Assassin

Prerequisites: Sneak Attack class ability.
XP Cost: 510

The Assassins are an order of spies and killers trained inhabiting many mountain fortresses under the leadership of a mysterious sorcerer known as the Tranquil Master. While they are best known for their services as killers for hire, the assassins true strength lies in their abilities in sabotage and espionage.

Starting Abilitiy

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 (assassin’s 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 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.

Abilities

Absolute Submission
XP Cost: 75
When you succeed on intimidating a foe outside of combat by 10 points or more, you may spend a swift action to make them utterly subservient to you, treating them as helpful towards you for as long as you are around and for one hour afterwards. You can use this ability once per day.

Death Blow
XP Cost: 500
You can perform a coup de grace attack against a helpless defender as a standard action. Doing this still provokes attacks of opportunity as normal.

Delayed Sabotage
XP Cost: 75
When making a Disable Device check to sabotage an item, you can spend an extra full-round action to gain greater control over when it breaks. You can set the item to break after a set number of usages (up to 100) or to break after a set amount of time (up to one week).

Gentle Landing
XP Cost: 75
When you fall or jump down from at least 10 feet up, you may spend an immediate action to negate a single dice of falling damage and to land on your feet.

Urban Tracking
XP Cost: 540
You can track down the location of missing persons or wanted individuals within communities. To find out information about an individual or group, such as their location and/or actions, make a Gather Information check. The DC of the check is calculated using the tables below, and the check time takes 1d4 hours. Succeeding on a single check gives you the target's approximate location (within 60 feet) at that time. If you beat the DC by 5 or more, you can know where the target will be (within 60 feet) anytime within the next 6 hours. Succeeding on two additional checks makes your knowledge of that target "Familiar". These two additional checks take 1d6 hours each.

If you fail a Gather Information check, you can retry after 1 hour. If you fail by 5 or more, the target knows someone is asking about them, and the target is now "lying low", if they weren't already. The Games Master should consider the appropriate consequences for the target becoming aware that someone is looking for them.

Community Size DC
Thorp, hamlet, or village 5
Small or large town 10
Small or large city 15
Metropolis 20
Conditions DC Modifier
Every three creatures in the group being sought -1
Every 24 hours party has been missing/sought +1
Tracked party “lies low” +5
No knowledge of the target (never heard of them) +5
Secondhand knowledge -2
Firsthand knowledge 0
Familiar -2

Hawk Companion
XP Cost: 810
You gain an eagle animal ally, as if you had cast the Animal Ally spell. The eagle knows the following tricks: Come, Fetch, Seek, Stay, Deliver, Receive, Attack, Down. Deliver and Receive allow the eagle to send and receive messages and packages (up to 29 lbs) to a destination of your choice that the eagle has been to before. This eagle can fly up to 64 miles in a day while carrying a message/package.

Interrogation
XP Cost: 75
With 1d4 minutes of interaction with a sentient creature, you can make a Diplomacy check against them, opposed by a Sense Motive check with a bonus equal to the target’s HD. If you succeed, you may ask them a single question and gain a truthful response from the target. The target is not compelled to answer, however, if doing so would put their life or the life of a loved one in danger.

Kip Up
XP Cost:540
You may stand up from prone as a free action that does not provoke an attack of opportunity.

Last Words
XP Cost: 2,700 XP
You gain the ability to preserve their opponent's life for a small amount of time after the killing blow has been struck. If you succeed on a death attack against an opponent or brings her opponent to between 0 and -10 HP, you can choose to instead instantly stabilize the opponent and allow them to speak as though conscious. The opponent can perform no other actions. At any point past this, you may perform a coup-de-grace as a standard action on the opponent.

Lunging Strike
XP Cost: 500
As a full-round action, you can make a single strike with a 5-foot bonus to your attack's reach. This benefit applies to both armed and unarmed attacks, including touch attacks made to deliver spells.

Quick Reader
XP Cost: 75
As a full-round action, you can make a DC 10 Decipher Script check. During that action, you read and digest the contents of up to 1 page of text (or its rough equivalent) plus 1 additional page per 5 points by which your check exceeded the DC. This check does not also perform normal function of the Decipher Script skill.

Stealth Mastery
XP Cost: 540
You take no penalty to hide or move silently checks for moving at your full land speed and halve the penalties to such checks when running or charging.

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