Classes > Rogues > Assassin

Non-Good only. Also known as an Exterminator, Hitman, Butcher or Slayer. A trained killer who practices death as a profession, and sees the elaborate hassle of infiltration as a simple means to an end.

An old saying in some corners of Dunia goes that so long as two men are alive in the world, one of them is eventually going to want the other dead. The job of an Assassin is simple: exterminate the target, and leave no trace of the act. In order to stomach the soulless and transactional nature of their work, Assassins must be prepared for anything; the most gruesome butchering, the most heartless murder, the most consuming chaos. They must be ready at all times to take the life of another for coin or to further the aims of a group, though some of them just enjoy the thrill of butchery.

Level 1: Assassins have advantage on accuracy rolls against creatures that haven't taken a turn in combat yet. They also add their level to damage rolls diminishingly.

Level 4: If the first combat strike is from an Assassin, it is a guaranteed critical.

Level 8: Assassins may contrive a fake identity for themselves. This requires a week of practice, and 25gp of makeup. Others must roll Judge versus DC 10 + Assassin's Bluff.

Level 12: Assassins may steal another's identity if they are the same race. This requires 3 hours of observing and stalking, as well as 25gp of makeup and their clothes if needed. Others cannot tell the difference unless they have logical suspicion. Assassins gain advantage on all Bluff checks, as well as the ability to triplestrike whenever they go for a main attack in combat.

Level 16: Assassins backstabbing a surprised creature with an edged or pointed weapon causes them to have to roll for Constitution DC 8 + the Assassin's DEX modifier or suffer double damage from the backstab.


Level

Bonus/atk _ BS

Bonuses

Level

Bonus/atk _ BS

Bonuses

1

+0

Silence, Catch Unwary

11

+8/+5 6d6

-

2

+1 _ 1d6

Backstab

12

+9/6/3 6d6

Feat, Steal Identity

3

+2 _ 2d6

Uncanny Dodge

13

+9/6/4 7d6

-

4

+3 _ 2d6

Feat, First Strike

14

+10/7/4 7d6

-

5

+3/+2 _ 3d6

Evasion

15

+11/7/4 8d6

Improvisational Mastery

6

+4/+3 _ 3d6

-

16

+12/8/4 8d6

Feat, Assassinate

7

+5/+3 _ 4d6

-

17

+12/8/5 9d6

-

8

+6/+4 _ 4d6

Feat, Fake Identity

18

+13/9/5 9d6

-

9

+6/+4 _ 5d6

-

19

+14/9/5 10d6

Feat

10

+7/+5 _ 5d6

Dangersense, Feat

20

+15/10/5 10d6

-