Porphyran Assassin (Apath)

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Unofficial rules compendium

The porphyran assassin is a highly trained agent of death. Just as death comes in many forms, porphyran assassins are not all the same. From raging fanatics to cold, detached killers-for-hire, the assassins of porphyra are a diverse lot.

Adventuring assassins are often fugitives or the last survivor of an order lost to the war of assassins. On the run from other killers, they might be able to earn a place with a larger order of assassins or try and continue as freelancers, perhaps starting their own order in time.

Class Information

Role: In an adventuring party, the assassin is almost always the point-man and scout, sometimes used as a living trap finder, bait, or canary. Few groups trust assassins fully and many try to keep the assassin in check by threatening to disclose his identity. It is generally impossible for an assassin in a tight and lasting adventuring team to keep his class secret, most assassins reveal their nature to their closest allies.

Alignment: Any non-good. Due to its necessary selfishness and callous indifference toward taking lives, the assassin class attracts those with evil alignments more than any others. Neutral characters sometimes become assassins, frequently thinking of themselves as simple professionals performing a job, a pretense that rarely holds. More common is the neutral assassin doing evil deeds for a good cause. There is no penalty for an assassin trying to maintain a non-evil alignment, the act of assassination just naturally gravitates towards evil. An assassin can never be of good alignment.

Starting age: Assassins are trained, but this training begins at a very early age. They start in the lowest age bracket for their race.

Hit Die: d8.

Class Skills

The assassin's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str). Assassins gain a number of additional class skills depending on their secret.

Skill Ranks at Each Level: 8 + Int modifier.

Class Features

These are all the class features of the porphyrean assassin.

Secret Training (Ex)

At 1st level, an assassin must select a secret in which he is being trained. Each secret has a number of class skills, and the number of skill points per level can also vary, tough it is usually 8 + the assassin's Intelligence modifier. A few secrets even change the assassin's base attack progression. At higher levels, secrets also confer special class features on their members, see the first, second, thrid, and fourth secrets class features, below.

Sneak Attack (Ex)

If a assassin can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The assassin's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the assassin flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two assassin levels thereafter. Should the assassin score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a assassin can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The assassin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A assassin cannot sneak attack while striking a creature with concealment.

Poison Use (Ex)

At level 2, assassins are trained in the use of poison and cannot accidentally poison themselves when applying poison to a blade (see Poison). At 3rd level, the assassin gains a +1 saving throw bonus against poisons. This bonus increase by +1 every three levels after level three. He also gains this bonus on Craft (Alchemy) checks to brew poisons.

Quiet Death (Ex)

At 2nd level, whenever an assassin kills a creature during a surprise round, he can also make a Stealth check, opposed by Perception checks of those in the vicinity to prevent them from noticing the attack or identifying him as the assailant. If successful, and the corpse is not immediately obvious, those nearby might not even notice that the target is dead.

Death Attack (Ex)

If an assassin of 4th level or higher 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). Studying the victim is a standard action. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. The death attack fails if the target detects the assassin or recognizes the assassin as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + ½ the assassin's class level + the assassin's Int modifier) against the kill effect, he 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.

If a death attack is attempted and fails (the victim makes his 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.

Uncanny Dodge (Ex)

Starting at 4th level, a assassin can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A assassin with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

If a assassin already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Assassin Secrets

At 6th level, and every 4 levels thereafter, the assasin gains an ability from the secret training he picked at first level. Each secret has a specific list of abilities taught at each level. Certain secrets give spellcasting abilities instead, as detailed in their description.

Improved Uncanny Dodge (Ex)

A assassin of 8th level or higher can no longer be flanked. This defense denies another rogue or assassin the ability to sneak attack the character by flanking her, unless the attacker has at least four more assassin levels than the target does.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum assassin level required to flank the character.

Lingering Death (Ex)

At 8th level, the assassin learns how to leave a lethal flaw inside the bodies of their victims, a flaw that kills again when someone tries to resurect the victim. This is usually a sliver inserted along with the assassin's weapon and lodged in the victim's vital organs.

If a victim of the assassin's death attack is resurected, it must pass a Fortitude saving throw (DC 10 + 1/2 the assassin's level + the assassin's Dexterity modifier) or die again after 1 minute. This is a death effect.

A 15-minute close inspection of the corpse can find and remove lingering death with a Heal DC equal to twice the Save DC. It is possible to take 20 on this heal check with a 5-hour operation. Burning or otherwise destoying the body also negates lingering death, but the dead creature then requires resurection or more powerful magic to be revived.

Lingering death also gives the assassin the ability to use death attack to paralyze (but not slay) creatures that are normally immune to the effects of Fortitude saving throws, primarily constructs and undead. Such a creature that fails its Fortiude save against a death attack is paralyzed until the creature recovers at least one hit point.

Swift Death (Ex)

At 12th level, an assassin can make a death attack against a foe with only one round of study beforehand.

Hide in Plain Sight (Su)

At 16th level, an assassin can use the Stealth skill even while being observed. As long as he is within 10 feet of some sort of cover or concealment, an assassin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

Instant Death (Ex)

At 20th level, each sneak attack the assassin inflicts counts as a death attack, with no study required and regardless of the target's suspicions. The assassin still needs to inflict damage for this to be effective.

Ultimate Fear (Ex)

At 20th level, a victim slain by the assassin's death attack can only be raised from the dead at great difficulty. The murder was so horrible that the soul of the victim instinctively recoils and refuses to be restored to life unless it makes a Will save with a DC of 20 + the assassin's Charisma modifier. It is the soul that makes this saving throw, and it does so before it is resurected; it gains no benefit from any spell or effect on the body, but still benefits from any inherent resistances. This is a mind-affecting fear effect. Note that a victim that successfuly resiststs this can still be killed by lingering death, above.

Table: Assassin

Assassin Secrets

Assassins base their training on a series of secret teachings. A secret is the life-path of the assassin, sometimes even a spiritual path. An assassin chooses a secret at first level, and is assumed to have been trained in this secret since childhood. Though the assassin might since have escaped the direct control of his order, his early training still determines the path his powers will develop. An assassin can change secret, but this is both a momentous personal change and a horrendous break with tradition; members of his order are likely to do everything to chase him down, as might members of the new order whose secrets he is trying to usurp. When advancing in level, the assassin must declare that he is abandoning his old secret, and immediately loses the use of all abilities. He must then survive an entire level without a secret. When advancing to the next level, the assassin can chose a new secret to focus on, provided he has some kind of instruction; a teacher, scroll of secret lore, painting depicting training methods, an esoteric glyph, or even divine inspiration.

Note that these secrets and orders are not the same. A small order is likely to practice only one secret, but a larger guild might have access to several, and might even accept a stranger into their organization if he can teach them a new secret. Nor does a secret have to be very deep or profound; a bravo's secret is usually just an acceptance of that a life means very little, either another's life or the bravo's own.

Arcane Assassin

Arcane assassins use arcane magic in their deadly work, and are often affiliated with orders of wizardry or witch covens.

Class Skills: Appraise (Int), Fly (Dex), Knowledge (Arcana) (Int), Linguistics (Int), Spellcraft (Int).

Secret Training (Ex): An arcane assassin adds half his class level (minimum +1) to all Sleight of Hand checks, and to Bluff checks to cast spells with verbal components without being noticed. Disguising the verbal components of spells as innocuous actions requires a Bluff check with a penalty equal to the level of the spell, opposed by each observer's Perception skill. Disguising focus, material, and somatic components uses Sleight of hand in the same way. Note that all the usual penalties on Perception checks apply, including distraction penalties.

Arcane assassins have no specific secret abilities. Instead, beginning at 4th level, they cast arcane spells as a magus, except as noted here. The arcane assassin has no caster level until level 4. At fourth and higher level, his caster level is his assassin level -3. The number of spells of each level he can prepare each day is given on Table: Assassin. When Table: Assassin indicates that the arcane 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 Intelligence score for that spell level.

Unlike the magus, the arcane assassin suffers the chance of arcane spell failure in any kind of armor or when using a shield.

At 4th level, an assassin gains a spellbook containing a number of first level arcane assassin spells equal to his Intelligence modifier (minimum 1). At each level, the assassin can add any one spell from his spell list to his spell book, provided he can cast spells of that level.

An arcane assassin can only cast spells of level zero to four, magus spells of level 5 or higher are not on the arcane assassin's spell list. The arcane assassin has no level zero spell slots, but can add cantrips to his spellbook and can prepare a cantrip (level zero magus spell) in a higher level spell slot. As long as the cantrip is not raised in spell level by metamagic or other means, it is cast like any other spell, but is not not expended when cast and may be used again.

Divine Assassin

Divine assassins serve the gods directly and slay at their calling. Many serve Rajuk Amon-Gore in his aspect as the end of the dance.

Class Skills: Handle Animal (Cha), Knowledge (Religion) (Int), Sense Motive (Wis), Spellcraft (Int), Survival (Wis).

Secret Training (Ex): A divine assassin adds half his class level (minimum +1) to all Sense Motive checks and to Disguise checks to impersonate a specific person. A creature the divine assassin has used to Sense Motive to get a hunch about receives no Perception bonus to penetrate the divine assassin's disguise even if they are close to the person being impersonated. This benefit lasts one hour after each successful hunch.

Divine assassins have no specific secret abilities. Instead, beginning at 4th level, they cast divine spells as a cleric, except as noted here. The divine assassin has no caster level until level 4. At fourth and higher level, his caster level is his assassin level -3. The number of spells of each level he can prepare each day is given on Table: Assassin. When Table: Assassin indicates that the divine 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.

The divine assassin used the inquisitor spell list, but cannot use spells that apply to class features he doesn't have (such as judgement). He can only cast spells of level zero to four, inquisitor spells of level 5 or higher are not on the arcane assassin's spell list. The divine assassin has no level zero spell slots, but can prepare an orison (level zero inquisitor spell) in a higher level spell slot. As long as the orison is not raised in spell level by metamagic or other means, it is cast like any other spell, but is not not expended when cast and may be used again.

Dusk Assassin

Dusk assassins were trained in the shadow of Morah'Silvanath and fight a guerrilla war to destroy the great tree and restore their homeland.

Class Skills: Handle Animal (Cha), Knowledge (Nature) (Int), Ride (Dex), Survival (Wis), Use Magic Device (Cha).

Secret Training (Ex): Dusk assassins add half their class level (minimum +1) to Survival checks and to Craft (Alchemy) checks to make poisons and alchemical items based on fungi. Any poison resistance the dusk assassin has also applies against exceptional and supernatural attacks of fungoid plant creatures.

First Secret: Spore Breath (Ex) The dusk assassin deliberately cultivates a symbiotic mold in his lungs, and can exhale the spores of this mold in a 15 ft. cone as a swift action. Creatures in the cone must make a Reflex save (DC 10 + half the assassin's level + the assassin's Constitution modifier) or become dazzled for one round. Dazzled creatures are considered distracted as described in Stealth skill.

The assassin can take a standard action that does not trigger attacks of opportunity to ingest a poison in the same round he uses spore breath. If the poison type was originally gas or ingested, the assassin himself is exposed when drinking the poison. The spores absorb and transmit the poison, all who fail their saving throw against spore breath are exposed to the poison.

Second Secret: Vermin Bond (Ex) The dusk assassin forms a link with vermin. Vermin start out with an attitude of indifferent towards the dusk assassin (instead of the usual unfriendly) and generally won't attack the dusk assassin (or his companions) unless they stumble into its nest or feeding ground. The dusk assassin can use Survival as if it was Diplomacy to change the attitude of vermin. The dusk assassin can use Survival as if it was Handle Animal to train vermin to perform tricks as if they were animals, but each vermin can only learn one trick. Both these effects bypass vermin's usual immunity to mind-affecting effects.

Third Secret: Fungus Bond (Ex) The dusk assassin forms the same bond with fungoid plant creatures as with vermin, above. The dusk assassin can also use Survival to teach tricks to fungal plant creatures of Intelligence 1 or 2.

Fourth Secret: Spore Meld (Ex) The dusk assassin can duplicate the spore effects of plant creatures by ingesting their spores, using spore breath (see above) to infect others with spores instead of a poison. The spores grant the same kind of saving throw they originally did (usually a Fortitude save), based on the fungus melded with, but the save DC is always DC 10 + half the assassin's level + the assassin's Constitution modifier. If the fungal creature's spores normally do not grant a saving throw, the spore meld version still allows a Fortitude save to negate the effect. This ability can be used at will, but each use of spore breath with spore meld inflicts 1 point of Constitution damage on the dusk assassin.

The dusk assassin must have ingested the spores of a live fungus within the last week, and he can only spore meld with one fungal creature at a time; melding with a new creature destroys any meld he currently has.

Elemental Assassin

Elemental assassins channel the wrath of the elements.

Class Skills: Fly (Dex), Handle Animal (Cha), Knowledge (Planes), Survival (Wis), Use Magic Device (Cha).

Secret Training (Ex): At 1st level, an elemental assassin gains a bonus equal to half her class level (minimum +1) on Intimidate checks and on Stealth checks in environments favorable to her element, as listed here. The elemental assassin must chose one element and gains advantages when hiding in situations marked by that element; air (mist, fog, fumes), earth (stone, bare soil), fire (smoke, fumes, fire), or water (rain, underwater). She can use the Stealth skill regardless of cover when she gains this bonus.

First Secret: Elemental Fury (Ex) At 6th level, any melee weapon, natural attack, or unarmed attack the elemental assassin uses is sheathed in energy that deals an extra 1d6 points of damage on a successful hit, like the flaming weapon property. The type of damage depends on the element chosen at level 1; air (electricity), earth (acid), fire (fire), or water (cold). This does not harm the elemental assassin or her weapon. In a sneak attack with elemental fury, the additional damage from sneak attack is either elemental damage or weapon damage, whichever inflicts more damage.

Second Secret: Elemental Resistance (Ex) At 10th level, the elemental assassin is protected from the type of energy she deals with elemental fury The elemental assassin gains resistance to this damage type equal to her class level.

Third Secret: Elemental Grace (Ex) At 14th level, the assassin's attacks gain the flaming burst property, doing the same kind of damage as elemental fury, above.

Fourth Secret: Elemental Stride (Ex) At 18th level the elemental assassin gains a movement speed based on the element chosen at level 1. Air: fly 50 ft. (perfect). Earth: Burrow 10 ft. without leaving a tunnel. Fire: land speed 70 ft. Water: swim 50 ft.

Gruesome Assassin

Gruesome assassin revel in the spectacle of death, and use shock and awe to great effect.

Class Skills: Handle Animal (Cha), Knowledge (Religion) (Int), Perform (Cha), Sense Motive (Cha), Use Magic Device (Cha).

Secret Training (Ex): At 1st level, a professional assassin becomes a master of intimidation and of appearing unassuming. He adds half his assassin level (minimum +1) to all Intimidate checks and to Disguise checks to assume a generic appearance rather than to imitate a specific person. The gruesome assassin gains Dazzling Display as a bonus feat. The gruesome assassin is assumed to have the Weapon Focus feat with all weapons, but only for the purpose of using and qualifying for Dazzling Display and other feats that have Dazzling Display as a prerequisite.

First Secret: Fear is Death (Ex) At 6th level, the gruesome assassin can sneak attack an enemy that suffers from any fear effect.

Second Secret: Gruesome Death (Ex) At 10th level, the gruesome assassin can use Dazzling Display as an immediate action after having killed an enemy.

Third Secret: Gruesome Sneak Attack (Ex) At 14th level, the gruesome assassin can use Dazzling Display as an immediate action after inflicting sneak attack damage.

Fourth Secret: Gruesome Entrance (Ex) At 18th level, the gruesome assassin can use Dazzling Display as an immediate action in a surprise round or when revealing himself from disguise or stealth.

Necrotic Assassin

Necrotic assassins find power in a mystical union with death.

Class Skills: Knowledge (Religion) (Int), Linguistics (Int), Perform (Cha), Sense Motive (Wis), Use Magic Device (Cha).

Secret Training (Ex): A necrotic assassin adds half his class level (minimum +1) to Use Magic Device checks and to Acrobatics checks to move out of a threatened space. He ignores the Acrobatics modifier to move at full speed out of a threatened space.

First Secret: Nondetection (Su) At 6th level, a necrotic assassin can use nondetection as a spell-like ability once per day as a wizard of his assassin level. At 10th, 14th, and 18th level, the assassin gains an additional daily use of the ability.

Second Secret: Resurrection Sense (Su) At 10th level, a necrotic assassin senses if a creature he has slain within the last year has been restored to life, as long as they are both on the same plane.

Third Secret: Angel of Death (Su) At 14th level, the necrotic assassin becomes a master of death. When the assassin makes a successful death attack, he can cause the target's body to crumble to nothing, as the disintegrate spell. This prevents raise dead (although resurrection and true resurrection works as normal).

Fourth Secret: Soul Bind (Ex) At 18th level the necrotic assassin can use soul bind once per day as a wizard of his assassin level. When used against a target the assassin has just slain, this is a free action and also has the effect of the angel of death ability above. The assassin needs an appropriate sapphire gem to hold the soul, see the soul bind spell.

Professional Assassin

Professional assassins are highly skilled mercenaries of murder.

Class Skills: Appraise (Int), Knowledge (Nobility) (Int), Sense Motive (Wis), Survival (Wis), Use Magic Device (Cha).

Secret Training (Ex): At 1st level, a professional assassin becomes a master at concealing his identity and hiding weapons on his body. He adds half his assassin level (minimum +1) to all Disguse checks and to Sleight of Hand skill checks made to hide weapons or draw hidden weapons unobtrusively.

Secrets: (Ex) At 6th level, and every 4 levels thereafter, the professional assassin learns a rogue talent, as the rogue class feature. He cannot select talents that expand on class features he does not have, such as evasion. At 12th level and higher, the professional assassin can select advanced rogue talents.

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