.
The Eagle Strike provokes attacks of opportunity from threatening opponents only affter the action has been completed.
Eagle Vision: At the 6th level, an assassin can easily determine friend from foe as well as some things which are concealed. The assassin gets a +4 situation bonus to Sense Motive when
determining if a person is a friend or enemy. He may make a DC 20 Sense Motive check to determine if a character is a ally or enemy. He also gets a +4 circumstance bonus when searching for
hidden items, concealed weapons, or secret doors.
Improved Hidden Blade: At 8th level, an assassin my conceal a second dagger or dagger-like weapon in his other sleave. A DC 20 Search check is necessary to discover each hidden weapon.
The assassin is granted Quick Draw to use either or both weapons.

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Agile Drop: At the 9th level, if the assassin falls from a height of up to 100ft he may make a DC 15 Tumble check to take no damage. The Assassin may also make a DC 15 Jump check to
deliberately jump down from a maximum of 150 ft. Failing either check casues the assassin to take half the normal fall damamge.
Improved Eagle Strike: At the 10th level, the assassin may perfrom the Eagle Strike to two opponents standing adjacent to each other simultaneously with a -4 penalty to hit. Additionally, if the
assassin only attacks one opponent using this ability, he may make a DC 20 Tumble check to avoid an attack of opportunity from theatening opponents and roll 5ft away.
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