Assassin
The assassin is a master of dealing quick, lethal blows. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their skill in a variety of dark arts allows them to carry out missions of death with shocking, terrifying precision. Unlike the blackguard, the assassin is not evil due to devotion to an evil power, but rather due to a complete lack of morals or ethics.
Requirements
Skills: Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks
Alignment Restriction: Non-Good
Hit Die: d6
Proficiencies: Armor (Light), Weapons (Simple)
Skill Points: 4 + INT
Class Skills: Appraise, Bluff, Craft (all), Decipher Script, Disable Trap, Disguise, Escape Artist, Forgery, Heal, Hide, Intimidate, Knowledge (all), Listen, Lore, Move Silently, Open Lock, Profession (all), Search, Sense Motive, Set Trap, Spot, Tumble, Use Magic Device
Level progression
*Note: A sorcerer will not be able to learn new spells via leveling up Assassin, they must learn from sorcerer levels.
Lvl | BAB | Fort | Ref | Will | Special | Death Attack | Caster Progression |
---|---|---|---|---|---|---|---|
1st | +0 | +0 | +2 | +0 | Alter Self 3/Day, Use Poison, Assassinate | 1d6 | +1 level of existing arcane or divine spellcasting class* |
2nd | +1 | +0 | +3 | +0 | Ghostly Visage, Uncanny Dodge I, Poison Save | 1d6 | |
3rd | +2 | +1 | +3 | +1 | Evasion, Trigger Stimulant | 2d6 | +1 level of existing arcane or divine spellcasting class* |
4th | +3 | +1 | +4 | +1 | Undetectable Alignment 1/Day, Ultravision 1/Day | 2d6 | |
5th | +3 | +1 | +4 | +1 | Dimension Door 3/Day, Darkness, Uncanny Dodge II | 3d6 | +1 level of existing arcane or divine spellcasting class* |
6th | +4 | +2 | +5 | +2 | Invisibility 1/Day, Cat's Grace 1/Day | 3d6 | |
7th | +5 | +2 | +5 | +2 | Spiderskin 1/Day, Fox's Cunning 1/Day | 4d6 | +1 level of existing arcane or divine spellcasting class* |
8th | +6/+1 | +2 | +6 | +2 | Hide in Plain Sight, Freedom of Movement 1/Day, Invisibility Sphere 1/Day | 4d6 | |
9th | +6/+1 | +3 | +6 | +3 | Improved Invisibility 1/Day | 5d6 | +1 level of existing arcane or divine spellcasting class* |
10th | +7/+2 | +3 | +7 | +3 | Ambush, Deeper Darkness 1/Day, Uncanny Dodge III | 5d6 |
Assassins need sufficient intelligence to cast spells. This is equivalent to 10 plus the assassin's Intelligence modifier. Thus, they need 14 Intelligence to cast spells of the 4th circle. Their casting level is 3 plus assassin levels.
Alter Self
The assassin is able to better disguise themselves, gaining +10 to Disguise for 10 minutes per assassin level.
Assassinate
If an assassin studies their victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the attack will be lethal if the victim fails a Fortitude save (DC 10 + the assassin's class level + the assassin’s Int modifier). If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, they must make the death attack within the next 3 rounds.
Trigger Stimulant
The assassin ingests a prepared concoction of drugs to immediately grant them a powerful but fleeting adrenaline boost. They temporarily gain AB equal to their assassin level plus their intelligence modifier for 2 rounds. This ability is a free action on a 2-minute cooldown.
Undetectable Alignment
The assassin is able to conceal their alignment from the Detect Evil spell. The spell persists for 24 hours.
Spiderskin
The spell grants the recipient +3 to natural AC, hide, and save vs poison, plus an additional +1 for every 3 assassin levels. The AC caps at 5. This ability lasts for 10 minutes per assassin level.
Ambush
While stealthed, the assassin may teleport a short distance behind an enemy target in an attempt to inflict a debilitating blow. If the target fails their reflex save vs traps, they take 6d6 physical damage and are rendered silenced and slowed, while also having their AC lowered by 3 and suffer 15% damage vulnerability for two rounds. Regardless if the attempt is successful, the assassin gains Haste and +2 APR for two rounds. The DC is equal to 20 plus their intelligence modifier and half their dexterity modifier. If the target is a player that's able to hear or see the assassin, the DC is halved. This ability is on a 30-second cooldown.