Shadow Assassin (3.5e Class)

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This page is of questionable balance. Reason: This is effectively a combined Rogue and Assassin, with some sprinklings of various shadow magic classes. I recommend limiting some of the class features.


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Shadow Assassin

Description: Shadow Assassins are often descendants of beings from the Plane of Shadow, or the Void Plane, granting them inherent abilities with teleportation and "ghosting". The shadow assassin is an unfailing assailant; most of his targets never see him, and fewer still survive his first assault. The shadow assassin stays in the shadows until the time is right. When it is, he takes a single step, transporting his way to his target, and unleashes a lethal flurry of attacks before making his way back to safety. Those few that survive this attack are generally unable to find their assassin, who has blended perfectly with the shadows by that point. Even if they do, they may find that he is quite capable of short bursts of hand-to-hand combat - long enough to finish off the weakened foe, but too short for the shadow assassin to take damage. The shadow assassin is a precise character, he is best against a single target, taking little time to make his attacks, but is also unafraid of multiple foes and knows he has the skill he needs to take care of the if needed.

Adventure:Most shadow assassins are mercenaries for hire,and live by a strict code of honor,well others are just simply out to exact vengeance for some slight (real or imagined) on their own personal honor, well fewer yet just enjoy the hunt, and even more so the kill.

Characteristics:Shadow Assassins know many languages, but speak very few words. They are trained killers and thus feel unnecessary conversation is a waste of there precious and expensive time. Shadow assassins take much pride in there work and cant leave any job unfinished for long. They have a almost hunger-like need to complete any job or contract once they have accepted it. Shadow assassins tend to be loners but will join a group if it ultimately benefits himself in the long run, Shadow assassins make great melee strikers in a party, but can also be effective at long range if needed.

Alignment:Shadow assassins are in most ways very neutral characters, not caring much either way for the boundaries of titles such as "good" and "evil" They been known to do things some would consider good or even heroic, well there has also been history of them being known for there merciless cruelty. No matter how they are perceived they feel in no way this determines there social standings.

Background: Shadow assassins are fully trained in the Plane of Shadow or the Void Plane. They are chosen at birth to become a successor to there masters, They live and grow with their masters and are trained ever day to become even greater than the last. Upon reaching adulthood and successfully completing there training shadow assassins receive two ceremonial shadow daggers (upon which they are to be given names) and a complete set of shadow assassin armor. These daggers are there icon of mastery and are bond to them for life upon finalization of there last task. To bond there daggers and take control of there shadow powers they must complete the final ceremonial task, in which consists of piercing there daggers through there masters hearts and sucking out there shadow force.

Races: Outsiders from the void or shadow planes are the most common races, other races have been known to become shadow assassins but it is considered very rare and a very high honor to be chosen if your from the Material Plane.

Other Classes: Shadow assassins get along well with Rogues and Ninjas, sharing similar abilities but different ways of using them. Likewise, they appreciate the brute force of the Fighter and Samurai in battle as a distraction from themselves, Arcane and Divine spellcasters are always appreciated for support and healing.

Making a Shadow Assassin

<-Strong points and weak points, and effectiveness with party members.->.

Abilities:Dexterity and Intelligence are a Shadow assassins most important attributes, Constitution is important as it is for all classes, Wisdom is useful but not necessarily needed while Strength can be negligible, Charisma could use points if character needs it, Shadow Blades can resist high amounts of intimidation, persuasion, physical attacks, charming and deception adding a +8 when in the darkness or a shadow area. Increasing it's base rogue stats by +7 with this power the shadow blade can learn how to counter (Wis) and (Cha) you may substitute (Str) counter but limits your gains by 1 instead of 2. Shadow blades can also perform deadly attacks starting at level 10 if it's next to its victim 7 feet away with the use of death hits to the neck of the creature.

Starting Gold: 5d4 × 10 gp (125 gp)

Starting Age:"As rogue"

Table: The Shadow Assassin

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+0+0+2+0 Shadow Step, Sneak Attack +1d6, Dagger Finesse
2nd+1+0+3+0 Shadow Speed, Two-Dagger Fighting
3rd+2+1+3+1 Uncanny Dodge,Sneak Attack +2d6
4th+3+1+4+1 Dagger Expert +1, Evasion
5th+3+1+4+1 Rapid Stealth, Sneak Attack +3d6, Behind you
6th+4+2+5+2 Palm Weapon, Improved Two-Dagger Fighting
7th+5+2+5+2 Shadow Form, Sneak Attack +4d6, Improved Uncanny Dodge
8th+6/+1+2+6+2 Dagger Expert +2, Dagger Defense
9th+6/+1+3+6+3 Improved Invasion, Sneak Attack +5d6
10th+7/+2+3+7+3 Improved Shadow Step, Greater Two-Dagger Fighting
11th+8/+3+3+7+3 Improved Shadow Speed, Sneak Attack +6d6
12th+9/+4+4+8+4 Dagger Expert +3, Dagger Mastery
13th+9/+4+4+8+4 Sneak Attack +7d6, Eyes of Shadow, Shadow Walk
14th+10/+5+4+9+4 Death Attack, Darkness Prevail
15th+11/+6/+1+5+9+5 Greater Shadow Step, Sneak Attack +8d6 Chaotic
16th+12/+7/+2+5+10+5 Dagger Expert +4
17th+12/+7/+2+5+10+5 Shadow Body, Sneak Attack +9d6
18th+13/+8/+3+6+11+6 Greater Shadow Speed
19th+14/+9/+4+6+11+6 Sneak Attack +10d6
20th+15/+10/+5+6+12+6 Shadow Apotheosis, Dagger Expert +5

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), 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 Shadow Assassin

Lvl 1

Weapon and Armor Proficiency:Shadow Assassins are only proficient with Daggers and dagger-type weapons. They are proficient all light armor but no shields.

Shadow Step: At first level, a Shadow Assassin gains the ability to travel between shadows, duplicating the dimension slide power, though always as a standard action. The limitation is that the magical transport must begin and end in an area with at least some shadow. A Shadow Assassin can jump up to a total of 20 feet per day for each class level he has in 10-foot increments. For example, at first level, this may be a single jump of 20 feet or two jumps of 10 feet each. This is an instant required shadow or 5 seconds when exposed to natural light such as sunlight or volcanic light. This can also merge with the power Shadow walk making you untouchable until Sunlight or a natural source of light hits you.

Sneak Attack: If a Shadow 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 Shadow Assassin’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Shadow Assassin flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Shadow Assassin levels thereafter. Should the Shadow 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 sap (blackjack) or an unarmed strike, a rogue 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. A Shadow Assassin can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Shadow 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 Shadow Assassin cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Adds 1d6 every 2 level's (3,5,7 etc.)

Weapon Finesse (Dagger('s)) You may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. At level's 4 (2d6), 8(3d6),16(4d6), and 20(5d6)

Lvl 2

Shadow Speed While in shadows or darkness, the Shadow Assassin gains a 10' enhancement bonus to his speed.

Two-Dagger Fighting Your penalties on attack rolls for fighting with two daggers are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Lvl 3

Uncanny Dodge A Shadow Assassin can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Sneak Attack look at Lvl 1 - Sneak Attack (+2d6)


Lvl 4


Dagger Expert +1 You wield the lightest blades with the deadliest skill. You gain the following benefits: Your throwing range for daggers increases to 30/90 feet. Any hit you score with a dagger against a creature that is surprised is a critical hit. When you use a bonus action to make an attack with a dagger using two-weapon fighting, you can make two attacks with the dagger, instead of one. You gain advantage on any Dexterity (Sleight of Hand) checks to conceal a dagger on your person.

Evasion You can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. A helpless character does not gain the benefit of evasion. With a successful Reflex saving throw against an area attack, you take half damage. If you already have Evasion as a class feature, you take half damage on a failed saving throw.

Lvl 5

Rapid Stealth The Shadow Assassin does not suffer the -10 penalty to Move Silently or Hide for moving at her full normal speed. She still suffers the normal -20 penalties to hide and move silently for running or fighting if she performs those actions.

Sneak Attack look at Lvl 1 - Sneak Attack (+3d6)

Behind you "appear behind a target in your movement speed radius 1/day they take sneak attack damage goes up 1/day every 5 levels".

Ex-Shadow Assassin

Word travels through the Plane of Shadow to all other Shadow Assassins. One is chosen to assassinate you. If they fail you are left alone and become even more powerful by absorbing the failed assassins shadow force adding their base stats to your original rouge base stats.

Epic <-class name->

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

LevelSpecial
21st<-any improvements to class features gained at this level, including any bonus feats->
22nd<-any improvements to class features gained at this level, including any bonus feats->
23rd<-any improvements to class features gained at this level, including any bonus feats->
24th<-any improvements to class features gained at this level, including any bonus feats->
25th<-any improvements to class features gained at this level, including any bonus feats->
26th<-any improvements to class features gained at this level, including any bonus feats->
27th<-any improvements to class features gained at this level, including any bonus feats->
28th<-any improvements to class features gained at this level, including any bonus feats->
29th<-any improvements to class features gained at this level, including any bonus feats->
30th<-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty
<-Skill name-><-4 for class skills and 2 for cross-class skills-><-Abbreviated key ability-><-armor check penalty based on starting armor. If inapplicable put ""->
<-Skill name-><-4 for class skills and 2 for cross-class skills-><-Abbreviated key ability-><-armor check penalty based on starting armor. If inapplicable put ""->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Playing a <-class name->

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->. hgf

<-class name-> Lore

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DCResult
5<-common knowledge->.
10<-not so common knowledge->.
15<-rare information->.
20<-very rare information->.

<-shadow assasins-> in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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gollark: If you just have a stream, you often have to handle stuff like figuring out exactly where each bit of it starts and ends, which is annoying when there's an underlying packetized protocol anyway.
gollark: Or possibly some API which lets you mix both somehow, that would be neat.
gollark: Honestly, I think that in many applications arbitrary-size packets map better to what you're doing than streams.
gollark: Apart from the address caching.
gollark: Huh, I checked the Minitel L3 protocol docs and it apparently does rednet-style "routing" too.
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