A mercenary undertaking his task with cold, professional detachment, the assassin is equally adept at espionage, bounty hunting, and terrorism. At his core, an assassin is an artisan, and his medium is death. Trained in a variety of killing techniques, assassins are among the most feared classes.
While nearly any class is capable of becoming an assassin, rogues suit the part more than any other, from both an ability viewpoint and an ideological one. Though they make excellent allies during combat, assassins excel in more clandestine situations, and the best assassins are the ones the victims never knew existed.
"Deadly loners, assassins are trained as merciless killers, adept at silent murder in any number of ways. Assassins are generally mercenary in their approach to death as they are aware of the vast sums their skills are worth."
- Stealth 5
- Any evil alignment
Hit Die: d8.
Skill Ranks at Each Level: 4.
Base Attack Bonus
|1||0||0||1||0||Sneak attack, Mark of Death, Target Assassination|
|2||1||1||1||1||Uncanny dodge, Poison Use, Cold-Minded|
|3||2||1||2||1||Alter Ego, Sneak attack, Poison Use - Increased Duration|
|4||3||1||2||1||Poison Use - Constitution, Public Execution|
|5||3||2||3||2||Sneak attack, Cold-Minded, Poison Use - Increased Successful saves to Remove|
|6||4||2||3||2||Poison Use - Increased Duration|
|7||5||2||4||2||Sneak attack, Poison Use (Swift), Swift Death|
|8||6||3||4||3||Cold-Minded, Poison Use - Increased Duration|
|9||6||3||5||3||Sneak attack, Poison Use - Increased Successful saves to Remove|
|10||7||3||5||3||Master Assassin, Master of Poisons|
If a character can catch an opponent when he is unable to defend himself from his attack, he can strike a vital spot for extra damage.
The character's attack deals extra damage anyttime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character Flanks his target. This extra damage is 1d6 and increases by 1d6 at later levels. This additional damage is precision damage and is not multiplied on a critical hit.
The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.
An Assassin can make a special attack with a melee weapon against a target that doesn't know about the Assassin. The attack has the additional effect of possibly either paralyzing or killing the target (Assassin's choice). Death Attack is a full-round action. The Death Attack fails if the target detects the Assassin or recognizes the Assassin as an enemy. If the victim of such a death attack fails a Fortitude Save (DC 10 + the Assassin's class level + the assassin's Int modifier) against the kill effect, they die. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act foir 1d6 rounds plus 1 round per level of the Assassin. If the victim's saving throw succeeds, the attack is just a normal attack.
At 10th level, the death attack becomes a Standard Action.
Assassins specialize in Poison Use. Every day they create special combat poisons, the number of their doses equal to 3 + Assassin level, which they can use to envenom their melee weapons. As a Move Action, an Assassin can apply one of their poisons to their melee weapon, and the next one successful attack applies it to the target. Save DC of all poisons is 10 + Assassin level + Int modifier. If the attack that applied the poison was a Sneak Attack, the DC is increased by 2.
At the 2nd level, the Assassin has access to poisons that deal 1d4 stat damage to Strength or Dexterity for 4 rounds;
At the 3rd level, poison duration increases by 1 round;
At the 4th level, the Assassin gains access to a poison that deals Constitution damage;
At the 5th level, the number of successful saving throws needed to remove the poison increases to 2;
At the 6th level, poison duration increases by 1 round;
At the 7th level, the Assassin can apply poisons as a move or a swift action;
At the 8th level, poison duration increases by 1 round;
At the 9th level, the number of successful saving throws needed to remove the poison increases to 3;
At the 10th level, the Assassin's poison target takes poison damage even with a successful Fortitude check.
At 2nd level, the Assassin gains a +1 saving throw bonus against poisons. This bonus increase by +1 every two levels.
The character can react to danger before his senses would normally allow him to do so. He cannot be caught Flat-Footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A character with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a character already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
At 8th level, an Assassin can use the Stealth skill even while being observed. An Assassin can hide himself from view in the open without having anything to actually hide behind.
At 3rd and 7th level, the duration of the poisons increases by 1 round.
At the 2nd level, grants a +2 bonus to saving throws against mind-affecting, compulsion, fear, and emotion effects. This ability increases every 3 levels, reaching a +4 bonus at the 8th level.
The Assassin can create copies of themselves to distract the enemy. As long as at least one copy is present on the battlefield, all creatures attacked by the Assassin take damage from a sneak attack. This ability works like Mirror Image.
Each time the Assassin kills a target, they make a Persuasion check to demoralize all enemies within 30 feet. If the target is under the influence of Mark of Death, the Assassin gains a +2 bonus on this check.
You have mastered the art of assassination to the point you can deliver a killing blow before the target can react. The Assassinate Target ability can now be used as a standard action. You also add sneak attack damage to all attack rolls on a target marked with Mark of Death, even if you don't have an advantage.
This is a standard action that requires you to make a knowledge check appropriate to the creature type. If the check is successful, you point to a target with a mark. As long as the creature is marked, your attacks against it ignore its DR and resistance. You can only have one victim marked at a time.
At the 7th level, the Assassin can use Mark of Death as a swift action.
As a full-round action, an assassin can make a special attack against the target affected by his mark of death. The target must not be able to see the assassin. The assassin attempts to aim for the target's weakest point, which greatly complicates his task and applies a -2 penalty to the attack. If the attack hits, the target must make a Fortitude saving throw (DC = 10 + the assassin's level + his Int modifier). On a failed save, the target instantly dies. On success, the assassin's attack is treated as a critical hit (the assassin still has to confirm the critical hit). The target is also hit with the realization that it just had a brush with death and becomes shaken for 1d4 rounds. Regardless of whether or not the save is made, the target is immune to the assassin's target assassination ability for 24 hours.
At 7th level, an assassin can use mark of death as a swift action.
Master of Poisons
At 10th level, the target of the assassin's poison takes one round of ability damage from the poison on a successful Fortitude save.
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