hammer11230
2010-08-18, 10:02 PM
1- Holy armor, Blades of the Zealot, Creed of the Order, Sneak attack 1d6
2- Evasion, Trapfinding
3- Zealous heart, Bound in Blood
4- Spells
5- Divine Power, Sneak attack 2d6
6- Death attack, poison use
7-
8- Divine intervention 1/day
9-
10- Sneak attack 3d6
11-
12- Hide in plain sight
13-
14-
15- sneak attack 4d6
16- Divine intervention 2/day
17-
18- Death's call
19-
20- Purge blasphemy, sneak attack 5d6
BAB- as rogue
Saves- as cleric
Skills- as black flame zealot
Skill points- (5+int)x4 @ 1st lvl
5+int every lvl after
Spell progression- as paladin
Spell list- all assassin spells + healing domain spells
Features
Weapons and armor proficiency
cannot use armor, with all simple ranged weapons, hand crossbow, blades of the zealot (see below).
Holy armor- When unarmored and unencumbered, add Wisdom
bonus (if any) to AC. In addition, a monk gains a +1 bonus to AC
at 5th level. This bonus increases by 1 for every five levels
thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). as the monk
Blades of the Zealot- every divine assassin receives 2 blades upon initiation. treat these blades as hidden sleeve blades which are light weapons, 1d6 18-20 x2. Treat these blades as masterwork for purposes of allowing weapon enchantment. the divine assassin is treated as having the two weapon fighting feat when fighting with both Blades of the Zealot. A divine assassin will never use any other weapon in melee combat as he sees this as blasphemy he would rather die then do so.
Creed of the Order- this is a code of conduct every assassin must follow. 1- vow of poverty, 2- never compromise the order, 3- never kill innocent, 4- it is you divine duty to annihilate all infidels (members of other churches).
Sneak Attack- as the rogue ability
Evasion- as the rogue ability
Trapfinding- as the rogue ability
Zealous heart- immunity to all fear
Bound in Blood- if a divine assassin should find himself with out his blades for what ever reason he must spend an hour in deep prayer and give up 1/4 of his current hit points (per blade) to materialize a new one.
Spells- Wis based divine spells. Spell list is the same as assassin plus healing domain.
divine power- add Wis bonus if any to damage
Death attack- as assassin but the DC is 10+1/2 divine assassin lvl + WIS modifier.
Poison use- as assassin
Divine intervention- ad Wis modifier to one save as an immediate action
Death's Call- able to sneak attack undead for 1/2 damage. roll the damage of the sneak attack and divide it by 2 (round down)
Purge blasphemy- if a divine assassin slays his target with a death attack or sneak attack he may choose to shoot divine fire from his victim in a 30 ft radius, dealing 5d6 damage to everyone(except himself), reflex save for 1/2 DC- 10+1/2 divine assassin lvl+ wis modifier.
2- Evasion, Trapfinding
3- Zealous heart, Bound in Blood
4- Spells
5- Divine Power, Sneak attack 2d6
6- Death attack, poison use
7-
8- Divine intervention 1/day
9-
10- Sneak attack 3d6
11-
12- Hide in plain sight
13-
14-
15- sneak attack 4d6
16- Divine intervention 2/day
17-
18- Death's call
19-
20- Purge blasphemy, sneak attack 5d6
BAB- as rogue
Saves- as cleric
Skills- as black flame zealot
Skill points- (5+int)x4 @ 1st lvl
5+int every lvl after
Spell progression- as paladin
Spell list- all assassin spells + healing domain spells
Features
Weapons and armor proficiency
cannot use armor, with all simple ranged weapons, hand crossbow, blades of the zealot (see below).
Holy armor- When unarmored and unencumbered, add Wisdom
bonus (if any) to AC. In addition, a monk gains a +1 bonus to AC
at 5th level. This bonus increases by 1 for every five levels
thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). as the monk
Blades of the Zealot- every divine assassin receives 2 blades upon initiation. treat these blades as hidden sleeve blades which are light weapons, 1d6 18-20 x2. Treat these blades as masterwork for purposes of allowing weapon enchantment. the divine assassin is treated as having the two weapon fighting feat when fighting with both Blades of the Zealot. A divine assassin will never use any other weapon in melee combat as he sees this as blasphemy he would rather die then do so.
Creed of the Order- this is a code of conduct every assassin must follow. 1- vow of poverty, 2- never compromise the order, 3- never kill innocent, 4- it is you divine duty to annihilate all infidels (members of other churches).
Sneak Attack- as the rogue ability
Evasion- as the rogue ability
Trapfinding- as the rogue ability
Zealous heart- immunity to all fear
Bound in Blood- if a divine assassin should find himself with out his blades for what ever reason he must spend an hour in deep prayer and give up 1/4 of his current hit points (per blade) to materialize a new one.
Spells- Wis based divine spells. Spell list is the same as assassin plus healing domain.
divine power- add Wis bonus if any to damage
Death attack- as assassin but the DC is 10+1/2 divine assassin lvl + WIS modifier.
Poison use- as assassin
Divine intervention- ad Wis modifier to one save as an immediate action
Death's Call- able to sneak attack undead for 1/2 damage. roll the damage of the sneak attack and divide it by 2 (round down)
Purge blasphemy- if a divine assassin slays his target with a death attack or sneak attack he may choose to shoot divine fire from his victim in a 30 ft radius, dealing 5d6 damage to everyone(except himself), reflex save for 1/2 DC- 10+1/2 divine assassin lvl+ wis modifier.