Meru Ladu - The Green Lands
I have made some changes, so this page supersedes the source (check with me if you think it’s an error)
Assassins have a sordid history within the empire and the time of warring nations before that. Whenever a lord or powerful merchant had an enemy whom they could not oust with force, they would turn to the secretive clans of ninja found in the northern mountains, trading a hundred pounds of gold for snuffing of a single life and all witnesses to the deed. As time went on and the list of enemies a lord might have grew, it became implausible to pay the ninja to end lives when they could train their own killers who would kill for them. Children were abducted from their homes or bought from impoverished families and trained for their entire lives in shadowy catacombs and dungeons to become expert killers and assassins for their lords. During the time before the Emperor, many a son or daughter would inherit their parent’s holdings to discover a small cell of assassins waiting to fulfill their orders in removing the enemies of the family or clan. When the emperor came to power though, and quickly ended any sign of war, the use of assassins became one of the few ways to end blood-feuds though the training of assassins became more difficult. Imperial soldiers and guards would notice if children went missing and so the nobility and merchants were forced to return to the hidden ninja clans they had once relied on to settle problems that their armies or personal bodyguards and warriors could not.
One such clan of ninja is actually a fusion of several of the old ninja clans, the Eihogosha, who formed in the first generation after the first incarnation of the Celestial Emperor welded the mainland into a cohesive country. They viewed this titanic act of will and power as a definitive sign of the Emperor’s divine mandate, as well as a potential end of the need for their lethal abilities. A year, to the day, after the Emperor’s coronation, it is said the entirety of the Eihogosha appeared in the Emperor’s chambers and offered their fealty to the preservation and continuance of the empire and the Celestial Emperor, which, it is rumored, the Emperor accepted. Now, if the rumors are true, the Eihogosha silently remove potential threats to the empire with almost religious fervor, a dark remnant of the days when the ninja clans ruled the shadows. The Scarlet Ribbons are said to be confronted with darkly-clad shadow warriors now, whispered to be Eihogosha though it can’t be confirmed or ascertained as to why this clandestine group of assassins would take umbrage with the Scarlet Ribbons.
Making a Assassin
Races: Mohj assassins are rare to the point of legend and the Charad have never been even rumored to take up such training. Virtually all assassins are human.
Honor: As killers, and often hired ones, assassins run the gambit of honor, from the Honorless who kill for mere coin to the Honorable Souls who strike down only those who threaten the Empire.
Hit Die: d8
Class Skills (6+int Modifier): Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Martial Lore (Int), Open Lock (Dex), Perception (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
The Assassin (d8)
|Level||BAB||Fort||Ref||Will||Special||Maneuvers Known||Maneuvers Readied||Stances|
|1st||+0||+0||+2||+0||Weapon Focus, Sneak Attack +1d6||4||3||1|
|4th||+3||+1||+4||+1||Sneak Attack +2d6||6||4||2|
|9th||+6||+3||+6||+3||Improved Uncanny Dodge, Sneak Attack +3d6||10||5||4|
|13th||+9||+4||+8||+4||Improved Poison Use||12||7||5|
|14th||+10||+4||+9||+4||Sneak Attack +4d6||13||7||5|
|15th||+11||+5||+9||+5||Hide in Plain Sight||14||7||5|
|16th||+12||+5||+10||+5||Greater Weapon Focus||14||8||5|
|19th||+14||+6||+11||+6||Sneak Attack +6d6||16||9||6|
Defense Bonus: Column B
Contacts: Column C
Reputation: Column A
Weapon Groups: Basic + 2
Armor Proficiency: Assassins are proficient with light armor, but no shields.
At first level only, you can substitute any default discipline (aside from Black Lotus), for one of the following optional disciplines: Blood Sage, Broken Blade, Chthonic Serpent, Dancing Leaf, Falcon’s Eye, Oncoming Storm and Sanguine Brand.
*If you take Blood Sage or Sanguine Brand, you must give up Shadow Hand, and you can not start known both these disciplines.
Maneuver Recovery: Assassin’s are masters in gaining maximal benefit from any granted opportunity. Whenever you use a standard action to successfully feint in combat, you use this moment to reflect back on the battle and anticipate the next move, recovering a single maneuver. This recovery method is affected by the Improved Feint feat, making it possible to recover a maneuver by feinting as a move action.
Weapon Focus: At 1st level, an Assassin gains the Weapon Focus feat with one light weapon from each of her known disciplines with which she is proficient. At 16th level the Assassin gains the Weapon Specialization feat with the chosen weapon.
Poison Use (Ex): At 2nd level, Assassins are trained in the use of poison and never risk to accidentally poison themselves when applying poison to a blade.
Uncanny Dodge: At 3nd level, an Assassin can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Subtlety (Ex): A 5th level, an Assassin gains a +2 bonus to Stealth and Sleight of Hand checks. This bonus increases to +4 at 11th level and +6 at 17th level.
Evasion (Ex): At 6th level and higher, an Assassin can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex throw against an attack that normally deals damage on a successful save, he instead takes no damage. Evasion can be used only if you are wearing light armor or no armor. If the Sublime Assassin is helpless he does not gain the benefit of evasion.
Merciless (Ex): At 7th level, an Assassin may make a coup de grace as a standard action, instead of a full round action. In addition, he doesn’t provoke attack of opportunity while doing so.
Blade Meditation: At 8th level, an Assassin gains Blade Meditation as a bonus feat.
Improved Uncanny Dodge (Ex): At 8th level, an Assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a rogue of at least four levels higher than the assassin can flank him.
Shadow Blend (Ex): At 10th level, an Assassin can use the Hide skill in any sort of shadow, even if it doesn’t grant him cover or concealment. The shadow must be large enough to accommodate his body surface. Shadow Blend can only be used if you are wearing light armor or no armor.
Mind Veil (Ex): At 12th level, an Assassin gains the ability to shield his mind from all forms of divination. He becomes immune to detect thought, detect lies, and any attempt to magically discern his alignment.
Improved Poison Use (Ex): At 13th level, an Assassin can apply poison to a weapon as a move action.
Hide in Plain Sight (Ex): At 15th level, an Assassin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in open without anything to actually hide behind.
Improved Evasion (Ex): This ability, gained at 18th level, works like evasion. An Assassin takes no damage at all on a successful saving throw against attacks that allow a Reflex saving throw for damage. In addition, he takes only halve damage even if he fails his saving throw.
Assassin’s Promise (Ex): An Assassin of 20th level gains the ability to ensure his assassination skills. He gains a +20 insight bonus on a single sneak attack. In addition, the sneak attack is considered maximized (as if the maximize spell feat is applied to the sneak attack bonus dice). Using this ability, the Assassin can enhance his sneak attack up to 3 times per day, but no more than once per round.
The Assassin must declare the use of this ability before rolling any attack dice.