Difference between revisions of "Cult Assassin (Rokugan Ninja variant)"

From Action
Jump to navigation Jump to search
m (''Perhaps substitute the paladin/ranger spells/day table?'')
m (''Perhaps substitute the paladin/ranger spells/day table?'')
 
(No difference)

Latest revision as of 08:25, 15 August 2007

D&DD&D Logo
Unofficial rules compendium

Cult assassin have limited spellcasting divine abilities, using the Assassin spell list. They lack the Ninja Dodge ability.

Beginning at 1st level, a cult assassin gains the ability to cast a number of divine spells taken from the assassin spell list. To cast a spell, a, a cult assassin must have a Wisdom score of at least 10 + the spell’s level, so, a cult assassin with a Wisdom of 10 or lower cannot cast spells. Cult assassin bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the cult assassin's Wisdom bonus. When a cult assassin gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. Cult assassins prepare spells just like clerics do.

Perhaps substitute the paladin/ranger spells/day table?

Cult Assassin
Level
Spells Per Day
1st 2nd 3rd 4th
1 0 — — —
2 0 — — —
3 1 — — —
4 1 — — —
5 2 0 — —
6 2 0 — —
7 3 1 — —
8 3 1 — —
9 3 2 0 —
10 3 2 0 —
11 3 3 1 —
12 3 3 1 —
13 3 3 2 0
14 3 3 2 0
15 3 3 3 1
16 3 3 3 1
17 3 3 3 2
18 3 3 3 2
19 3 3 3 3
20 3 3 3 3