Assassin

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The assassin is a master of dealing quick, lethal blows. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their skill in a variety of dark arts allows them to carry out missions of death with shocking, terrifying precision. Unlike the blackguard, the assassin is not evil due to devotion to an evil power, but rather due to a complete lack of morals or ethics.

Requirements

Skills: Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks

Alignment Restriction: Non-Good


Hit Die: d6

Proficiencies: Armor (Light), Weapons (Simple)

Skill Points: 4 + INT

Class Skills: Appraise, Bluff, Craft (all), Decipher Script, Disable Trap, Disguise, Escape Artist, Forgery, Heal, Hide, Intimidate, Knowledge (all), Listen, Lore, Move Silently, Open Lock, Profession (all), Search, Sense Motive, Set Trap, Spot, Tumble, Use Magic Device

Level progression

Lvl BAB Saves Feats HP range   Poison save Death Attack
Fort Ref Will
1st +0 +0 +2 +0 Alter Self 3/Day, Use Poison, Assassinate 3-6 - 1d6
2nd +1 +0 +3 +0 Ghostly Visage, Uncanny Dodge I, Poison Save 6-12 +1 1d6
3rd +2 +1 +3 +1 Evasion, Trigger Stimulant 9-18 +1 2d6
4th +3 +1 +4 +1 Undetectable Alignment 1/Day, Ultravision 1/Day 12-24 +2 2d6
5th +3 +1 +4 +1 Dimension Door 3/Day, Darkness, Uncanny Dodge II 15-30 +2 3d6
6th +4 +2 +5 +2 Invisibility 1/Day, Cat's Grace 1/Day 18-36 +3 3d6
7th +5 +2 +5 +2 Spiderskin 1/Day, Fox's Cunning 1/Day 21-42 +3 4d6
8th +6 +2 +6 +2 Hide in Plain Sight, Freedom of Movement 1/Day, Invisibility Sphere 1/Day 24-48 +4 4d6
9th +6 +3 +6 +3 Improved Invisibility 1/Day 27-54 +4 5d6
10th   +7 +3 +7 +3 Ambush, Deeper Darkness 1/Day, Uncanny Dodge III 30-60 +5 5d6

Assassins need sufficient intelligence to cast spells. This is equivalent to 10 plus the assassin's Intelligence modifier. Thus, they need 14 Intelligence to cast spells of the 4th circle. Their casting level is 3 plus assassin levels.


Alter Self

The assassin is able to better disguise themselves, gaining +10 to Disguise for 10 minutes per assassin level.


Assassinate

If an assassin studies their victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the attack will be lethal if the victim fails a Fortitude save (DC 10 + the assassin's class level + the assassin’s Int modifier). 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, they must make the death attack within the next 3 rounds.


Trigger Stimulant

The assassin ingests a prepared concoction of drugs to immediately grant them a powerful but fleeting adrenaline boost. They temporarily gain AB equal to their assassin level plus their intelligence modifier for 2 rounds. This ability is a free action on a 2-minute cooldown.


Undetectable Alignment

The assassin is able to conceal their alignment from the Detect Evil spell. The spell persists for 24 hours.


Spiderskin

The spell grants the recipient +3 to natural AC, hide, and save vs poison, plus an additional +1 for every 3 assassin levels. The AC caps at 5. This ability lasts for 10 minutes per assassin level.


Ambush

While stealthed, the assassin may teleport a short distance behind an enemy target in an attempt to inflict a debilitating blow. If the target fails their reflex save, they take 6d6 physical damage and are rendered silenced and slowed, while also having their AC lowered by 3 and suffer 15% damage vulnerability for two rounds. Regardless if the attempt is successful, the assassin gains Haste and +2 APR for two rounds. The DC is equal to 20 plus their intelligence modifier and half their dexterity modifier. If the target is a player that's able to hear or see the assassin, the DC is halved. This ability is on a 30-second cooldown.


Tip: becoming an assassin