Assassin Class

Created by Charles "Dirty Rat" Oliff
Assassins are trained killers, they like to strike when least expected from afar but take every advantage they can when caught in close combat.

To qualify to become a assassin, a character must fulfill the following criteria.
Base Attack Bonus: +5
Skills: Gather Information 5 ranks, Hide 5 ranks, Move Silently 5 ranks, Spot 5 ranks

Game Rule Information
Vitality: Assassins gain 1d8 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The assassin’s class skills, and the key ability for each skill, are as follows.
Balance, Bluff, Climb, Computer Use, Craft*, Demolitions, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge*, Listen, Move Silently, Profession*, Read/Write Language*, Speak Language*, Spot
*This skill actually encompasses a number of unrealted skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at Each Level: 8 + Int modifier

Class Features
All of the following are features of the assassin prestige class.

Deadly Strike
At 1st level, the assassin gains the ability to execute a deadly strike with any weapon she wields. Making a deadly strike requires a full-round action. (The assassin can take a 2-meter step, but cannot take any other actions.) The assassin uses her normal base attack bonus (including all relevant modifiers), with an additional +4 competence bonus on the attack. The threat range for a critical hit is doubled, and the attack also deals maximum possible damage (regardless of whether it is a normal or critical hit). This ability does not stack with the Jedi Weapon Master’s deadly strike or Elite Trooper's Devastating Strike.

Example: An assassin uses her deadly strike when firing a blaster pistol. The threat range for a critical hit doubles from 20 to 19-20. if she hits, the blaster pistol deals 18 points of damage (maximum value for 3d6), plus any bonuses for other feats or special abilities the assassin has. (A critical hit deals 18 points of wound damage.)

This ability ability is useable 1 time per day at 1st increases to 2 times per day at 5th level and 3 times per day at 10th level. The Assassin gets to add his Sneak Attack bonus to this roll if applicable, but the Sneak Attack roll damage is not automatically maximized – i.e. it must be rolled normally. Any bonus from a scope that the assassin would get can be added to this attack roll as well.

Sneak Attack
Beginning at 2nd level, if an assassin faces an opponent who is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, any time the assassin's target would be denied his Dexterity bonus to Defense (whether he actually has a Dexterity bonus or not), or when the assassin flanks the target, the assassin's attack deals extra damage. The extra damage is +1d6 at 2^nd^^ level and an additional 1d6 every two levels thereafter (4th, 6th, 8th, and 10th). See Combat for combat situations in which the bounty hunter flanks an opponent or the opponent loses his or her Dexterity bonus to Defense.

Ranged attacks can only count as sneak attacks if the target is within 10 meters; the assassin can’t strike with deadly accuracy beyond that range.

An assassin can only sneak attack creatures with discernible anatomies. (For example, a sarlacc lacks vital areas to attack.) Additionally, any creature that is immune to critical hits is also invulnerable to sneak attacks.

Also, the assassin must be able to see the target well enough to pick out a vital spot, and must be able to reach it. The assassin cannot sneak attack while striking a creature with concealment (see Concealment) or striking the limbs of a creature whose vitals are beyond reach.

Bonus Feat
At 3rd and 7th levels the Assassin gains a bonus feat from this list:
Acrobatic, Blind-Fight, Combat Reflexes, Defensive Martial Arts, Dodge, Exotic Weapon Proficiency, Heroic Surge, Improved Martial Arts, Improved Initiative, Low Profile, Martial Arts, Mobility, Multishot, Nimble, Point Blank Shot, Precise Shot, Quickness, Rapid Shot, Shot on the Run, Toughness

Extra Initiative
At 3rd level, the Assassin gains a +2 competence bonus to his Initiative.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1 +1 +0 +2 +1 Deadly Strike 1/day +0 +0
2 +2 +1 +3 +1 Sneak Attack +1d6 +1 +1
3 +3 +1 +3 +1 Bonus Feat, Extra Initiative +1 +1
4 +4 +1 +4 +2 Sneak Attack +2d6 +1 +2
5 +5 +2 +4 +2 Deadly Strike 2/day +2 +2
6 +6 +2 +5 +3 Sneak Attack +3d6 +2 +3
7 +7 +3 +5 +3 Bonus Feat +3 +3
8 +8 +3 +6 +3 Sneak Attack +4d6 +3 +4
9 +9 +3 +6 +4 Deadly Strike 3/day +3 +4
10 +10 +4 +7 +4 Sneak Attack +5d6 +4 +5
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