Evil / Undead Class : Replacement Killer
by Will Upchurch, Dragon #313
By far the most dangerous member of any assassin's guild is the replacement killer. Kings and other political leaders find this specialist in espionage to be worth his weight in gold - not just for removing inconvenient enemies or rivals, but also for achieving political goals.
A replacement killer secretly assassinates his target and then replaces him, wreaking havoc with the victim's authority before revealing that he is dead. This tactic is particularly valuable for ensuring the outcome that the assassin's employer desires in treaty negotiations, major public policy announcements, and the like.
Replacement killers focus on developing strong social skills and effective disguises as well as on efficient killing, since what happens after the victim's death is even more important than the method of assassination. They often debilitate their victims so that they can interrogate them, learn their secrets, and continue to gain valuable information (and even advice) as the ruse goes forward.
Requirements
To qualify to become a Replacement Killer, a character must fulfill all the following criteria:
- Alignment: Any evil
- Skills: Bluff 8 ranks, Diplomacy 5 ranks, Disguise 8 ranks, Knowledge (Nobility and Royalty) 3 ranks, Sense Motive 5 ranks
- Feats: Deceitful, Skill Focus (Disguise),
Class Skills
The replacement killer's class skills are Balance, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Knowledge (nobility and royalty), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, and Use Rope.
Skill Points at Each Level: 8 + Int modifier.
Class Features
All of the following are Class Features of the replacement killer prestige class.
Weapon and Armor Proficiency: A replacement killer gains no new proficiencies with armor or weapons.
Death Attack: If a replacement killer 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 (replacement killer's choice). While studying the victim, the replacement killer can undertake other actions so long as his attention stays focused on the target and the target does not detect him or recognize him as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + replacement killer level + replacement killer's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim's mind and body become enervated, rendering her helpless and unable to act for 1d6 rounds plus round per level of the replacement killer. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the replacement killer 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 replacement killer 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.
Poison Use: The replacement killer is trained in the use of poison and never risks accidentally poisoning himself when applying it to a blade.
Sneak Attack: This ability functions exactly like the rogue ability of the same name. At 1st level, the replacement killer deals 1d6 points of bonus damage with a sneak attack. The extra damage dealt increases by an additional +1d6 every other replacement killer level (at 3rd, 5th, 7th, and 9th). If the replacement killer already has the sneak attack ability from another class, the damage bonuses stack.
Greater Paralyzing Attack (Ex): When the replacement killer reaches 2nd level and at every other level thereafter (at 4th, 6th, 8th, and 10th), the DC to resist his death attack increases by the indicated amount when he chooses to paralyze his victim rather than kill her outright.
Uncanny Dodge (Ex): Beginning at 2nd level, a replacement killer gains the ability to react to danger before his senses would normally allow him to even be aware of it. He retains his Dexterity bonus (if any) to AC regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
If the replacement killer already has uncanny dodge from another class (such as a barbarian/rogue), he automatically gains improved uncanny dodge (see below) instead.
Disguise Self (Sp): At 3rd level, the replacement killer can cast disguise self three times per day as a caster of his character level.
Inconspicuous Disguise (Ex): Suspicious observers do not get automatic Spot checks to note any disguise worn by a 4th-level or higher replacement killer. He is too good at applying the disguise and adopting the mannerisms of his new persona to arouse suspicion in any but the most interested parties.
Improved Uncanny Dodge (Ex): At 5th level, a replacement killer 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 him. The exception to this defense is that a rogue at least four levels higher than the replacement killer can flank him (and thus sneak attack him).
If the replacement killer already has improved uncanny dodge, the levels from any other classes granting uncanny dodge stack for the purpose of determining the minimum rogue level required to flank him.
Undetectable Alignment (Su): At 6th level, the replacement killer's alignment cannot be detected by any means, as the undetectable alignment spell. The replacement killer can activate or deactivate this ability at will as a free action.
Greater Invisibility (Sp): A 7th-level replacement killer can cast greater invisibility once per day as a caster of his character level.
Improved Inconspicuous Disguise (Ex): When the replacement killer reaches 8th level, contact with people who know the specific individual he is replacing does not automatically provoke an opposed check. In addition, the Spot check bonus for such a viewer decreases by -4.
Modify Memory (Sp): At 9th level, the replacement killer can cast modify memory twice per day as a caster of his character level.
Replacement Killer | Hit Die: d6 | ||||
---|---|---|---|---|---|
CL | BAB | Fort | Ref | Will | Special |
1st | +0 | +0 | +2 | +0 | Death attack, poison use, sneak attack +1d6 |
2nd | +1 | +0 | +3 | +0 | Greater paralyzing attack +1, uncanny dodge |
3rd | +2 | +1 | +3 | +1 | Disguise self, sneak attack +2d6 |
4th | +1 | +1 | +4 | +1 | Greater paralyzing attack +2, inconspicuous disguise |
5th | +3 | +1 | +4 | +1 | Improved uncanny dodge, Sneak attack +3d6 |
6th | +4 | +2 | +5 | +2 | Greater paralyzing attack +3, undetectable alignment |
7th | +5 | +2 | +5 | +2 | Sneak attack +4d6, greater invisibility |
8th | +6 | +2 | +6 | +2 | Greater paralyzing attack +4, improved inconspicuous disguise |
9th | +6 | +3 | +6 | +3 | Sneak attack +5d6, modify memory |
10th | +7 | +3 | +7 | +3 | Greater paralyzing attack +5 |
Poisoner Touch Effects | |||||
---|---|---|---|---|---|
Poisoner level | Str or Dex Damage | Con Damage | Int, Wis, or Cha damage | Save DC | Special |
1-2 | 1d2 | - | 1 | 14 | - |
3-4 | 1d3 | 1 | 1d2 | 16 | - |
5-6 | 1d4 | 1d2 | 1d3 | 18 | - |
7-8 | 1d6 | 1d3 | 1d4 | 19 | - |
9-10 | 2d4 | 1d4 | 1d6 | 20 | - |
Source: Dragon #313