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Amatine Assassin

 

            “Whether you be a poor farmer or a king, an elven ranger or a dwarven wizard, a young whelp or an elder statesman, all know to fear the coming of a Gnomish Assassin.  They can come quiet in the night, or screaming for ya in the light of day.  They can put a bolt in your eye from three hundred paces, or gut ya from one.  They might use poison ta make the death painful, or they might use magic ta put on a show.  But whatever they choose, ya know they’ll get the job done.  So stay wary.  Don’t ya say their name even in jest, for ya never know when one is hiding near, and they hate it when they’re talked about”

-          A warning given to many children around the world.

 

Only the most skilled Amatine gnomes are taught the ways of the assassin. They are the elite of gnomish society, giving away decades of their lives to learn to art of assassination.  They have been teaching the same methods for millennia, all dating back to the deity Amat, who is credited with being the first Amatine Assassin.  Their skills are unrivaled and their secrets are sought after by other organizations.  It is a testament to their ability that they have kept those secrets and remained a deadly force for millennia, even withstanding the defeat of their founder and deity.

           

The Amatine Assassins work mainly for the nation of Amatom.  Their base and magical arsenal are believed to be located somewhere in that nation’s lands, but no one has ever lived to say for certain.  There are a few rogue Amatine Assassins that take contracts for coin or fee, but they all heed the call of their homeland when asked.  Amongst the gnomes, it is said that you can take the assassin out of Amatom, but you cannot take Amatom out of the assassin.

           

 Most gnomes that learn the ways of the assassin are rogues, rangers, and fighters.  But that does not mean that gnomes with other skills cannot become Amatine Assassins.  There are wizards and clerics aplenty, as well as the occasional psion, psychic warrior, and tinker.  Berserkers, paladins, bards, sorcerers, and shaman are never taught the ways of the assassin.  No one has ever met or heard of the gnomes teaching their art to any other race, even to gnome besides Amatine gnomes.

 

Requirements

                Alignment: non-chaotic and non-good

                Base Attack Bonus: +5

                Ability: Dexterity 14+

                Feats: Point Blank Shot, Weapon Focus (crossbow), Rapid Reload

                Hide: 5 ranks

                Listen: 5 ranks

                Move Silently: 5 ranks

                Spot: 5 ranks

                Concentration: 5 ranks

                Other: The ability to perform a sneak attack.

 

Hit Dice: d8         

 

Class Skills: Skill points at each level: 4+ Intelligence modifier.

Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex)

 

Amatine Assassin

Lvl

BAB

FrtSv

RfxSv

WllSv

Special

1st

+1

+2

+2

+2

Deadly Aim; Poison Use; Magical Arsenal

2nd

+2

+3

+3

+3

Sneak Attack +d6; Bonus Feat

3rd

+3

+3

+3

+3

Favored Target; Crossbow Expert

4th

+4

+4

+4

+4

Evade Scrying; Bonus Feat

5th

+5

+4

+4

+4

Sneak Attack +2d6; Hard to See

6th

+6

+5

+5

+5

Favored Target; Bonus Feat

7th

+7

+5

+5

+5

Tough to Catch

8th

+8

+6

+6

+6

Sneak Attack +3d6; Bonus Feat

9th

+9

+6

+6

+6

Favored Target

10th

+10

+7

+7

+7

Bonus Feat

 

Class Features

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Deadly Aim: The Amatine Assassin has been trained to be patient and take the best possible shot at the best possible time.  The assassin may spend any number of rounds aiming at a target.  The assassin must remain in one place, and the target may not leave his sight.  When the assassin wishes to stop aiming, he must make a Concentration check with a DC equal to the number of rounds for which he was aiming.  If he succeeds in the check, the assassin gets a +1 bonus to either his attack roll or damage for every round spent aiming.  He may choose how many pluses go to each category.  If the check fails, he receives no bonuses, but must still make the attack.  This is an extraordinary ability.

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Poison Use: The Amatine Assassin is so familiar with using poisons that he never risks accidentally poisoning himself.

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Magical Arsenal: Any Amatine Assassin in good standing with his guild receives one magical item every level.  These items are usually minor in nature.  Other magical items are awarded to assassins that have completed particular tasks.  These are medium or major in nature, depending on the difficulty of the task.  These items include the Patches of the Assassin.

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Sneak Attack: This stacks with any bonuses the assassin already has for sneak attacking.

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Bonus Feat: Whenever the Amatine Assassin gains a bonus feat, he may choose from the following list:  Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Dodge, Far Shot, Improved Critical, Lightning Reflexes, Mobility, Precise Shot, Quick Draw, Shot on the Run, Silent Spell, Still Spell, Track, or any other feat with Weapon Focus (Crossbow) or Point Blank shot as a prerequisite.

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Favored Target: All Amatine Assassins have a specialty.  As they advance in their skill, they learn how to best combat particular opponents.  Every time they gain this ability, the assassin may pick a new favored target.  The assassin does not lose his bonuses against his first favored target when he gains a new one.  The favored target ability is the same as a Ranger’s favored enemy ability.  For purposes of selecting favored enemies, a ranger that becomes an Amatine Assassin may not choose the same creature as a favored enemy and a favored target.  However, the bonuses do increase for a favored enemy when a new favored target is gained.

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Crossbow Expert: The assassin has become so comfortable with all types of crossbows that he may apply feats that he has taken with a particular crossbow to all types of crossbows.  For example, an assassin that has taken the feat Weapon Focus (Light Crossbow) may apply the bonuses received from that feat to all crossbows.

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Evade Scrying: The assassin has been trained to avoid detection of all types, including scrying.  Any attempt to scry the assassin is done at double the normal DC.

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Hard to See: The assassin has become a master in the use of cover.  Add 10% to the amount of cover that a normal creature would get for the same coverage the assassin is using.  This is an extraordinary ability.

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Tough to Catch: The assassin has been trained in many forms of evasion.  One such form is the evasion and resistance to magical effects.  The assassin’s subconscious mind works to free him even after a spell has taken effect.  The round after the assassin has failed a saving throw that has caused him to be held, charmed, paralyzed, or similar effect; he gains an automatic second save at the same DC as the first.  If the assassin succeeds on the second saving throw, then the spell effect is immediately broken.  This is an extraordinary ability.

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Weapon Proficiency: The Amatine Assassin is proficient in all simple and martial weapons.

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Armor Proficiency: The Amatine Assassin is proficient is all light and medium armor.  If he wears heavy armor, he may not use the following abilities: Deadly Aim, Evade Scrying, Hard to See, or Tough to Catch

 

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