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Guild Assassin

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Hit Die: d10

Class Skills: The guild assassin's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 6 + Int modifier.

Proficiencies: Guild assassins are proficient with simple weapons, as well as the blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip.

They are also proficient in light armor and bucklers.

Additionally, they gain a +2 competence bonus to Sleight of Hand checks made to conceal a weapon on their person.

1st Level

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Combat
Talents
+1 +2 +2 +0 0

Combat Training

Guild assassins use Intelligence as their practitioner modifier.

Assassin’s Eye

The guild assassin gains the Scout Sphere as a bonus sphere. If he already possesses the Scout sphere, he may instead select any talent he qualifies for from that sphere.

Martial Tradition

You gain the Finesse Fighting and Rogue Weapon Training equipment talents, as well as the Alchemy Sphere with the Poison package.

Finally you gain either the Fencing Sphere or the Duelist Sphere.

Default: You pick the Fencing Sphere.

Feats

The guild assassin gains no extra feats on first level.

Default: Pick Skill Focus(stealth) as your level 1 feat.

Equipment

2nd Level

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Combat
Talents
+2 +3 +3 +0 1

Talents

The assassin gains one additional talent.

Default: Pick the Drowsy Venom alchemy talent.

3rd Level

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Combat
Talents
+3 +3 +3 +1 2

Talents

The assassin gains one additional talent.

Default: Pick the Lingering Poison alchemy talent.

Feats

The assassin gains no extra feats on third level.

Default: Pick Catch Off-guard as your third level feat.

4th Level

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Combat
Talents
+4 +4 +4 +1 3

Talents

The assassin gains one additional talent.

Default: Pick the Find Gap scout talent.

5th Level

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Combat
Talents
+5 +4 +4 +1 3

6th Level

Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Combat
Talents
+6/+1 +5 +5 +2 4

Talents

The assassin gains one additional talent.

Default: Pick the Find Gap scout talent.


COPYRIGHT NOTICE

Open Gaming License Version 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.