Feral Assassin (3.5e Prestige Class)

Feral Assassin

When one strips away their conscience and fills their mind with primal cunning, that is when one can truly be considered a merchant of death.
—Lucious, the ever evolving housecat

There are assassins that have realized that there is something always holding them back. And that thing is their humanity, that ever present hesitation to take anothers life. These hesitations shows up sometimes under the guise of denying a chance to kill because you tell yourself that the payment is too small, or because the person is family or a friend, or too young, or because you think you enjoy it too much. Some assassins realize this and they seek to strip away their attachment to humanity so that they may kill without a second thought. To call these assassins 'animals' is an apt comparison.

Becoming a Feral Assassin


Entry Requirements
Alignment: Chaotic and non-good
Race: Any humanoid.
Class: Must have taken at least one level of assassin class
Special: Choose your favorite animal type.
Table: The Feral Assassin

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st0020 +1d6 Sneak Attack, Death Attack, Wild Empathy
2nd1030 Apprentice Feral Assassin
3rd2131 +2d6 Sneak Attack
4th3141 Journeyman Feral Assassin
5th3141 +3d6 Sneak Attack
6th4252 Master Feral Assassin

Class Skills (8 + Int modifier per level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).


Class Features

All of the following are class features of the Feral Assassin.

Death Attack: Each level of Feral Assassin counts as a level of assassin for the purposes of determining your death attack.

Wild Empathy: (Ex) At level 1, a feral assassin can choose a single animal they feel an affinity for. A feral assassin can improve the attitude of this type of animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The feral assassin rolls 1d20 and adds her feral assassin level and her Charisma modifier to determine the wild empathy check result. The feral assassin gains the ability to speak with this single type of animal as if under a permanent 'Speak with Animals Spell'.

Apprentice Feral Assassin: You connection with your animal continues to grow. You grow claws that deal 1d6 slashing damage. You gain a bite attack that deals 1d6 slashing, bludgeoning, and piercing damage. If you already have claws or a bite attack, use the better of the two damage types.

Journeyman Feral Assassin: You've grown so accustomed to your bestial ways that your natural weapons are more lethal than any man-made weapon. All your natural weapons go up by one die size (1d6 => 1d8). Your natural attacks become energized and deal additional 1d8 energy damage when you make attacks. Choose 1 of the following energy types: frost, fire, shock, poison, or acid.

Master Feral Assassin: You have hit the peak of mixing your animal side with your art of death. You gain + 4 class bonus to dexterity, and +10 class bonus to all hide, move silently, listen, and spot checks. All your natural weapons go up by one die size (1d8=> 1d10). Your natural attacks deal an additional 1d8 frost, fire, shock, poison, or acid damage.



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gollark: You can use a regular wireless modem on the other end.
gollark: Honestly, I would have liked it more if the unlimited range modems were big structures of some sort so routing actually existed.
gollark: Yes, wireless modems can only go some amount of blocks depending on their height and the weather.
gollark: The only real advantage it has is routing, and ender modems obsoleted that (which I'm kind of sad about).
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