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Assassin of the Shade Spire (Prestige Class) Reqs: Hide 10 ranks, Move silently 10 ranks, BAB +6, Stealthy,

Invitation by current member Hit die: d6 Skill points 4 + int Class Skills: Balance, Bluff, Climb, Craft, Disable Device, Disguise, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Spot, Search, Sense Motive, Swim, Tumble, Use Rope

Level 1

BAB 0

Fort 0

Ref 2

Will 0

Special Hide in Plain Sight, Death Attack Evasion, Darkvision, Uncanny Dodge Sneak Attack +1d6 Shadowstep 20ft Sneak Attack +2d6 Shadowstep 40ft Slippery Mind, Sneak Attack +3d6 Shadowstep 80ft Sneak attack +4d6, One with Shadows Improved Evasion, Shadowstep 160ft, Shadow walk 1/day

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Hide in Plain Sight (Su): An Assassin of the Shade Spire can use the Hide skill even while being

observed. As long as she is within 10 feet of some sort of shadow, an Assassin of the Shade Spire can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow. Death Attack: If an Assassin of the Shade Spire 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 of the Shade Spires choice). While studying the victim, the Assassin of the Shade Spire can undertake other actions so long as his attention stays focused on the target and the target does not detect the Assassin of the Shade Spire or recognize the Assassin of the Shade Spire as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the Assassin of the Shade Spires class level + Assassin of the Shade Spires Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victims mind and body become enervated, rendering her helpless and unable to act for 1d6 rounds plus 1 round per level of the Assassin of the Shade Spire. If the victims saving throw succeeds, the attack is just a normal sneak attack. Once the Assassin of the Shade Spire has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the Assassin of the Shade Spire 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. Evasion (Ex): At 2nd level, an Assassin of the Shade Spire gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage (such as a fireball), she takes no damage with a successful saving throw. The evasion ability can only be used if the Assassin of the Shade Spire is wearing light armor or no armor. Darkvision (Su): At 2nd level, an Assassin of the Shade Spire can see in the dark as though she were permanently under the effect of a darkvision spell. Uncanny Dodge (Ex): Starting at 2nd level, an Assassin of the Shade Spire has the ability to react to danger before her senses would normally allow her to even be aware of it. She retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class (such as barbarian or rogue), the character automatically gains improved uncanny dodge (see below). Shadowstep (Su): At 4th level, an Assassin of the Shade Spire gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. An Assassin of the Shade Spire can step up to a total of 20 feet each day in this way; this may be a single step of 20 feet or two steps of 10 feet each. Every two levels higher than 4th, the distance an Assassin of the Shade Spire can step each day doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many steps, but each one, no matter how small, counts as a 10-foot increment. (A 6th-level Assassin of the Shade Spire who jumps 32 feet cannot step again until the next day.) Slippery Mind (Ex): This ability, gained at 7th level, represents an Assassin of the Shade Spires ability to wriggle free from magical effects that would otherwise control or compel her. If an Assassin of the Shade Spire is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spells effects occur normally.

One with Shadows (Su): At 9th level, the Assassin of the Shade Spire has become so familiar with shadows, that she is effectively one of them, giving a +10 competence bonus on hide and move silently checks made within 10 feet of a shadow. This stacks with any other magical effects that improve these skills. Improved Evasion (Ex): This ability, gained at 10th level, works like evasion (see above). A Assassin of the Shade Spire takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage (breath weapon, fireball, and so on). Whats more, she takes only half damage even if she fails her saving throw, since her reflexes allow her to get out of harms way with incredible speed. Shadow Walk (Su): Upon reaching 10th level, the Assassin of the Shade Spire can transition from the Material Plane to the Plane of Shadow at will. This functions as the spell Shadow Walk, with a caster level equal to the Assassin of the Shade Spire's class level. This ability can be used 1/day.

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